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    1. Nosajimiki

      StarMade Weapons Update Prebuild

      It would also give acid damage more opportunity to spread; so, if you got hit in a spaghetti stabilizer conduit, then the damage could propagate to the reactor and stabilizer group whereas a proper nacel arm could spread it out into your armor or adjacent systems depending on configuration. AI...
    2. Nosajimiki

      How to make Weapons 3.0 Modular

      Having passed this idea around with the devs, so far it's undergone a lot of changes, but I think it's getting much closer to viable than this 1st draft. Right now I'm kinda at this: Basically, the major challenges have been making it flexible enough to not need weird trees of exclusionary...
    3. Nosajimiki

      StarMade Weapons Update Prebuild

      There were plenty of constructive critics once it hit dev build, but most of us got all lumped in with the handful of people who wanted to start a giant political campaign against Schine over censorship so we largely got ignored. Censorship and Power 2.0 were two separate issues that just got...
    4. Nosajimiki

      How to make Weapons 3.0 Modular

      This is an idea for how to take all the mechanics of Weapons 3.0 and make them a fully modular, and customizable system. So far, the weapons 3.0 system has tons of fun new mechanics such as Acid, recoil, spinal weapons, etc, but it feels devoid of player interaction. With only 9 actual weapon...
    5. Nosajimiki

      StarMade Weapons Update Prebuild

      More of a hybrid really. Old system had output spam issues because of damage model issues. That is why I say, do the new mechanics of acid damage, do missile HP, do ammo limits, etc. Even do all the new weird handicaps. I'm just saying to keep secondary attributes de-coupled from a weapon's...
    6. Nosajimiki

      StarMade Weapons Update Prebuild

      Why not? Sure it would be some extra work, but it seems to me to be more inline with the overall direction of the game. It's basically just reactor-chambers for weapons which pretty much everyone has already requested at least once. The mechanics are all there, they just need to be made modular.
    7. Nosajimiki

      StarMade Weapons Update Prebuild

      I believe he means: will they be a balanced and comprehensive system that continues to foster innovation, diversity, and intrigue, or will they be a hodge podge mess of features that are annoying to work with, unbalanced, illogical, and/or just plain not fun. So far I feel like the features...
    8. Nosajimiki

      Flare Reduction

      Simplicity is actually why I think auto scaling is better. A macro-key is fine for players who already know about it, but this is the kind of problem that would bother new players on day one, and have them form negative opinions about the game until day 90 when they finally learn there is a...
    9. Nosajimiki

      Flare Reduction

      I'm okay with stars being unpleasantly bright... since they are stars... but I think with beams automated flare intensity might be better. Because a 20 block slavager is just a bright as a doom beam, it makes problems when you fire 200 of them. Instead, I think smaller beams should have more...
    10. Nosajimiki

      Comms Jamming: Disrupt Fleets

      I think you underestimate how useful an AI comm jammer without the extras could be, even against players. If you attack an AI defense fleet with something that "jams comms", you could prevent players from knowing that their fleet is being attacked, or better yet, you could use it to prevent an...
    11. Nosajimiki

      Controlled Ship Stop While AFK

      What you expect and what can be done are two different things, there is no reason a ship would not have just as powerful of strafing thrusters as aft thrusters if doctrine called for it. It just takes more total thrusters to do which is reflected in you thruster balance settings. At most you...
    12. Nosajimiki

      Controlled Ship Stop While AFK

      More realistic for airplanes, completely optional for space ships. In fact, it would be a very poor oversight for an engineer to ever make a spaceship that can't strafe since it would require the exact same thrusters you already need for turning, just fired in a different pattern.
    13. Nosajimiki

      Should I play if I do singleplayer? (AKA if the pve is worth?)

      Yeah, I attacked an enemy base with 1k p2w3 ship last night, and basically had to shoot things until they were not things anymore... The enemies definitely need a refit. With dev weapons near completion, perhaps this would be a good time for people to start designing EvP ships for the dock.
    14. Nosajimiki

      Should I play if I do singleplayer? (AKA if the pve is worth?)

      well... you can technically build custom enemies to fight, it's just that out-of-the-box enemies are super lame.
    15. Nosajimiki

      Warheads are inconsistent

      Warheads are being removed in weapons 3.0, so they probably left them broken knowing they were nevering going to fix them; however, if you want to make good use of them in older pre-dev build versions; speed and spacing are important factors. In most cases, you lose all your speed when your...
    16. Nosajimiki

      Had Logic some recent changes in it's behavior?

      I would report it as a bug. The only changes I've heard that they planned for logic is to make it able to detect and activate new weapon systems; so, this could be an unintended side-effect of such addtions.
    17. Nosajimiki

      Game: strengths and weaknesses

      Strengths: Most viable Multiplayer mode available for a space Voxel game. Lots of different ways the game can be played. Diversity of areas for a player to develop their skills strongly encourages faction/social play. Most of a player's advancement comes from experience and knowledge rather...
    18. Nosajimiki

      Should I play if I do singleplayer? (AKA if the pve is worth?)

      Also depends a bit on how new you are. I very much enjoyed the game for a couple of months in solo play when I first downloaded before even trying out multiplayer. While it is true that many players have can wipe out a pirate base and its entire fleet unscathed, there was something fun about...
    19. Nosajimiki

      [Weapons Update] Missile Turning Rate inverse to damage

      We agree with the fact that "No weapon should be equally useful good against all targets", but you seem to miss the fact the m-b are NOT equally useful against all targets. More-over, they are not equally useful on all ships. In weapons 2.0 you could make a salvo of 100 2-million damage...
    20. Nosajimiki

      Engine Porn