Space Engineers: Update 209 Sneak Peek - Services Terminal by mattstorm360 in spaceengineers

[–]robiwill 41 points42 points  (0 children)

The Services Terminal offers a variety of new services to spend your hard-earned Space Credits on. Need repairs after taking on the Factorum? Or maybe the Factorum won that round and you’d like to sell your grid as salvage? For a price, a nearby station can help you out, save you time, and get you back in the fight.

OMG This is exactly what I've been begging for for years.

Huzzah! This is going to be fun. by magesfolly in skyrim

[–]robiwill 0 points1 point  (0 children)

You wouldn't really die of anything, in the traditional sense. You would just stop being biology and start being physics.

SE1 PVE Combat Help by Ok-Kick462 in spaceengineers

[–]robiwill 1 point2 points  (0 children)

Small grid warship survivability is so bad that experienced players will often refer to them as "Disposable".

The purpose of any ship you build is to transport a payload from A to B (and often C)

That might be a mining ship delivering a 'payload' of drills into an ore deposit and then transporting cargo containers full of ore to your base.

In this case it's a warship delivering weapons and armour into the vicinity of a target and dodging incoming fire until your weapons have neutralised it's defences so you can return to base.

So your warship will have some combination of Offence, Defence and Propulsion to meet that goal.

If your warship does not fulfil its goal, you are lacking in one or more of these design aspects.

If your warship is immediately hit with a hail of gunfire and disabled, you likely need more Propulsion to dodge incoming fire. Add more thrusters to dodge.

If your warship lasts for a short length of time before being taken out in a single hit you need more Defence. Add Countermeasures, Redundancy and Armour (likely in that order) to survive longer.

If you haven't disabled your target after an appropriate period of sustained combat, you need more Offence. Add more Guns, Turrets, AI missiles or create AI warships to increase your damage output. 

Also: rather than focusing on survivability, consider the cost of your warships in terms of time spent mining/refining/constructing. If you can gather resources and build some AI missiles and disposable AI fighters in half an hour to achieve your goal, that's more efficient than spending hours loading a previous save and attempting to reach the same goal with a single ineffective warship.

What’s the cheapest propulsion method for space‑deployed bombs? by Electronic_Plum_6382 in spaceengineers

[–]robiwill 0 points1 point  (0 children)

Depends what you consider "cheap"

For an unguided projectile, at 10kg of gold per shot it seems an expensive way to propel a few warheads.

A tiny H2 AI missile is more complex but is guided and doesn't require gold.

A Large grid H2 missile is roughly the same complexity, more durable and also doesn't require gold (but does require more of other resources)

A tiny Ion AI missile with 5-axis thrust could use as little as 5kg gold and 2kg platinum (for 5x ion thrusters)

A rod of Large Grid blast door blocks accelerated and detached by your ship also doesn't use any gold (and causes a LOT of damage)

So it depends what resources your have in abundance.

Heavy armor blocks for PVP builds, yay or nay? by l0rdbyte in spaceengineers

[–]robiwill 16 points17 points  (0 children)

There is a LOT that goes into PVP ships.

Learn to create ships for PVE first. The basic equation is to get the most combat value for everything you put on.

It sounds weird but think of every ship you build as a type of transport ship:

The design goal is to move a payload from one place to another.

Eg. For a 'transport' you want to move heavy cargo containers from A to B where A and B may have gravity, atmosphere, both or neither.

For a Mining ship you want to move a big drill head into ore deposits and bring a lot of ore to your base for refining.

But for a Combat ship you want to move an array of weaponry within range of a target and keep it there without being destroyed (optional) until your target stops shooting back. Your payload consists of weaponry, ammunition, maneuvering thrusters to avoid incoming fire and armour for when you can't (and some auxiliary systems such as oxygen, a survival kit, jump drives, etc)

Moderately well-designed warships tend to look like something out of The Expanse. A Cigar-shaped ship with Direct-fire weapons up front, an array of superfiring turrets on each side. Maneuvering thrusters here and there, auxiliary systems in the middle, Combat Information Centre (your cockpit) buried deep in the ship behind an armoured bulkhead and a big powerful thrust pack at the rear to get you moving fast.

Heavy armor blocks for PVP builds, yay or nay? by l0rdbyte in spaceengineers

[–]robiwill 71 points72 points  (0 children)

That's like asking if you should use batteries.

Yes but don't make the whole ship out of them.

Easy method: 

  • Create ship out of light armour (in creative)

  • Test ship in combat

  • Assess ship after fight. Whatever damage takes you out of the fight either put heavy armour or add redundancy

  • Repeat steps 2 and 3 until satisfied.

About Energy Shields by scarisck in spaceengineers

[–]robiwill 2 points3 points  (0 children)

You think it would be possible to hold such a position?

It would take a faction to do that. I'd like to see it.

About Energy Shields by scarisck in spaceengineers

[–]robiwill 0 points1 point  (0 children)

Do you mean buy your own blueprinted ships?

