- Joined
- May 29, 2019
- Messages
- 12
- Reaction score
- 36
INTRODUCTION
Several months ago, following the rather troubled releases of the power and weapons updates, a group of long-time community members decided to unite in an effort to address StarMade v0.2's various shortcomings and rebalance the game.
This effort became The Quickfire Initiative.
Several months ago, following the rather troubled releases of the power and weapons updates, a group of long-time community members decided to unite in an effort to address StarMade v0.2's various shortcomings and rebalance the game.
This effort became The Quickfire Initiative.
A few months of testing and iteration (and numerous hiatuses due to real-world obligations or wait times for critical patches) later, we are releasing the Quickfire configuration pack version 0.1, the first public testing version of our configuration overhaul. It includes changes to all systems, including power & Chambers, thrusters, shielding, armor, and weaponry.
---
OVERVIEW
The Quickfire config changes cover a broad spectrum of StarMade's systems, which have been determined to be broken or imbalanced in the vanilla game. The following is a short overview of the most important changes, with a more comprehensive document of all changes available via a link below.
- Power:
-Disabled stabilizer distance.
-Set maximum power from stabilization to 100%. (25% was pointlessly unintuitive) - Chambers:
-Rebalanced chamber capacity requirements across the board (see document below)
-Changed chamber size formula, to not force certain reactor sizes for optimal mass efficiency - Thrusters:
-Nerfed thruster scaling overall. There should be more variance in ship maneuverability and top speeds now depending on ship size and design.
-Made diminishing returns on thrust harsher.
-Increased TWR cap for max speed to 5.0 - Armor:
-Made armor lighter and more effective.
-Made armor layering/stacking significantly more effective. (should make thick or slanted armor more viable) - Shields:
-Buffed shields relative to weapons overall
-Nerfed/adjusted Anti Low Damage chamber to only block actual low damage relative to shield capacity
-Buffed Anti High Damage chamber, lowered threshold for "High Damage" to better protect against large hits. - Weapons:
-Rebalanced weapons across the board
-Removed cursor recoil on cannons
-Helped to track down and resolve the infamous 'tunnelling' bug with cannon projectiles
-Replaced the broken Doom Beam with a high-range pulse laser
-Worked with Schine to fix missile guidance
-Made missile capacity less restrictive
-Adjusted bomb to hopefully be more usable (see document below) - Other:
-Buffed Tractor Beam
-Adjusted some chamber abilities, such as scanning and Thrust Burst.
EDIT 2: An updated version of that document, detailing most Quickfire changes up to our V1 release, is available at this link.
NOTE: Quickfire's config set makes no attempt to re-balance factories or other strictly survival gameplay-related mechanics. Those areas of the game are currently severely lacking in viable and functional mechanics to balance, and furthermore will receive significant changes as of the universe update.
CONFIGS
Our configs are available through our Github repository.
The Python scripts found in /data/config are our internal tools for editing and viewing the configs, and should you choose to use Quickfire's configs on your server, you do not need to copy them into your server installation.
PSA: Please note that by default the game does not patch server.cfg values to our intended ones. Most of these are personal preference or depend on the requirements of the type of server/singleplayer world you are running, however our configs are intended to function with these values:
Code:
THRUST_SPEED_LIMIT = 50 //How fast ships, etc. may go in m/s. Quickfire default is very slow because of high speed multipliers
MISSILE_TARGET_PREDICTION = 3.5 //How much seeking missiles will attempt to correct for target motion. Too high results in overcorrecting (missiles flying ahead of targets) and too low causes missiles to fly towards where a target used to be.
WEAPON_RANGE_REFERENCE = 2000.0 //Reference distance for weapon ranges. (what blockBehaviorConfig.xml weapon ranges are multiplied with (usually the sector size)). Set to 1 to interpret weapon ranges in the config in meters
Also, a warning to anyone using our configs for their server: Quickfire's configs will not work with vanilla ships. Power costs and proportions of systems and weapons are very different from vanilla, and desirable armor configurations in vanilla (i.e. very little, if any) are potentially very different from what may work well in Quickfire. Some chamber setups will need changes as well. Using this config means a full refit of systems on any existing ships & stations.
DISCORD & TEST SERVER
Quickfire Discord server can be found via this link.
A test server running the Quickfire configuration set can be found at:
QuickfireSM.com:4242
All players have access to Creative Mode and limited administrator commands by default.
________________________________________________
______________________
____
Our ultimate aspiration is to create a configuration pack which the community - and perhaps even Schine - can adopt universally. However, this cannot happen without you. If you have questions, comments, concerns, or any other constructive feedback regarding our configs, feel free to post below, or join our Discord.
Quickfire Discord server can be found via this link.
A test server running the Quickfire configuration set can be found at:
QuickfireSM.com:4242
All players have access to Creative Mode and limited administrator commands by default.
________________________________________________
______________________
____
Our ultimate aspiration is to create a configuration pack which the community - and perhaps even Schine - can adopt universally. However, this cannot happen without you. If you have questions, comments, concerns, or any other constructive feedback regarding our configs, feel free to post below, or join our Discord.
The Quickfire team would like to offer our thanks to many members of the StarMade PvP community for their insights and feedback, and also to Schine staff for their cooperation in the resolution of several mechanical game issues, as well as for helping to set up the project. Special thanks also goes to Benevolent27 for lending us his expertise in wrapper automation from the great Light vs. Dark survival server.
Last edited: