This may be to balance stealth bombers, as you can now make much more powerful weapons at the expense of reload times as opposed to on-fire consumption.
Welp, now that the system is somewhat final, I'll spend a good amount of time testing different ship shapes. I'm expecting cylinders to be most effective, but I don't see anything forcing players to fight ships with equal mass anyways?
Let's hope the lack of information and/or direction change is from holidays. Saber said last stream that there should be a new dev blog that will hopefully arrive before next week, so we'll see... =3
I would remove every feature that does not present outright downsides by doing so (stabilizers as they are) as well as add any useful feature that ties-in with multiple gameplay aspects while remaining intuitive. Lastly, I'd change un-intuitive or single-purpose ideas to be more intuitive as...
I would not be able to control myself with tiny blocks, honestly. I'm talking little bevels along every hallway and greeble 'wires' on every large surface. My ship would take long enough to load I wouldn't need a cloaker anymore!
You use C to start a connection and V to set it. Start by pressing C on node A then V on node B. Afterwards, repeat for B to C and so on. You can get by with just two nodes if you want.
There isn't any artificial traction when using repulsors. Maybe a mobility chamber chain for Repulse Traction would be worth adding in the future? Also, if they made docked repulsors affect the mothership you could make a sort of mag-lev device, which would snap a repulsing ship to a hull block...
Reached lvl2? Saved! Intentional design sending you back to lvl1 on death? Saved! Exit button developer understood would remove the game's RAM-reliant progression? Your choice to lose everything is remembered by you, and therefore your save data has been transferred to your human memory, until...
For a repulsing ship to work, you must remember to dedicate some thrust to repulsors in the thruster calibration window. This will allow hovering on any block-based entity (just not the sides of one). For hovering in gravity, you may need a Mobility Chamber with Anti-Gravity 1 or 2.
You may have seen these already, but there's the endgame document: StarMade Devblog - Endgame Document Pt. 3
Also, if I recall correctly, the Universe Update is to come right after both the Power and then Weapons Update. The Universe Update should add more depth to (or introduce) a couple of...
I believe fleet mechanics were mentioned as an argument in the past. Why add yet another rail block if you can be even more efficient with a large mining fleet that (hopefully *coughcough*) will dock to the mothership and transfer cargo by doing so?
Anyone inhabiting the planet/zone would only be aware of the gravitational change (unless they looked at something outside the zone, where everything would appear a lot faster). So yes, visible time dilation would require one to look into or out of the dilation bubble.
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