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    1. Lukwan

      Server setup: game-mode

      Total agreement here. I had assumed that there would be a menu to choose options from for each 'mode'. I like your list as a starting point.
    2. Lukwan

      Server setup: game-mode

      Starmade needs game-mode to be selectable when an admin is setting up their server. Every time changes are suggested to the game someone cries "you are trying to force me to play your style". Clearly people have distinctive ideas about how they want to play SM and Schine has said they want to be...
    3. Lukwan

      Incentives to Expansion (Anti-Turtling)

      Lets makes something clear; there are two game-modes that should remain largely unchanged. Single-player and 'build-friendly MP' should both keep full HB unlimited protection. What goes along with the discussion about turtling in MP is the need to have a specific game-mode that focuses on...
    4. Lukwan

      Incentives to Expansion (Anti-Turtling)

      Total, limitless HB-invulnerability is what that discussion is about. There is not a conspiracy to eliminate HB-invulnerability here, just a discussion about how it can be adjusted to improve the meta-game on MP servers. Lets not shut down the debate before it starts...this is how ideas evolve...
    5. Lukwan

      Incentives to Expansion (Anti-Turtling)

      Thanks MacThule While I have not given up on Crew & FPs to provide the needed incentives I do agree: this fact remains at the heart of the problem. Total, limitless HB-invulnerability is a leading cause of stagnant MP servers. -I love building things and I want limited invulnerability to...
    6. Lukwan

      Partial Lighting (Light when source is covered by slab or wedge)

      I want scaled light. Variable light levels will be the most effective way to give designers more control over color. There are a very limited number of colors available in armour and decoration and the palette will not increase much over time. Blending new color-tones can be done by mixing...
    7. Lukwan

      Incentives to Expansion (Anti-Turtling)

      I believe the Devs are doing exactly that...at this very moment. Leading with a straw-man argument is not the best way to make your case. I don't play Arrk...Sm is not Ark...SM can still be made to avoid the pitfalls other games have fallen into. BTW we are familiar with causes of this problem...
    8. Lukwan

      Is Starmade going to be a Survival or RTS style of game?

      This may be true of the individual players but that is not how SM is structured. If there is a RTS element going on it is between factions...not individuals. Starmade is a game with a persistent universe and a bunch of players, not a one-off RTS battle between two individuals. It is a hybrid...
    9. Lukwan

      Factory Starting Power

      Unless SM wants to re-brand itself as a survival game I don't see the purpose for this tool. I would suggest that any basic function required to start from scratch come built-in to the suit. see:Clean up astronaut toolbar
    10. Lukwan

      Infrastructure vulnerability in Starmade

      I have scoured various threads on this subject and there are two elements that have great potential for encouraging exploration/expansion. 1) Faction points. 2) NPC crew. Both of these things could be used to to entice people away from their HB. nightrune has some interesting ideas about...
    11. Lukwan

      The One-Block Solution to NPC Pathing

      I like the node idea. Further to... Make each node a random, intangible vending machine... water cooler, coffee maker :coffee:, line-up at the virtual `head`, video-news monitor, (crap-game if you are a pirate ship) etc. :sneaky: Then there will be a RP-friendly 'motive' for all this NPC...
    12. Lukwan

      Is Starmade going to be a Survival or RTS style of game?

      Ideally, SM could be inclusive of both Survival (more an SP thing) as well as RTS. It would be worth designing two different game-modes with one of them using consumable fuel, air & ammo etc. This attracts a wider audience and adds flexibility for server-admins to tailor the play-style. The term...
    13. Lukwan

      Incentives to Expansion (Anti-Turtling)

      I think I prefer this option because it is more compatible with casual players. Otherwise, I like this line of reasoning for a PvP, RTS mechanic. Having assets spread out could lead to a strategic targeting of certain enemy installations. This leads to depth, not just mindless expansionism.
    14. Lukwan

      Please make copy/paste/template remember "make output"

      As a general guideline I would go as far as to say 'save the setting' of any menu item, slide-down tab, search window or previous selection. As a default: SM should save it. This goes for the shopping categories, filter-menus...everything. If I go some where in the menu I am likely coming back...
    15. Lukwan

      The Advice Thread

      I dunno...can the Empire afford handrails and a dental plan? :unsure:
    16. Lukwan

      A very cool reason to explore

      Now I'd like to see four unrelated ideas that don't break the MP game balance. :whistle:
    17. Lukwan

      Improve build controls - they stink (relative to RL software)

      I'm pretty sure I know what each of these are good for and I would certainly use them. I would also ask that the sliders for XYZ axis be scale-able in the menu of the server-admin (or in the case of SP: the player). These may require more explanation:
    18. Lukwan

      Incentives to Expansion (Anti-Turtling)

      Thanks Drakkart, I could not agree more. Best of all: this is all carrot. Everyone would stand to benefit from a streamlined build process, PvPers and builders alike (and all new SM players). I built a city in MC using world edit that I could never have done in the vanilla game. We need more...
    19. Lukwan

      What ship would you build while listening to "We Didn't Start The Fire"?

      I would build a giant grocery cart, because that 'song' is really just a grocery-list & catch phrase. :mad:
    20. Lukwan

      Any tips on how to be organized?

      I have a simple three factory set-up that uses one main storage. My new materials are auto-filtered to send certain items to 'long-term storage. (seldom used) I have a separate long term storage for: Planetary rocks & plants etc.---Meta-Items---BPs. All new materials are pulled into the...