HerrSticks
Outer Rim Colonies
The beatings will continue until moral improves.
Posts: 41
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Post by HerrSticks on Jan 26, 2015 14:59:43 GMT
Hey guys!
I was wondering if you had any tips about ship building?
Do you try to make your exterior hull then fill in weapons,shields,power?
Do you have a rough shape in mind, then lay down components and build the exterior hull last?
With the sever settings being altered, whats the best thruster/power ratio? Whats the best thruster/mass ratio?
I know how to build, and dont usually have issues with ideas or creativity, but i have yet to figure out an effective building style.
For example, my turret looks blocky and took me way too long for how bad it looks.
So far, I have altered the starting frigate to: add an open-space docking bay, removed missile turret, added two gun turrets, medical bay, storage, more workstations, lighting, and other cosmetic changes.
I'm just painfully slow and prone to mistakes, I need practice.
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nirobis
Outer Rim Colonies
Posts: 61
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Post by nirobis on Jan 26, 2015 16:19:54 GMT
When i built the Condor, which is my new freighter, i first built the core room which was the interior room just for the core then i built a basic endoskeleton of the ship so i have an idea of its basic design and how much space is available to me. After that i divided the inside of the skeleton into different sections and took note of what would go where. This can be applied to your changes to the starter ship. For example if you a making new turrets, first make a basic shape like a 'U" then add on cosmetic design to it. For the interior changes, make a skeleton of the space that is being added so you know where the new room is going to go.
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Sarah
Outer Rim Colonies
Posts: 88
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Post by Sarah on Jan 26, 2015 16:39:28 GMT
I usually start with building all RP needed and wanted rooms and then start adding layers of shield blocks and alike, leaving space for integrated turrets and then finishing everything with an Armour layer and ornamentation design upon it.
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Post by TIME on Jan 26, 2015 16:48:45 GMT
It's really based on personal preferences. I tend to build a rough shell and then fill it with stuff for larger ships. For smaller ships I build the weapons and power systems first then build a shell around it.
When building it's always important to have a general shape or ship role in mind, otherwise you may build yourself into a corner.
In this server there is no perfect thruster to mass ratio. Mass greatly effects thrust here, so you have to decide between a fast ship, or a very well armed and shielded ship that may be slower. You can get around the thruster limitations by adding thing like overdrive and push effects. They will help a large ship get to top speed and beyond, but you will have a harder time stoping and maneuvering.
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t050189
Outer Rim Colonies
Posts: 304
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Post by t050189 on Jan 26, 2015 23:00:11 GMT
I like to do heavily armoured rooms, with gaps in between, which I then proceed to fill with shielding. Generators are built in dedicated generator rooms, though I do have power generator rods running the length of the ship. But, as said by a few above me, it's best to have a basic idea of the shape and layout before you start building.
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Post by Robert Peel on Jan 26, 2015 23:24:58 GMT
I use a modification on one of these: I lay out the decks of the crew area and usually wind up with a block of hull. Then I lay out exterior hull over it, and block out the rest of the ship with crude shapes. As I refine the shape, I plane away the crude shapes {circles, spheres, and boxes} into curves and merge them into one another. I tend to do weapons after that, and then the hardest part: Interior design.
I do this because I typically start a project over several times, and this way the least is lost when I delete everything.
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Post by numinak on Jan 27, 2015 3:24:25 GMT
I tend to get a rough idea of the shape of the ship I want (as well as a role) and build from there. I almost never build interior system until I'm almost done (beyond a basic power/thruster setup in case it needs to move). Of course, this makes it a bit harder to do systems later since I need to work around anything I've built. But it works best for me. I've tried building systems in first then around that, and it didn't go well
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Jay Armenov
Outer Rim Colonies
Steam: CypherX
Posts: 31
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Post by Jay Armenov on Jan 27, 2015 3:37:00 GMT
I almost exclusively build outside-in. I like to do detailed exteriors, and I have the misfortune of short-term memory when it comes to ideas for details. I usually then move to interior, then systems and turrets.
