What are the most valuable 3 things you miss in StarMade?

    NeonSturm

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    1. Ship-Standards (for when crew comes out).
    Interior-Standards:
    IRL, I have my bed, PC-table, eating table, clothing furniture, microwave and most importantly a toilet and shower. That's things Dave should have too.
    And not a single room, it should be 40 square meters at least for a single person and half for a second crew member because they can share kitchen and toilet.

    For 3-4 I would recommend adding additional 20qm for a separate meeting/eating room and dedicated shower + 2 toilet rooms.

    For 6-8 and above you may need better crew quarters because the crew is less likely family and have much different personalities except on military vessels where everything is strict-to-order.

    Ship-Design:
    If we look at the real world, small fighters often have a crew of 2, but also a base of operation.
    Boats often carry 4 peoples.
    Small Ships house 6-8 peoples for working shifts and a characters specialisation.
    Sea Patrols may have 18-24 peoples for boarding parties. They need a medic, engineers, helicopter pad, boats, etc...


    Why? It's for newbies to have a guideline and experienced players to have a goal.

    I would vote to let us make 7-15 reactor blocks per crewman where
    7=scavengers
    9=civilian
    11=military and rich civilians
    13=special
    15=elite

    because of maintenance requirements.
    This means you need adequate interiors and also limits turrets to about 1 per crewman max.

    Miners and exploration vessels can range between small ships and BattlestarGalactica, but I would rather count the Battlestar to a collonisation or warship class as it's original role.​
    I hope RPers release whole lists of what they imagine and that we prepare an official list of what is intended by the community for when crew comes out.
    #AND make it sticky in a print-able manual or in the wiki so that we can find it.

    2. An official example for scavengers, civilian and military that you can buy for every job intended.
    Really - you can buy this game and it should ship with that content.

    Personally, I research atm how you can make extensible ships which still require some fine tuning by the user - like adding chambers or additional shields or a third turret manually.
    I mean with display blocks telling "stabilizer space", "chamber space", "turret space", "x more reactor blocks supported", etc to guide you through finishing the ship.
    Also with an exterior which isn't finished - like being built out of 3x3x3 blocks so that YOU need to fine-polish it.

    The reason being that the ship isn't just bought but built too so that the builder knows the systems and can claim it being some own work too.

    3. A print-able manual.
    Or more a quick overview.
    1. Block overview.
      1. a connects to xyz with effects x:... y:... z:...
        • can be used as a basic logic tutorial too.
    2. How to create a basic ship
      1. The USD-Standard
      2. A list of blocks required
      3. A list of ship types you could build
        1. list of required rooms for it and adjacent to which room type.
      4. A short story what a builder thinks when designing a basic ship.
    3. Links:
      1. for regex:
        1. Regular Expressions Cheat Sheet
        2. Regex101 - online regex editor and debugger
    ----------------------------------------------------------------------------------
    To example point 2., I added the "Fox"-ship which I made as basic as possible but the turrets aren't working in my PRE-builds.
    It has a basic yellow hull and not finished USD, interior because users should make it unique.

    It is not an empty shell because it already houses a reactor and stabilizers and faction modules/turrets but it's not done either and that is the point.
     

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    Calhoun

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    people making posts that are easily readable
     
    G

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    3 things I miss most in StarMade

    1. People actually undocking
    2. A non-dead playerbase
    3. The days where the game was not nearly as laggy as it is today, every update has made the game progressively more buggy and laggy
     

    FlyingDebris

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    1: Buy with credits. It's the primary reason in my opinion that this game is so dead. Building new ships is now a vastly more tedious process with little fun involved for maybe an hour of combat on the upper end.

    2: A large, vibrant community. There's a lot of old faces that made the game great. Starmade's community has always been one of the main driving factors for me in this game.

    3: Less of a meta. I know that sounds weird, but the fact that we're all so hellbent on making the strongest ship nowadays really chafes me because I remember a time where people built for looks just as much as they did function; and those ships that looked good could often perform just as well as (and in many cases, such as factions like TGT, CR, TE, and the like, better than) ships that didn't look so good.
     
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    Fleet mining while chatting

    Gradiant effect systems

    Looking forward eagerly to new features rather than back fondly on core mechanics.
     

    NeonSturm

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    A MySQL display block (to access a database via logic).

    Active peoples in my faction.

    Crew which requires beds, a path from their quarter to a workspace, toilets, showers, dining tables, food.
    I would use food as fuel for a ship. As if it is idle everyone would be in cryostasis. Food can be grown on stations with plants exposed to the sun.
     
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    1) Weapon adjustment sliders and flexibility those provided.

    2) Old method of power building with intricate block placement for maximum power.

    3) Arguably never worked, but fleet mining would be nice.
     
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    Mered4

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    1. Rational discourse between disagreeing parties
    2. The days when folks would jump in discord or teamspeak just to laugh heartily at the nonsense from people claiming big ships should be trumped by tiny fighters or efficient destroyers
    3. Ship lineups that showed off rough WIPs and interesting build ideas from random people in the community
     

    Lecic

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    would vote to let us make 7-15 reactor blocks per crewman
    Do you have any idea how absurd this idea sounds to people who build ships that are even 10,000 total blocks, let alone the people who build ships with over a million or more blocks?

    Also, doesn't this thread more belong in suggestions?
     
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    3. Ship lineups that showed off rough WIPs and interesting build ideas from random people in the community
    Yes i miss that !

    Also planets i could build some base on it.
     
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    3 things I miss:
    -Engagement with other players
    -You could turn any design into a resonably effective ship
    -Decorative blocks NOT being dead weight!
     
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    When people actually played together instead of f****** eachother.

    Those little bugs on derelict stations.

    Can't think of a third right now.
     
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    NeonSturm

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    Do you have any idea how absurd this idea sounds to people who build ships that are even 10,000 total blocks, let alone the people who build ships with over a million or more blocks?
    for a 10k block ship, you need about 1k power or 100 reactors or 7-15 crew.

    perhaps we can double that amount to 14-30 reactors but then we need to increase the number of reactors before stabilizers to 20 too.
     

    Lecic

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    for a 10k block ship, you need about 1k power or 100 reactors or 7-15 crew.

    perhaps we can double that amount to 14-30 reactors but then we need to increase the number of reactors before stabilizers to 20 too.
    What fantasy world do you live in where a 10,000 block ship is only 1% power generation?
     
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    1 - Complex, logic driven chain drives.
    2 - Making a ship without spending 20% of my time planning and adjusting for lag.
    3 - Vaygr and their Odium ilk... because it's getting hard to find a good enemy?
     
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    Raisinbat

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    1 - Developer having any kind of idea where they want the game to go instead of adding features completely at random with no idea how they impact their own game
    2 - Gameplay. The fact that this isnt even number 1 kinda demonstrates how royally boned we all are.
    3 - Ship design mattering for how it performs instead of gameplay communism where all ships are shoved in a mold and "ballanced" into being completely identical. No gatling guns anymore, no efficiency, empty space everywhere completely ruins tactical designs for turret coverage, etc etc etc
     

    madman Captain

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    1. Sounds (Seriously a good combat music can spice up a battle in so many ways, not to mention how a good weaponsound give the weapons much more impact.)
    2. Flight behavior (I hate flying ships in this game regardless of big or small ones, my own or from others. Small once dont feel agile while big once feel just clumsy, not heavy or powerful just clumsy.)
    3. Weapons that make fun to use (sound, grafik effects, weapon behaivor,...)


    P.S. While I wrote this I become legacy citizen 3 so... \o/