Search results

    1. T

      Suggestion on repair mechanics in general

      This is probably the hardest place to balance, because Astrotech module uses no resources at all on fixing. Right now, ships does not remember its original structure, and this causes the "restore" method quite hard to use. Also, adding blocks where you shoot always leads to somebody trolling...
    2. T

      Corvette Trivarser Cc Mb 1.0

      Corvette trivarser is built to serve one purpose, which is to fight. Started out as a ship half the size, this ship went through many overhauls and energy reroutings. As the pirate war became more and more severe, and enemy isanths upgrading every planet cicles, this ship implemented four AMS...
    3. T

      Suggestion on repair mechanics in general

      Schine is definitely working on this, and I think shipyards will be the primary repair method when you have a decent station. The reason I proposed other methods are for the newbies who does not have stations, or warriors who want a quick fix for his fighters. The new astrotech mechanic is for...
    4. T

      Game Balance Suggestions

      AI ships fight according to its engage range, which is dictated by the weapon with the longest range. This is annoying for me, because ships with missiles tend to leave the rendering/scanning/loading range and disappear. Please let us decide the range, or at least our fleet's.
    5. T

      Pretty but effective turrets. Discussion of a solution.

      Well, this problem is not a big one in my opinion, but I do understand that some weapons (missiles and pulse) are underpowered right now. Right now, missiles with a beam/pulse slave take a lot of energy to fire, and is very slow to reload. This makes missiles inefficient on energy, at least...
    6. T

      Planned Missile Lock Alert

      Hmm. What will you do if a missile tries to lock onto you? You just need to press the radar jammer. It will nerf missiles. So, maybe it is better to alert players when a missile is about 500m (configure?) away from you, instead of a lockon alert. Gives more counter-counterplay.
    7. T

      Suggestion on repair mechanics in general

      I started this out as a reply to Sven's thread, but realised that it encompassed beyond what he originally intended to talk about, so I make a new thread. Right now, fixing something without shipyards are super time-consuming and annoying. Say, you made an entity, a pirate wrecks it to 80%...
    8. T

      NPC Faction Update Video

      So, faction loses a territory when you destroy enough ships and take enough resources from them? Can we have a progress bar to how much damage needed to done for territory takeovers? Right now NPCs have a big territory and a lot of stations. I think it is pretty hard to wreck them all...
    9. T

      The Gmodism Industries [ GI ]

      As much as I want to suggest things, I still have no vivid image of what "support" is in interstellar space. Therefore, I am not really thinking of making a thread right now too, so I will just post my "raw" opinion here for everyone to "cook" the idea. The damage system of Starmade is pretty...
    10. T

      The Gmodism Industries [ GI ]

      I think you forgot about the utility ships like repair drones and stuff. But really, how can we not forget about them? Our ships in starmade are always better with weapons rather than heals or energy supplies. They need to do a good overhaul on how heals/shield supply/energy supply works...
    11. T

      Game Balance Suggestions

      Make faction territory smaller, something like 4x4x4 sectors. I am looking to the faction update on this one. I would really want to see the faction taking over smaller parts of the solar system, eventually claiming it whole. Also, plz make the camera into an invincible block with no HP and...
    12. T

      Forcefield regeneration

      Considering that it is a forcefield, this mechanism might be a good idea. Forcefield stats must be tweaked through, because regenerating advanced armor is not fun to battle against. Honestly I do not know why forcefield stats are that of Adv.Armor. Forcefields can not be that hard, right?