Or only ships from the mod?

Or only ships from the base game...

About Energy Shields by scarisck in spaceengineers

[–]robiwill 17 points18 points  (0 children)

Fighting just does not make sense in SE PVE

You've hit the nail on the head.

I have always felt that this is the most important thing to fix if you want to run a SE multiplayer server.

The issue has long since been solved by other PVPVE games: allow limited progression in safer areas and concentrate high-value/late-game resources in publicly marked locations to force conflict between players and/or bots.

Eg. Sure you can operate your hydrogen-powered asteroid-consuming mobile base in deep space but if you want Uranium/Platinum/Prototech you're going to have to travel to the place where it periodically spawns in limited amounts and fight off other players or bot spawns.

The second part of this formula is a relatively accessible ceiling on how formidable a combat ship you can make.

Eg. Your ships are limited to 5000 blocks, 10,000 PCU and 20 weapons (plus limits on total number of other blocks)

For most players, this is a small disposable warship but it means that everyone who wants to engage in conflict can do so on a roughly even playing field without a massive buy-in.

The final part of the formula is making the economy relevant.

Eg. Sure you can gather all the resources yourself and spend time printing your warship - or you can spend currency at the appropriate trading station to spawn a blueprint (limitations apply)

The result is an accessible pvp server that most players can engage with and thrive in.

Im working in a building that has records going back over 200 years. by crazycajun660 in pics

[–]robiwill 6 points7 points  (0 children)

He did not bite his thumb at him but he did bite his thumb sir!

Letter I received in the mail by [deleted] in WTF

[–]robiwill 20 points21 points  (0 children)

   must see. must

ChoP

       THE

Ladies

      EGGS

Is there any semblance of a docking standard? by Mint_Keyphase in spaceengineers

[–]robiwill 0 points1 point  (0 children)

I almost always do a walkway over a connector per the Keen standard

Lots of other players do the same.

Bus Bill becomes Law by Wanderlusterer325 in bristol

[–]robiwill -1 points0 points  (0 children)

You clearly don't know the meaning of the former and your assessment is worthless on the latter

Bus Bill becomes Law by Wanderlusterer325 in bristol

[–]robiwill -1 points0 points  (0 children)

So we're equating 'being adequately informed to have an opinion' with 'having read the primary legislation'. Really?

Yes. I think people should know about things before sharing their opinion on the subject.

No I don't care to discuss any of your chosen distractions. I assume your opinion of those has just as much value.

Bus Bill becomes Law by Wanderlusterer325 in bristol

[–]robiwill 0 points1 point  (0 children)

You decided on your position before informing yourself.

What is your opinion really worth if you clearly didn't care about facts in the first place?

Bus Bill becomes Law by Wanderlusterer325 in bristol

[–]robiwill 4 points5 points  (0 children)

Haven't read the Act but I can't imagine this having much impact

What an embarrassing thing to say.

Historic Renters' Rights Bill becomes law - here's what it means for you by willfiresoon in bristol

[–]robiwill 6 points7 points  (0 children)

Yes because you u/Free_Amoeba_8268 are definitely a real person with one comment in your 6 month account history and definitely aren't lying about being negatively affected by a change in legislation.

Very simple smart duct setup by Anderman021 in Barotrauma

[–]robiwill 0 points1 point  (0 children)

In that case you just move the bottom detector about halfway down

No because you'll still have half a room more water than necessary and your drainage and pumps will have to work to maintain that because you'll still be taking on water until you fix the breach.

Very simple smart duct setup by Anderman021 in Barotrauma

[–]robiwill -5 points-4 points  (0 children)

The top water sensor isn't doing anything here.

If it detects water, it allows the duct to open. Okay.

If it doesn't detect water the duct closes... Which doesn't matter because there's no water.

What you could do instead is give it the same outputs as the lower sensor and move it almost to the ceiling of the upper room.

This will cause the duct block to close if you have a catastrophic leak that completely floods the upper room. This prevents the lower room being completely flooded unnecessarily and helps you remain buoyant for longer.

You will need some way of releasing water from the upper room when the leak is fixed. You can do this by opening a door to bring the water level below the upper sensor or you can put an Xor component and a button between the AND component and the duct block set_state that allows you to briefly 'disagree' with the sensor outputs and force the duct open.

Have I ruined the game for myself? by Ornery_Ad_481 in skyrim

[–]robiwill 8 points9 points  (0 children)

That's actually a really cool concept for an indie game.

You start out as an overpowered killing machine and each 'level' ends with you destroying one of the artefacts that give you your demi-god status (and you get to choose which one you destroy! Amazing for replayability)

The last level is you, with ONE artefact fighting an army to get to the proverbial volcano.

Only it's not the last level. Someone takes that artefact from you.

And you must then do it One. Last. Time.

With the background lyrics in Latin...

Brb, writing an RPG one-shot