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    1. Crimson-Artist

      Discuss with the Devs July 18 2019 ([SIS]-Shortform)

      schema did confirm that raiding cargo ships will be made easy by them being visible on the map. or some kind of mechanic that would make it easier for raiders to find ships to attack.
    2. Crimson-Artist

      Discuss with the Devs July 18 2019 ([SIS]-Shortform)

      I think that if population is going to be a major game mechanic then there needs to be some kind of maintenance to them. Generating population without some kind of cost will become easy and OP after a while so we should have another resource called "Supplies" to balance out population. colonies...
    3. Crimson-Artist

      Ideas for the next Dev Discussion

      we did have a place to ask them questions. they were called bi-weekly Dev Q&As. guess what happen to those.
    4. Crimson-Artist

      Discuss with the Devs July 18 2019 ([SIS]-Shortform)

      ive suspected something like the population system for some time now. Good to know that something like that will be added. we'll finally have a reason to build more than one station/settlement. I also like the Void enemies idea. Cosmic Horror suits StarMade surprisingly well.
    5. Crimson-Artist

      Small Status Update

      when can you start showing us some new pictures? say of the new universe structure?
    6. Crimson-Artist

      What actually failed in Starmade - if you care to listen.

      unless you're really into building stuff like me there isnt really a reason to play. I havent played survival in years cuz like you said theres nothing to do. Starmade has alot of ideas but nearly all of them are half finished or abandoned (The pulse systems for example). The universe update...
    7. Crimson-Artist

      Small Simple Requests

      this is semi possible. If you sit down on something then enter the ship core you will return to the block you were sitting on after leaving the core.
    8. Crimson-Artist

      Power Chamber Rework

      Ever since the power update went live I've always thought the power chamber was one of the most underwhelming chambers besides the mass chamber. Its usefulness is very limited and it potentially can be used for so much more. I'm dedicating a thread to this as it would be too much for a simple...
    9. Crimson-Artist

      Crimson Corp Fleet Dynamics

      Greetings once again, Valued Consumers! Crimson-Artist here as always with another catalog update! We will continue our trend of refitting old classics with this cycle's batch. First up we have a long awaited reveal of a powerful refit! Its the Uriel Mark II! Uriel Class Orbitalcannon...
    10. Crimson-Artist

      Crimson-Artist's Cinematic Filming Kit - Version 2.0: Refinement

      Crimson-Artist's Cinematic Filming Kit Greetings, everyone. People have been wondering how I make my videos. Well today I've decided to release all the tools that I use to make my videos. Using these tools I was able to make videos like this Cameras All cameras contains stealth...
    11. Crimson-Artist

      Cargo Packs - Version 3.0: Power Update

      Cargo Container Pack Cargo Container (Medium Size) Role: Cargo Containers, Standardized Freight Generation: N/A Mass: 136.8* Cargo Full: 613.8* L/H/W: 21m*/9m*/11m* Power Regen: 4,400* e/sec Chamber(s): N/A Thrust: 331.6* Max Speed: 219.3* Armor: Majority Basic Armor with supplementary...
    12. Crimson-Artist

      Orbitalcannon-Uriel - Mark II: Weapon Upgrade

      Uriel Class Orbitalcannon (Yellow Text) Indicates docked entity systems Stats/Pictures are of Version Mark II Asterisks(*) indicate changes in latest version *Completely Redesigned from the ground up *Readjusted all weapons *Removed push pull systems, replaced with modular Thruster docks...
    13. Crimson-Artist

      Utilitycraft-Paean - Mark II: Power Upgrade

      Paean Class Utilitycraft (Yellow Text) Indicates docked entity systems Stats/Pictures are of Version Mark-II Asterisks(*) indicate changes in latest version *Completely Redeigned from the ground up *Added grappler arm for hauling cargo *Added Tractor beam to push/pull/hold cargo *Removed...
    14. Crimson-Artist

      Cerberus Turret - Mark IV: Weapon Upgrade

      Cerberus Class Turret (Yellow Text) Indicates docked entity systems Stats/Pictures are of Version Mark IV Asterisks(*) indicate changes in latest version *Completely redesigned from the ground up *Increased the power of Weapon systems Role: Flak Filler, Small Turret Generation: VI* Mass...
    15. Crimson-Artist

      Universe Update Roadmap #1

      that sounds like you want a extendable rail docker. As far as I know thats not possible. Only the rail docker on the parent ship will allow a ship to dock to something. A second rail docker on a rail does nothing. Like I said, a invisible/intangible rail docker would solve this by it...
    16. Crimson-Artist

      Universe Update Roadmap #1

      unfortunately no. They are invisible/intangible rail blocks. An invisible/intangible rail docker would actually solve alot of problems with certain docking situations
    17. Crimson-Artist

      Universe Update Roadmap #1

      we already have invisible docking rails. they're the pickup rails and shootout rails
    18. Crimson-Artist

      Suggestions for Ship/Fleet AI Behavior Settings

      definitely need some kind of non lethal win state for fights. Being a pirate right now is no different than being a assassin.
    19. Crimson-Artist

      Suggestions for Ship/Fleet AI Behavior Settings

      hopefully settings like these get added during the universe update
    20. Crimson-Artist

      Reactor Chamber effects

      I'm ok with the regenerating armor but I don't think it should regenerate lost blocks. From a design stand point it would make astrotech support ships kinda redundant after awhile. There should be a consequence for taking too much damage and completely regenerating even at a much slower rate and...