I dislike the idea. It opens up griefing opportunities. If you can program a missile to fly 10 sectors over, or jump-drive there, and then kamakazee into a base how is the other person to know who attacked them? You mention a way of defending against such an attack, but how do you retaliate when...
This could be a way to make money on a Player Exchange, but wouldn't do much for someone on single player. Or would you be able to see star charts to NPC shops? How would you determine price?
If a player is selling a star map to another player, how does the buyer know what information they are...
One of the main drawbacks I think that the salvage beams have that no one else has mentioned is that I end up with a bunch of crap. I go to an asteroid and I want the ores and shards, but end up with a butt load of dirt. Sure I can make paint out of them, but that's really not as valuable or...
wiesshund , here are a couple of things I made to test concepts.
This is a beam with 100% push. You have to undock a ship from the rail first (using logic) then shoot it with the beam. You don't get a perfectly straight launch.
And here is one using collision and rods. It was more of a joke...
KhaosHiDef , this is something that I played around with. It wasn't so much about upgrading ships as it was about having a quick way to build new models from existing parts. If I made a cool docking bay why not just use it on a new ship. So I made the docks a ship unto themselves that I could...
Here's an example of how I think it would play out.
Let's take a Capital Ship with two sets of cannons. It has a large cannon array for dealing with other capital ships, and a small cannon array for dealing with fighters. Shooting from the Anti-Capital uses up 1,000 ammo every shot but shooting...
I've said this before elsewhere, but I like to place my opinions in the currently active threads. :)
I suggest that:
All weapons use ammo. Cannons need a photon matrix, Beams need refraction crystals, Missiles need thermal-cores, and Pulse needs kenetic-resonators. The more damage a weapon...
That's a good suggestion. One option is to have the Player Market reserved for items that NPC shops don't sell - but the other is what you suggested. If shop prices updated to within +-10% of the average price of the item on the Player Market then the PM can also be viable for NPC shop items...
Starmade does not use Unity. It uses a custom engine built by Schine using Java.
The game has something similar to your suggestion 1. Planets have atmosphere. When on one and you look up - that's the inside of a sphere rendered around the planet. But Schine wants players to be able to see other...
Depending on you fancy you want to get with this, badmojo ...
1) You dock your ship.
2) Activate a series of 1x1x10 ships in the ceiling to move down around the docked ship. If these intersect the docked ship, they stop moving. (kind of like this). If they do not intersect the ship they fully...
Would it? I can't see someone planning out their station according to gravity modules. Personally, I would build my station then go back and min-max how many gravity modules I need to place along the structure I just finished.
I'm not quite following what you are saying, so I'll clarify what I...
I'd like to see the chain-reaction explossions for most of the non-hull modules. But how about rather than destorying one block making an entire system explode, we utilize the voxel mechanics. You destroy a weapon module and it explodes dealing damage to the 6 adjacent blocks. Some of the...
Is this something that we can scale like docking ports and storage areas? Will it update in real-time as planets revolve? Will it display every object, or just friendly objects, or just objects visited? Can I change the color of the hologram? If I scale up the display area to a 10x10, can I...
There is a key different between Runescape and StarMade that needs to be addressed before the OP suggestion can be implemented. The Grand Market in Runescape is for trading items that are not available in NPC shops.
Starmade shops sell every item - if you travel to the shops within a sector you...
I remember having a discussion about this in a thread about putting factories on ships, where the OP wanted to get rid of stations entirely because they are 'useless and tactically disadvantaged.' The last part of the discussion was about switching between station and ship mode - making some...
The gravity in game is based upon the entity. A station has gravity, and that gravity effects every part of the station. If you dock a ship to the station, the gravity extends to the ship. If you expand the station, you expand the area where the gravity takes effect.
So if you have a planet and...
dwwojcik , I think that having an "ocean" on every planet would change the feel of the game, particularly since each planet would have a huge amount of "ocean."
If we get right down to it, I think having a mesh+voxel system would be a decent approach; look at 7 Days to Die. It works, but it has...
I think something like this would be rather neat in conjunction with the rail system.
My ship has a blade shaped like a buzz-saw. When activated the blade spins and the arm extends.
My ship has a set of pincers. When activated they close around a ship, locking it in place, and then activate...
Missile + Jump Slave = Slightly faster Missile with way more HP. They are harder to shoot down with point defense systems, and travel faster as well.
Missile + Jump Slave = Dumb fire missile with teleport. They fly in a straight line at normal speed, but if they pass within 25m of an object...
To get interdiction, we don't necessarily have to fly to the new area. Moving the ship at a high speed will eat up server resources - that's why there is a speed limit in the config file.
However, it could still be accomplished in the following way:
1) Player enters warp
2) Player ship is...
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