For the record I think you totally deserve the award. You've worked on some really cool project, many of which have had a clear impact on the community. Congrats!
Tactical choices are definitely limited right now. In combat there is There are no active abilities that have to be managed. All you have to do now is know how to use the weapons on your current ship. Then you choose how you engage them or maybe not to engage them at all. Starmade is not...
Hard limitations like this make for a boring game. It'd really rain on my military parade if I had to count of my power regen before attacking someone. I'm all for spreading out my forces to avoid WMD type weapons, but having to split them up just so they can function doesn't sound fun to me. I...
I mean I'm fine with no new combat features. Don't wanna imbalance the game and make it no fun at all. It doesn't hurt to reiterate some of my favorite suggestions from the past year. There are many more of course but that's another thread altogether.
I like a lot of the dynamics in combat as they are. I think some more choices would be nice though. Maybe some more defensive options as others have stated. Blink drives, diverting power to shields, and lightweight armor are all things I can get behind. I'd like some tactical decisions that are...
If they made it so that beacon could be linked to crystals and lights that would be nice and simple. On the other hand I am all for a new decorative block.
The thing is once you add more explosive systems you make weapons that pierce through blocks all the more potent. That being said I am all for adding system blocks that explode when hit. I totally agree that the power aux blocks were a step in the right direction with their explosive mechanic.
Similiar to Ion but more of the trade-offs of overdrive slaved to weapons. The idea is that a large chunk of your power goes to make the actually recharge go much faster. Ion doesn't use that much power so it isn't really something that is a tactical consideration. It is more something that is...
I like the idea of overcharging your shields but this specific implementation doesn't work for me. Only being able to recharge it from friendlies would shift the meta into titan+support shield craft. I want there to be more need for support craft but I don't think that they should be necessary...
I think the biggest criticism is that it adds another weakness to larger ships. While I like the mechanic of volatile system blocks, I haven't done too much testing but it probably will need to be tweaked. Other than that I like that they have added another power generation mechanic. There is no...
This mechanic will obviously be tweaked as time goes on. If there were a better suggestion in play I could understand why people would be mad. There isn't and this is what we have for now. Any solution that reduced lag would have to be block based. There could have been some really complicated...
Im super curious how this new power block works. I've screwed around a little bit in the dev build but I don't understand how this block works as a power source. As of the newest dev build I can't seem to get the chain explosions either. What am I missing?
I am sorry but all I gather from this thread is that you are angry at non-RP players and want them to be a marked class of players. If that is wrong I am sorry and have no further comment.
Sounds like some totalitarian nonsense to me. I don't think that "min/maxed" ships should be discriminated against. Do all the top tier players have to wear patches so that we know who they are? I think that the communities will naturally work themselves out. PvPers and PvEers will each have...
Yes I did forget one of the main reasons I want standard armor to be more useful. The lack of seams are lovely and I still cover my ships in a layer of it for looks alone.
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