Constantly crossing sector lines like that leads to a lot of issues. Your going to run into tons of desynch issues and even server corruption. The ideal sector size is between 10-12km, beyond that problems arise. Speed beyond just a bit above vanilla leads to more physical sector crossings which...
If Schine were to put together a comprehensive guide on how to test, fill out bug reports and do any other helpful activity needed for an open alpha game like this it would go a long way getting things on the right track.
If it did such calculations based on the player's SMD name then it would be harder to cheese it, though unfortunately not impossible. A max cap per player, per faction and server wide that would prevent fleeting of additional ships anywhere might be useful in controlling that. Ideally you would...
At this point there's not much that can be done. Are people disappointed with decisions by Schine? Yes. Can some interesting things still come out of this game as it changes? Sure. I think one of the major issues was and still is people still putting too much faith or expectation in products...
Im not sure any kind of blanket FP coast to fleets would necessarily be good. Using such a mechanic to control a fleet's total number and mass might be a good thing to prevent player excess.
This would be great. An additional option in the catalogue to automatically scrub obsolete blocks or just import without systems altogether would be great too.
Including this info somewhere in the factory interface would be really helpful. Right now, you have to count and manually note enhancer groups, then test them, which takes extra time and is prone to mistakes, especially at very large numbers. This would definitely be a nice QOL feature that...
I wouldn’t mind seeing a proper Schine created solution to capturing and holding territory that actually has an impact on player and faction wealth. Some kind of integration of the NPC system with player or faction owned ships and stations should play a major role in how territories are taken...
On Light Vs Dark we have a capture point system very similar to this. In our case though, the 8 capture points are invincible so they can’t be destroyed and capturing more stations in the right order yields greater rewards in the form of instanced personal rewards. We use an advanced wrapper...
One can easily carry sufficient chambers to allow for different modes of use. You could have travel and combat modes by having the necessary chambers hooked up but not used save for what's situationally necessary. With the way fleets currently work, a carrier is unnecessary. If fuel and...
I voted no because Titanmade is dull, excessively ostentatious and wasteful. Just like the ever growing size of SUVs and other unnecessary vehicles has made roads worse, the increase in vessel size has also made servers worse as a result. Most entertaining and meaningful combat in starmade...
Since before the days of dial up with 2400 baud modems there has been drama on bulletin boards, Usenet, IRC etc. Virtually nothing has changed save for more people with less of an ability to healthily unplug when needed.
What configs and other tools will be added to future updates to enable better control of the serverside experience such as fleet limits, sector chmod controls expanded to systems etc. ?
More details here:
Entity and Mass Based /sector_chmod Options, /system_chmod
The objects owned by that faction don't go away. If a new one is started under the old name and those objects are set as the new faction via admin commands and the homebase set it will be more or less a complete restoration.
Fleets would definitely fall under yellow. There's no natural way to regulate the number of ships your allowed to put in a fleet, the overall mass of each or a properly scaled minimum distance between them in or out of a formation. Basic player fleets should be only a few ships with some kind of...
Depending on the state of the client/server relationship the star damage can be interrupted or even negated. Your test could have been effected by that or a similar bug.
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