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Post by invadr on Jan 27, 2015 19:19:17 GMT
Given that power is always in short supply in ships on this server, I would get your basic shape outlined first and the insert your main power lines. If it is a really big ship with lots of internally mounted weapons, you will probably have insane power requirements. So build 2-3 times more than you think you will need. Make sure to then leave room for the RP elements.
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HerrSticks
Outer Rim Colonies
The beatings will continue until moral improves.
Posts: 41
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Post by HerrSticks on Jan 29, 2015 18:38:02 GMT
I have a few questions about weapon pairings.
Salvage:
Salvage + Cannon: removes cooldown (the cooldown without it, is pretty short already)
Salvage + Missile creates multiple beams (I have read these are less accurate and less powerful than a "standard beam")
Salvage + Pulse increases salvage speed and power consumed. (uses a stupid amount of power?)
In your experience which is the most effective? Assuming your salvage array is in strings of 10+ the effect of the Pulse would be pretty negligible I would think. Assuming the beams weaken with missile effect (even if only by 20% (it cant be more than 50 can it?)) does the increased number of beams make up for the decreased accuracy and efficiency? With identical arrays, which will mine more efficiently, Missile (more beams) or Cannon (less downtime)?
Missile: How do slave missile systems work exactly?
Missile + Beam: Lock on and tracking missile.
Missile + Pulse: Lock on and tracking, very high yield, slow moving, slow reload. (is this even viable against ships? How slow is this thing?)
How do these work? As you increase the slave blocks, how does that effect the missile? For Beam, does it make them track better, increase speed, or yield? For Pulse does it further increase reload time, slow the missile even more, while increasing yield? For Missile + Missile, I would assume you have to slave the same type of missile that is being fired?
You can cover the output of Salvage beams and Cannons, the beam or projectile can pass through your own ship to the intended target. Is this true for all beams (IE push, pull, dmg, repair) and is it true for missiles?
I have been told, that if I want to keep friends that I should not use Heat Seeking, or Player Targeted AI turrets. I've also been warned that setting a faction to "declare war on damage" can lead to some unintended consequences. Are there any other nuances that may be helpful?
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t050189
Outer Rim Colonies
Posts: 304
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Post by t050189 on Jan 29, 2015 23:00:31 GMT
For beam missiles, the higher the slave %, the faster the missile goes! but it does slightly less damage and has less range.
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HerrSticks
Outer Rim Colonies
The beatings will continue until moral improves.
Posts: 41
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Post by HerrSticks on Jan 30, 2015 21:48:14 GMT
One more question about missiles.
Do they physically take up space in flight? If so, how much? How much dmg can they take before they explode? Does it just take 1 "impact" from a gun or beam?
I cant decide how to set up my Slave/Effects on my missile defense turrets. At the moment im leaning towards using a missile slave + explosive effect. I cant tell if this will be ineffective, overkill, or work fine.
If you use a beam with a stop or repulse effect, can you effectively stop or repulse missiles?
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Post by Robert Peel on Jan 31, 2015 0:18:21 GMT
As I understand it, one "impact' with anything will kill a missile. You don't need any effects for missile defense. I suggest either Cannon + Cannon, Beam + cannon, or Cannon + missile. These put the most "shots" in the air, maximizing the chance for a hit. I personally use cannon + cannon.
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Post by numinak on Jan 31, 2015 1:16:19 GMT
Salvage + Beam also works, increasing damage and tick rate without busting your power bank like pulse does (Although Pulse also has a huge cooldown, though it does massive amounts of salvage in that time). Salvage + Cannon increased reload, but didn't change any other stats I could see so not sure if worth it.
As for using the pulse effect against missiles....I don't know. Don't think we've ever tried it. Will have to do some testing!
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t050189
Outer Rim Colonies
Posts: 304
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Post by t050189 on Jan 31, 2015 1:43:22 GMT
Heh... Stopping a missile in its path with Stop/Pulse effects? We'll have Neos all over the place.
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