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  1. DivineEvil

    PASSIVE SENSOR TYPES | How to find stuff & a reason to multi-crew

    You can put crates on your fighter, OR you can have a CLB array to carry loot, OR you can have a barebeam segment to bolt ore stacks to, or you can bolt ores and salvage straight to your ship. None of this matter. The difference between a fighter and a miner is that the latter has means to carry...
  2. DivineEvil

    PASSIVE SENSOR TYPES | How to find stuff & a reason to multi-crew

    Again, this magical "for most". Seriously guys, you do not have the right to speak for anyone but yourself. Literally everyone on these forums or anywhere else can make appeals to imaginary majorities of players and their preferences, and all of these appeals will have the same amount of value...
  3. DivineEvil

    PASSIVE SENSOR TYPES | How to find stuff & a reason to multi-crew

    Well, that's their prerogative, like I've already said. To try and entertain the point a little bit more, how far worse a ship becomes if you place a pair of tripods on it? How far worse does it make it if you then have two advanced quad-laser turrets on a ship? Like, you're saying yourself that...
  4. DivineEvil

    PASSIVE SENSOR TYPES | How to find stuff & a reason to multi-crew

    And? I was responding to what Recatek have said. What is your point here? Again, what is your point here?
  5. DivineEvil

    PASSIVE SENSOR TYPES | How to find stuff & a reason to multi-crew

    I will have to jump here on the side of pavvel. I have already disagreed with him on the side of the original topic and how new abilities given to everyone are unlikely to give advantage to a specific party... but what you've been writing here is just nonsense. Starbase is designed as open...
  6. DivineEvil

    Loss of a ship in the green belt

    In the Eos belt, you will likely login with your ship cruised away up to ~1500m since all ship systems are disabled at 1km range without a host. Elysium belt is not in any way different from that, and like have been mentioned above, even moon's gravity will not kick in without a host to simulate...
  7. DivineEvil

    Broken Ships Tutorial

    It does make sense and would much greater help than the ship repair phase we have now. Personally, I would just rearrange the phases to first have a salvage phase just to give the player a mean to earn some credits, then use the mining tutorial to give him some materials, then the crafting...
  8. DivineEvil

    PASSIVE SENSOR TYPES | How to find stuff & a reason to multi-crew

    That's ridiculous. We can forget about combat logging, because it cannot be done, but we will not forget the fact that you've brought it up, meaning that you're arguing against the proposed feature not knowing how even the most basic mechanics of the game works, which is baffling. The trick is...
  9. DivineEvil

    Starbase Progress Notes: Week 9 (2022) - Spaceship insight

    I'm a bit puzzled. I may be wrong, but right now there's no such things as heat capacity and transfer rates. All I remember there to be is heat generation parameter (expending coolant) and cooling rate (restoring coolant), and if the former overturns the latter, then generators begin to stutter...
  10. DivineEvil

    Starbase Progress Notes: Week 9 (2022) - Spaceship insight

    Well its not that heatsinks "rob" the existing functions, but that those functions do not really work in any meaningful way. Heat from generators and weapons are completely disconnected, and the direct seamless connection between sources and radiators means that there's not much heat management...
  11. DivineEvil

    snap points etc.

    All I'm trying to point out is that there's no difference between players playing the game in Closed Alpha and players playing the game now. If the snap-point issues were a substantial problem, it would be addressed. Given that it wasn't, and that SSC was one of the fundamental features of the...
  12. DivineEvil

    snap points etc.

    Interesting. So the only thing that matters is right now, and all the time the game was in Closed Alpha (in which some of those players have became "long-term") is irrelevant? Are those "long-term" players are somehow a different kind of animal compared to new players? Seriously what is it with...
  13. DivineEvil

    snap points etc.

    If it was that, then there would be much more feedback for that, but apparently almost nobody have issues with it, and again, all the ships in ship shops were designed with that principle in mind. From my experience, there's a single instance of such lacking snap-points in 100-150 plates, and it...
  14. DivineEvil

    The speed of the ship suddenly decreased

    Probably, although I personally would not go for that, because it might make the ship harder to repair, and generally avoid any manual angle inputs. But it can work, as long as MFC can see as the thruster facing one side. I just don't know how flexible it is in that determination precisely...
  15. DivineEvil

    snap points etc.

    I don't assume that you do heresy. I'm saying the moment snap points are fighting against you, just use the plates to make more snap points where you need them. All duct pieces are perfectly fit for specific beam sizes and shapes. If there's gaps, then it can only mean you're using wrong duct...
  16. DivineEvil

    The speed of the ship suddenly decreased

    Well, the thing about 45deg thrusters, if I understand what you mean correctly, apart from them being inherently inefficient due to thrust spent being on counteracting excessive vectors, is that they can step into two cardinal sectors of your MFC influence, meaning that any change in the ship's...
  17. DivineEvil

    snap points etc.

    Snap points are done that way for a reason. For example, beams have snap points on their sides, rather than edges, because that allows plates to be placed and bolted to either side, rather than only being able to place one such plate straight on the beam or off-side where it cannot be bolted. It...
  18. DivineEvil

    Starbase Progress Notes: Week 9 (2022) - Spaceship insight

    Ongoing progress with the Hangar Halls is certainly appreciated. Stations badly needs them. Will it be possible to use a Recycler Tool on your owned station's modules to reclaim used materials? I have a station that I want to resign and move to another location, but it already have a massive...
  19. DivineEvil

    "The game world itself is too big, too empty and too boring", and other stories about how sieges and capitals themselves ain't the saving grace.

    Don't forget that: - You need stations before you even have the opportunity to build a capital. - Stations are vastly easier to setup with the material requirements. - Stations may or may not get exclusive functionality, such as high-efficiency refining and smelting that capitals might not get...
  20. DivineEvil

    Ideas for rewarding smart ship design

    Well, at this point there's only so much "smart" design ideas that come to mind with the game at its current state. To really have a discussion about smart ship deign, we'd first have to specify what we would consider a bad design. Let's say that some signatures of a bad design would be: -...
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