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  1. CalenLoki

    Alpha discussion 04th feb 2021

    TL:DR Shields bad. They turn complex destruction system into dumb HP bar. So far nobody presented a shield idea that would be any better (and we had quite a few of them). IMO good way to make large ship slightly more viable overall would be change to ship drag equation. Basically allow bigger...
  2. CalenLoki

    The Future Of Transponders

    Yes. Kind of sensor that tells whom you're looking at. But just for identyfikator, rather than detection, as you need to point a beam at the ship. But! It would still work with transponders, even when they're turned off. If there is no transponder at all, your incognito (and probably considered...
  3. CalenLoki

    What in the game Classifies a Ship, a Ship?

    To be more precise: thruster attached to hardpoint attached to valid frame (at least 3 beams welded together) allows you to use thrusters. But for being a valid ship, with ownership, spawning/despawning rights, hosting and longevity it needs to be either bought from SSC or from ship shops. I.e...
  4. CalenLoki

    The Future Of Transponders

    No, it's completely optional (at least for now). And even if you have it, you can just turn it off. There were some hints that they may be connected to ship ownership in the future. But nothing certain
  5. CalenLoki

    The Future Of Transponders

    To ad onto that, transponders could use some simple IFF colouring. Green-group Blue-company Pink-devs Just like player characters
  6. CalenLoki

    Do headshots matter?

    Endo "armour" is, and will probably remain, purely cosmetic.
  7. CalenLoki

    Single ship size limit instead of separate limits for different things.

    Yes, you can build as large as you want. But the moment you go over limits, thrusters will refuse to work, so your ship will become stationary. This applies to all the part/voxel limits, but not to dimension limits. So 1km long stick can be a valid ship
  8. CalenLoki

    Possible fix for plating/armor

    Nit much. But we're in alpha, so they focus on bugs and new features, not balance.
  9. CalenLoki

    UI Ship design idea: Digital cockpit interface

    Lag happens, but last two events were surprisingly smooth for me. Only people jumping around were those with really bad connection. Those were ~50 people ffa battles, with over 500 wrecked ships on the battlefield. And Im playing on shitty mobile data connection via my phone tethering hotspot...
  10. CalenLoki

    UI Ship design idea: Digital cockpit interface

    There is quite noticeable splash when you hit someone, and sound when you get hit. But yolol can't hear any of that. There is a way to check if module has been destroyed. If you try to access it's device field when it's cut off, it'll skip the rest of the line. I.e. :Thruster1Status=0...
  11. CalenLoki

    Possible fix for plating/armor

    Part is i.e. 96x96x12cm square plate. Or 144x288x12cm. Thruster is made of 5 parts each, ect. Current system: Each part has "armour" value, which is equal to volume x material property. When part get hit, projectile energy is compared with armour. If it's higher, it deals voxel damage. Either...
  12. CalenLoki

    Helping larger ships to be more viable

    Maybe I phrased that wrong. "All or nothing" as in armouring just the important bits, and leaving everything else much less protected will always work. I meant "there should be more valid in-between choices than frontal main battle tank armour and thin aluminium sheet" Thrusters would be weak...
  13. CalenLoki

    Thoughts about PeerToPeer (P2P)

    @Musclethorpe By Okim:
  14. CalenLoki

    Possible fix for plating/armor

    Current armour system is indeed broken. Mostly because it works with per-part hp, rather than per-voxel. It makes big plates much better than small ones, which naturally encourage building flying bricks. IMO we need simple per-voxel armour model. With each weapon removing always the same amount...
  15. CalenLoki

    Update 21.1.2021 (Alpha 335)

    Afaik it's not "better takes over worse", but more "potato connection can't just lag-teleport all over the place" So if your connection is "good enough", nobody will steal hosting your ship, even if they live in a basement under FB server room.
  16. CalenLoki

    To the CA Testers: Is unarmed melee = punching? And if so who is in for illegal boxing tournaments?

    There's at least one project started doing that, that I know about. And yes, it's punching. But those punches can break weaker objects in a single hit. I.e. active fuel rods...
  17. CalenLoki

    Getting Rid Of The Wait

    Carriers (single pilot for multiple ships and people) + ship-based SSC. And no travel is too long! Also ability to transport offline people (bodies should stay in universe outside stations!) And switching bodies at will (i.e. between different stations). Those would remove wait, at least for...
  18. CalenLoki

    Helping larger ships to be more viable

    I agree with non-chippable armour idea. But not through some magic shields. Instead bullets should make small holes in armour, and leave rest of the plate intact and functional. So you'd want to either take slow-firing weapon that will penetrate it, or high rof and aim for unarmoured ships or...
  19. CalenLoki

    Fire control field editors.

    And here's a code that saves or loads up to 9x4 field values (GPS coords). You switch between "slots" with prev/next buttons. Save button saves clipboard values to storage (or device). Load button loads values from storage/device. :Nn+=(:Next-:Prev) :Nn+=:NMax*((:Nn<1)-(:Nn>:NMax)) goto...
  20. CalenLoki

    Magnetic Shields

    IMO there's no chance we'll ever get faster than 150m/s and still being able to collide into anything. Due to performance and latency reasons. So either being close to belt/station/other ships will drop out of warp automatically, or there simply won't be any warp drive.
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