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    1. Cluwne

      StarMade Weapons Update Prebuild

      You make it sound like a bad thing. Much like the third wave femenists and other similarly mentally-challenged minorities you appear to have persecution complex and call everyone not in agreement with you toxic, swarming them like a flock of angry hens. Then again, meds used in chemotherapy...
    2. Cluwne

      StarMade Weapons Update Prebuild

      Recoil is a rеtarded idea. This isn't a fucking first-person shooter you nitwits, it's a space kinda-sim sandbox. Over the huge distances in space tiniest amount of recoil means 9 out of 10 shots will miss the mark. For example, a machine gun combo will only hit it's target with it's first shot...
    3. Cluwne

      Warp Gates 2.0

      Being able to connect gates into a semi-automatic network a-la Stargate so you can pick the gate you want to go to would be nice. Getting rid of marker beam to connect the gates would be very nice as well. I'd rather pick a sector and choose a "gate station" from the list. Well, it sure allows...
    4. Cluwne

      Biotechnology

      Would it be a good idea to add some sort of "farm" module+computer that grows whatever you put in it, and another function to factory that turns rocks into soil/fertilizer for the farm and plants into "biomass" resource. Biomass may require special "biomass storage" combo or simply turn regular...
    5. Cluwne

      StarMade Dev Blog - The Weapons Update

      Gee, thanks Captain Obvious McBeta-Apologist. First of all, this yelling of yours implies that we are so stupid, we can't tell final values from WIP, which is insulting enough in itself. Granted, there are plenty of idiots around yourself included, but it still doesn't justify this. Second, that...
    6. Cluwne

      StarMade Dev Blog - The Weapons Update

      Well, first off, spreading block destruction over several ticks/seconds/whatever sounds nice, hopefully it will alleviate the lag from two titans pounding each other with nukes. Recoil seem rather unnecessary, like completely. I would, however, highly appreciate a screen shake effect...
    7. Cluwne

      Resource bonus stations to fight over

      Hacking then, simple single-stage for the non-HB stations, long and taking several attempts for HB, that is if server chooses to make them vulnerable to capture. Since hacking indicates a presence of a "hacker" ship, people will scramble a defensive force anyway. So might as well make hacking...
    8. Cluwne

      Resource bonus stations to fight over

      Something something progenitor/precursor/forerunner resource harvesting stations. Sounds like an entire new system of reconnaissance and discovery, tied to stealth & recon, would be better. Much like in EVE, explorer ships probe the system, finding(read: spawning) sites that contain some sort of...
    9. Cluwne

      Resource bonus stations to fight over

      What's to stop anyone from blasting those stations to dust then building their own? I assume the process of capture will be a bit more complex than "shoot at it until it dies", meaning that only few would actually bother to go through with it, opting for the destructive route instead, if only to...
    10. Cluwne

      Add Solar Power

      Last I recall we have no awfully-implemented reactors that can generate energy out of nothing. If we had such power source, rest assured ISS wouldn't have those solar panels, although additional radiators would no doubt have claimed their place... The only way you could ever hope to approach...
    11. Cluwne

      Gate menu rework

      Considering how warpgates currently function (glorified teleport command), it would make much more sense to have mass relays instead of gates, at least for now. I only wonder how would you build them. I mean, the maximum size of the vessel that can pass through the gate is determined by gate's...
    12. Cluwne

      StarMade v0.200.332 - Reactor System Enhancement and Fixes

      Having extra mass of a "backup" reactor greatly outweighs the neurons lost in reconfiguring it by hand every time you need to travel fore more than two sectors. Now, some sort of presets you can save would be great. You'd still have to add few conduits here and there, but that shouldn't affect...
    13. Cluwne

      StarMade v0.200.332 - Reactor System Enhancement and Fixes

      You do realize that in order to use the gates someone has to build them first? And building them involves putting up with mind-numbing tedium of hauling your metal aft across galaxy. HOWEVER, if this fancy new free-target mode for gates lets you pick sectors as destination, you could use this...
    14. Cluwne

      Stabilizers as a passive?

      into_the_trash_it_goes.jpg Sure, I never liked defensive effects using the same system but it actually made sense balance-wise at the time. Unless they're tied to reactor's mass, which is already the case in a way, it's doesn't make any sense at all. They stabilize the reactor, not the whole...
    15. Cluwne

      Prerelease v0.200.250

      That is... actually pretty accurate.
    16. Cluwne

      Pre-Release Stab.Intergrity Update Dev Thread

      And the worst part is that you may actually be correct in your predictions. After all, the one true constant we all can rely upon is Schine's ineptitude when it comes to designing systems. Hell, even using total beam length instead of/as stabilizer distance would be an improvement. Like some...
    17. Cluwne

      Pre-Release Stab.Intergrity Update Dev Thread

      Didn't your mother ever tell you to never put all your energy reactors and the only thing that prevents them from going supernova in one basket?
    18. Cluwne

      Pre-Release Stab.Intergrity Update Dev Thread

      Schine is being rеtarded again, more news at 11. Instead of rewarding building sensible ships they add yet another half-assed punishing mechanic to force player's hand when designing stuff. This is what happens when developers don't play their own game and don't listen to people that do...
    19. Cluwne

      New Power and viable shapes

      Reactor capacity is far too precious to "waste" it on power regen. You can just add more blocks for that. You can't increase capacity the same way.
    20. Cluwne

      Deconstructing Power in prerelease 200.251

      In my defense, the config says: ReactorStabilizerStartingDistance + (blocks ^ ReactorStabilizerDistanceExp) * ReactorStabilizerDistanceExp I guess we can blame the rеtard that made the mistake here.