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  1. CalenLoki

    Small-Scale Base Building

    IMO small station without some form of offline protection would be pretty much useless. It wouldn't offer anything more than cluster of factory ships left in space. And despite being small, they still need several hours of work. So not many people will want to gamble with something they can't...
  2. CalenLoki

    Starbase Progress Notes: Week 10 (2021)

    The large gen looks to be the same size as plasma thruster (6x6x6m) So if they are equally mass efficient as small gens, that's around 300k power. So with current limits, you'll never need more than one per ship (unless you're mass-printing). IMO it's more interesting to design ships with few...
  3. CalenLoki

    Increase plasma ammo to 200-250.

    As Ville mentioned in DIscord, the values on wiki are outdated (i.e. railgun is ~65/1400, not 31/1000). So I'd wait with those calculations until he updates them. May be worth reminding him tomorrow in his work-hours wit a ping. Anther thing is often ignored (due to current fighter meta) that...
  4. CalenLoki

    Starbase Progress Notes: Week 9 (2021)

    If you have 2 and one gets blown up, the other can't work or you'll spin in circles. For that kind of redundancy you need at least 3 in one line. So when one of the side ones blows up, the middle can still work (and vice versa)
  5. CalenLoki

    I really hate small ships with a lot of weapons

    And how you gonna enforce it? Can't buy over-gunned ship from SSC -> add some balast to cut off after leaving SSC (then recycle it) Ship can't move if it has too many guns per mass -> during battle your ship can become stationary after loosing one plate, if you were close to the edge. Or a...
  6. CalenLoki

    Starbase Progress Notes: Week 9 (2021)

    Then you wasted a lot of their potential. They get MUCH better the longer they are. I wouldn't consider second plasma before I need 20 rings in total. And that's more than you need to push max volume ship. Maybe except some extreme cases, like huge CLB hauler.
  7. CalenLoki

    I really hate small ships with a lot of weapons

    I agree that over-gunned ships are bad. But I see some problems with that approach: 1. It's based on artificial limits of a single block per ship. Transponder limiter is QoL limit (so people don't spam them to annoy everyone around), not a balance approach. Hard limits like that tend to...
  8. CalenLoki

    Starbase Progress Notes: Week 9 (2021)

    Support for connecting multiple plasma thrusters? We don't have enough voxel volume to use even one to its full potential...
  9. CalenLoki

    How about landvehicles

    Most likely. And devs will be recording it too. It'll happen within few weeks.
  10. CalenLoki

    How about landvehicles

    Right now we're preparing for community event: tank battle, using hover script. But those tanks will be effective only due to strict rules of the event forbidding any airforces.
  11. CalenLoki

    Starbase balance & meta thread: Ship roles

    Yes, radiation detector is planned. So if you're running big generator or carrying a lot of radioactive ore you can be detected from very long distance. Lauri said up to 1000km in extreme cases. Complete stealth will be still possible using batteries, but those won't get you too far.
  12. CalenLoki

    Starbase balance & meta thread: Ship roles

    I think mouse control will shake the meta quite a bit. With longer reliable engagement range heavy fighters may have problems leading small nimble ships. And light fighters dying really fast at short range, as they unpredictable movement won't help them as much as now. And maybe torps will get...
  13. CalenLoki

    How about landvehicles

    Current rail movers go 1 m/s... that's whooping 6 times slower than walk speed. They can also hold very little mass. And when you use more than 1, you'll have problems taking turns (because there are no free-moving hinges)
  14. CalenLoki

    Thruster Balancing

    I could see several reasons for the balance pass: 1. Make supply routes more important 2. Make ship prop storage more important part of ship design. Before prop/rods were too small parts to be even considered as balance factors 3. Make manoeuvring thrusters less OP. They used to have 2x better...
  15. CalenLoki

    Logging out mechanics

    There are in-game ways of saving your ship. If you can leave your PC running when you go AFK, you can use autopilot to bring your ship back to safezone. It requires a lot tinkering, and is still risky, but it's an valid option. The beauty of persistent world is that most things stay there all...
  16. CalenLoki

    Could Dual Wield be a possible future?

    Cons: 2x longer reload, worse accuracy, worse recoil compensation, no aiming down sight. Pros: if you can't afford assault rifle, it almost reaches it's dps. On one hand, why not? On the other hand.... why? I'd rather focus gameplay features around having one hand free than making poor-mans...
  17. CalenLoki

    Everything Pivots on Hinges.

    They are in game since like.... forever. I suggest watching through official videos
  18. CalenLoki

    Movement Inside the Ship Designer

    You don't have to hold right click to look around. Tab switches between cursor and free-look mode, just pike in actual game. I agree on up/down binding. Or even better, just let as bind all of it like other controls
  19. CalenLoki

    Question about the Endo Wrist Com

    It is doable, even if a bit clunky. ATM there are no explosives directly linkable to yolol, except missiles, torpedoes and guns pointing at reactors. All those are rather big and expensive, so such auto-destruction would cost quite a lot (mass, power, credits and resources). Password...
  20. CalenLoki

    Question about the Endo Wrist Com

    Not possible ATM. You can edit yolol fields with Universal Tool, but only of you aim directly at the device you want to edit. Yuo also need to select the field and type the value, which takes time. But! There are remote explosives, which can be used to blow up some part of your ship, which may...
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