StarMade 0.157 (optimization & fixes)

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    honestly, i was looking forward to the new update, there is a lot that needs fixing... but the current dev build is just a slap in the face for me, shield mechanic changed again completely... just see for yourself.
     
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    honestly, i was looking forward to the new update, there is a lot that needs fixing... but the current dev build is just a slap in the face for me, shield mechanic changed again completely... just see for yourself.
    Shields are being split into two blocks, regen and storage much like power. If you want high capacity you'll have to sacrifice regen and vice versa. The biggest problem is every current ship will drop to having 5000 shields with insane regen unless they decide to invert what block does what, but in that case every ship will have high capacity with almost no regen.
     
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    Shields are being split into two blocks, regen and storage much like power. If you want high capacity you'll have to sacrifice regen and vice versa. The biggest problem is every current ship will drop to having 5000 shields with insane regen unless they decide to invert what block does what, but in that case every ship will have high capacity with almost no regen.
    I do not oppose shieldblocks being split up, but i think most people would be more okay with shield buffer type ships than with high regen and just minimal shields... at least i will certainly throw a tantrum if this thing does not get switched.
     
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    I do not oppose shieldblocks being split up, but i think most people would be more okay with shield buffer type ships than with high regen and just minimal shields... at least i will certainly throw a tantrum if this thing does not get switched.
    Yeah I am not looking forward to that shitstorm but I have to play with the new feature more before I will pass judgment myself.

    I also posted that I agree with your suggestion to switch the current dispersers for storage and letting the new block handle regen. It will be much easier to add regen to ships than to add capacity. Having every ship going from high shields to 5000 is a little broken, I think it would minimize social impact if the capacity stays high.
     
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    I can't please both parties, we had to remove one of the stats from the existing shield blocks. We decided (partly based on comments in this thread*) that moving the capacity to the new block was the better choice. I did ask schema to add some new features to help reduce the pain of this decision for those needing to refit their ships.
    1. A block removal type selector in advanced build mode. When this option is selected (via a checkbox) then only the block type highlighted in the hotbar is removed when clicking.
    2. A server option to increase the 10^3 advanced build mode maximum size. This has performance impacts on servers, so its best left with a server set maximum size to prevent trolling (although admins will be able to set this value as they see fit.)
    The dev build stats have not been updated yet to reflect the new block (they are still set at 495 cap per block.) I'm updating this right now, and I've added a couple notes to my list of additional stats to control that I've asked schema to include (these require code changes.)

    Try not to get too upset as these changes proceed, this is an ongoing process and yes, calm feedback is greatly appreciated.
    Thanks for your patience!

    *The following thread was referenced in this reply.
    http://starmadedock.net/threads/ner...-shields-scale-appropriately-for-titans.1581/
     
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    I can't please both parties, we had to remove one of the stats from the existing shield blocks. We decided (partly based on comments in this thread) that moving the capacity to the new block was the better choice. I did ask schema to add some new features to help reduce the pain of this decision for those needing to refit their ships.
    1. A block removal type selector in advanced build mode. When this option is selected (via a checkbox) then only the block type highlighted in the hotbar is removed when clicking.
    2. A server option to increase the 10^3 advanced build mode maximum size. This has performance impacts on servers, so its best left with a server set maximum size to prevent trolling (although admins will be able to set this value as they see fit.)
    The dev build stats have not been updated yet to reflect the new block (they are still set at 495 cap per block.) I'm updating this right now, and I've added a couple notes to my list of additional stats to control that I've asked schema to include (these require code changes.)

    Try not to get too upset as these changes proceed, this is an ongoing process and yes, calm feedback is greatly appreciated.
    Thanks for your patience!
    There is no mentioning of anything shield related in this thread.
    I wont say anything more because there will be no more calm feedback from my side...
     
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    There is no mentioning of anything shield related in this thread.
    I wont say anything more because there will be no more calm feedback from my side...
    He may have meant Planr's thread.

    All the same I am excited as fuck about the new adv. build mode options!
     
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    I can't please both parties, we had to remove one of the stats from the existing shield blocks. We decided (partly based on comments in this thread*) that moving the capacity to the new block was the better choice. I did ask schema to add some new features to help reduce the pain of this decision for those needing to refit their ships.
    1. A block removal type selector in advanced build mode. When this option is selected (via a checkbox) then only the block type highlighted in the hotbar is removed when clicking.
    2. A server option to increase the 10^3 advanced build mode maximum size. This has performance impacts on servers, so its best left with a server set maximum size to prevent trolling (although admins will be able to set this value as they see fit.)
    The dev build stats have not been updated yet to reflect the new block (they are still set at 495 cap per block.) I'm updating this right now, and I've added a couple notes to my list of additional stats to control that I've asked schema to include (these require code changes.)

    Try not to get too upset as these changes proceed, this is an ongoing process and yes, calm feedback is greatly appreciated.
    Thanks for your patience!

    *The following thread was referenced in this reply.
    http://starmadedock.net/threads/ner...-shields-scale-appropriately-for-titans.1581/

    Regarding Planrs Thread: i am sry, but i am not reading through a 8 page warfield... would you please do a post talking about the coming changes? Maybe explain why moving capacity to the new block is the better choice... a little heads up would be marvelous ;)
     
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    I can't please both parties, we had to remove one of the stats from the existing shield blocks. We decided (partly based on comments in this thread*) that moving the capacity to the new block was the better choice. I did ask schema to add some new features to help reduce the pain of this decision for those needing to refit their ships.
    1. A block removal type selector in advanced build mode. When this option is selected (via a checkbox) then only the block type highlighted in the hotbar is removed when clicking.
    2. A server option to increase the 10^3 advanced build mode maximum size. This has performance impacts on servers, so its best left with a server set maximum size to prevent trolling (although admins will be able to set this value as they see fit.)
    The dev build stats have not been updated yet to reflect the new block (they are still set at 495 cap per block.) I'm updating this right now, and I've added a couple notes to my list of additional stats to control that I've asked schema to include (these require code changes.)

    Try not to get too upset as these changes proceed, this is an ongoing process and yes, calm feedback is greatly appreciated.
    Thanks for your patience!

    *The following thread was referenced in this reply.
    http://starmadedock.net/threads/ner...-shields-scale-appropriately-for-titans.1581/
    #1 sure is a must, as long as we get the ability to strip out certain blocks as we need then one option over the other regarding which block gets regen and which gets capacity shouldn't matter that much. Although I still think it would be easier in the long run to make the current block capacity and the new one regen but that's just one mans opinion. (Two if you also count NuclearFun)
     
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    Although I still think it would be easier in the long run to make the current block capacity and the new one regen but that's just one mans opinion. (Two if you also count NuclearFun)
    I'd agree with that one, more important to have the buffer than regen and 0 shields.

    Regen means nothing if you're getting alpha'd because you have 5000 shields.
     
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    Just seems unnecessarily complicated to me. Why not just change shield values back closer to what they were in the past, but give it a dramatic curve. Large bonus for fewer shield blocks so fighters don't suck, dropping off quickly for larger ships. That would keep the main benefit of these absurdly high shield values, fighters not sucking, but would allow Titans and lesser ships to actual kill themselves in under 30 minutes like they could in the past.
     
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    First off, I apologize that this question might not be in the right section, but I think i might get some better answers. I was wondering why it now takes longer for AMC's and the other weapons to reload. Why has the weapons been nerfed? #MissTheOldWeaponsSystems :(
     

    Ithirahad

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    I kind of agree with Sesh, actually. Default weapon speed needs to increase somewhat, and the effect of the AMC combo needs to be nerfed to compensate.
     
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