Pretty sure that there's still a small contingent of the old guard keeping the lights on.
... please define "the whole power system are messed up"?... altough I can´t really continue to work on my main ship as long as reactor stabilizers and the whole power system are messed up.
uhh no, really stabilizers were meant to free up space inside the ship so you could build combat effective vessels that weren´t just bricks filled to the brim with stuff. Honestly I thought 2.0 was fine in terms of complexity, but I can understand that new players may have struggled.Power 2.0 was fun for a little bit, but I have to second Tsnonak. I remember trying to introduce new people to the game around that time. They started the game with visions of building cool ships, but got so bogged down with the ship development process that they became discouraged before getting to try out their new designs. I just didn't see Power 2.0 helping the game get more players.
Although the stabilizers are being used differently, I still think they fulfill their original purpose. In my opinion, they were just meant to add extra challenge to the game. In Power 2.0, that challenge was a little much. In Power 3.0 though, the challenge they add is more friendly. They serve as an extra element to consider when balancing your mass/power/thrust ratios. This lower level of challenge has personally helped me fit more functionality within less volume.
You're right that the game isn't going anywhere in a hurry. Perhaps there will be another update to the power system. Until then though, I hope to enjoy what we have.
aww man *hug*Yep, still here
Well we do not really,just you know... and i doubt you will built something decent with power 2.0... justforthat is what made everyone abandon the game. i really enjoyed the limits of power1.0. really liked some idea aspects of 2.0 when announced but then they just ruined everythinghello gamers I too am still here... totally!
one day i'll get around to learning power 2.0 and i'll make an effective ship... haha...
Good to see some of the old people pop in here : D
oh yeah good timesWithout a doubt... great game!
I too have enjoyed the " solidarity " of endless space!
why would you want to start again? as long as the game in consequence of the power system still is messed up. nawww not worth it because if changes would be coming your work would again be pointless.just gonna chime in here. Really should be starting to play again. altough I can´t really continue to work on my main ship as long as reactor stabilizers and the whole power system are messed up. guess I should work on some smaller stuff in the meantime.
lil starmade history recap: when introduced starmade had a powersystem based on a great algorythm / formula that would allow you to cap out power of a unit at around 2million/second. there was a sweetspot though which would allow you to get around 70% of that with about half the mass of blocks... which made creating and optimizing ships real fun for the tinkerers. smaller ships would require so few reactor to operate thus making them very agile and bigger stuff would just constantly seek for working around the limitations... remember 2million per unit that could also be an AI operated turret...... please define "the whole power system are messed up"?
... if ask me new power 2.0 system is "ok" (although i also enjoyed the old system 1.0*).
Personally: I don't like the new arbitrary-system-mass from QF-Config, or the power-generation-per-block (100-default) leading to Gigantismus = Server-Lag.
I will have to say that the removal of the stabilizer-distance-penalty was a good move!
Apologies for "off-topic"... but not much else going on here...
It got "hate" because it didn't work. Stabilizer distance was supposed to control reactor and system size for all ships, but somewhere along the line, Schine forgot that we build our own hulls. People who wanted more systems just built tall hulls that are optimized for the stabilizer mechanic, which rendered it essentially redundant. "Normal" ships were worse than these ugly optimized ones, so in effect it just limited creativity.Well, the stabilizer distance missing is exactly what´s messed up, without it stabilizers don´t work in their intended role at all!
I honestly loved power 2.0 in it´s original iteration, and I don´t really know why it got so much hate.
Something like that was bound to happen regardless though. People will always find a way to cheese the system, but with 2.0 the difference between tryhards and the average joe was way less severe than before or after.It got "hate" because it didn't work. Stabilizer distance was supposed to control reactor and system size for all ships, but somewhere along the line, Schine forgot that we build our own hulls. People who wanted more systems just built tall hulls that are optimized for the stabilizer mechanic, which rendered it essentially redundant. "Normal" ships were worse than these ugly optimized ones, so in effect it just limited creativity.
Functionally it did the opposite. Previously, the only difference between "tryhards" and normal players' ships was systems design and maybe some trickery like docked hulls to avoid stop effect beams and suchlike; with the original power 2.0 you would have to build like they do or be stuck with an excessively heavy, mostly-hollow hull that turns far more slowly than their ship because of how boxdims define rotation rate.Something like that was bound to happen regardless though. People will always find a way to cheese the system, but with 2.0 the difference between tryhards and the average joe was way less severe than before or after.
Ok, I´ve done some research and found Latterouss Spaghetti Monster. Shift was broken for sure. But most of these exploits (correct me if I'm wrong) were the result of the ultra buggy Integrity and reactor HP systems, not the new reactors or stabilizers.Functionally it did the opposite. Previously, the only difference between "tryhards" and normal players' ships was systems design and maybe some trickery like docked hulls to avoid stop effect beams and suchlike; with the original power 2.0 you would have to build like they do or be stuck with an excessively heavy, mostly-hollow hull that turns far more slowly than their ship because of how boxdims define rotation rate.
what is power 3.0?power 3.0
You actually can play the latest dev build (v0.202.127 as of this posting) and mess around with mods yourself. The StarLoader team has been working hard (iirc its been over a year and a half) on the modding tools and we can now expect a full release build (as in an update for StarMade itself) with the mod integration this weekend. We have also been working to fix various bugs, especially ones related to systems. For example, there was an armor beam tick bug that caused beams to sometimes do way more ticks of damage to armor than they should resulting in beams occasionally melting armor completely. Some of the shortcomings of QF (but not all) were caused by internal game bugs that have now been mostly fixed.... if I understand correctly (which of course maybe I don't*), a new build is coming soon with the modloader... (i.e. v202.87 + modloader)...
more info sure would be nice!
As stated above, expect an actual full update soon with lots of bug fixes and modding support this weekend.~~~Day 617: It's almost been 2 years since the last build release... I don't know if I can hold on much longer... But the hours? I have so many. ~~~
Pain.