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    1. YamiHikari

      Instead of passing through the ship, taking friendly fire from a docked entity stops when it hits

      You didn't sound very hostile to me. You were just asserting your point, albeit in a somewhat forceful manner. You do have a valid point, at that. The AI system in Starmade is definitely lacking, but collisions that don't happen when they should and happen when they shouldn't are still...
    2. YamiHikari

      Instead of passing through the ship, taking friendly fire from a docked entity stops when it hits

      You also have to remember that in the current system weapons do not consume power when firing. They only use power to maintain active status.
    3. YamiHikari

      Instead of passing through the ship, taking friendly fire from a docked entity stops when it hits

      That i s actually what I was going for in my suggestion. I just couldn't quite word it right.
    4. YamiHikari

      Instead of passing through the ship, taking friendly fire from a docked entity stops when it hits

      The key to this is that the ship would still not take damage. Basically, a lot of people like to put defense systems in their ships. What happens is that sometimes those defense systems like to shoot at enemies outside the ship instead of inside the ship, with their beams, missiles, and...
    5. YamiHikari

      Option to switch off weapon on ships to reduce power consumption

      In order to balance this out, it would definitely need to have a very long cool down. otherwise it would become too overpowered. Additionally, my experience with the new system kind of negates the necessity of this. The reason being that with a reactor of only 40 blocks or so you can have some...
    6. YamiHikari

      Make Rail Rotators configurable in the same way as Rail Speed Controllers

      That is really only a minor issue. Games go through this kind of thing all the time. Think of the new reactor chambers and the power system and the new shields.
    7. YamiHikari

      Make Rail Rotators configurable in the same way as Rail Speed Controllers

      What I mean is that Rail Rotators can only rotate 45, 90, 135, 180, 225, 270, 315, and 360 degrees at the current time. This is based solely off of the total number of active Activator Modules connected to the Rail Rotator. What I'm suggesting is the ability to make these rotations much more...
    8. YamiHikari

      Move jump multi-charge under autocharge

      Sounds like a great idea! It does bring up the question of game balance, though.
    9. YamiHikari

      Additive Stabilizer Distance - The Simple Solution

      Actually, running conduits through the ship isn't very hard if you have a bunch of rooms and small spaces between the rooms and various floors of the ship (which brings me back to my frustrations with rails and doors that came with the new update and the bug it brought).
    10. YamiHikari

      When a block is selected (C) all blocks it is slaved to/linked to are highlighted

      This is for convenience. Imagine you're going through logic building something and your device ends up not working. You go to correct the problem, but you forget what modules are connected to what. Instead of endlessly going through the hierarchy to see what block activates what other blocks...
    11. YamiHikari

      Additive Stabilizer Distance - The Simple Solution

      I see where you're coming from. While a 0% area is a good idea, how will that function? Will it grow/shrink with the size of the group? I'm being a bit of a devil's advocate here because these kinds of major changes need to be really thought out before the devs make a final decision. If...
    12. YamiHikari

      Power 2.1 - A Compilation of Ideas

      This suggestion seems to be pretty well thought out. The concept and its benefits are solid as far as I can see, and it does accomplish the intended purpose. The only problem I see is with stealth. In terms of heat sensors, how will the ship be detected and viewed? I feel like disappearing...
    13. YamiHikari

      Additive Stabilizer Distance - The Simple Solution

      I'd like to clarify something, but also make a couple minor tweaks. Your idea is to basically say that the TOTAL of the distance of each stabilizer group from the reactor additively effects their efficiency, right? If so, I see a couple loopholes: You can get maximum stability from the...
    14. YamiHikari

      Reactor Chamber Minor Improvement

      The new Reactor Chambers are nice. They really come in handy and do a lot to balance a ship out (despite how annoying it is to keep yourself from maxing out the Power Reactor's capacity). Probably my biggest complaint with them is that you can't make them very compact and as a result wind up...
    15. YamiHikari

      Bring back Capacitors and Jump Modules as Decorative Blocks

      I think around ten (minus a few that were already implemented without my realization due to inadequate googling and testing) And that's for the last 72 hours, not 24
    16. YamiHikari

      Possible fix for stabilizers

      Not necessarily. While they would still likely occur, the advantages of creating them goes away. Why have your reactors and cores in several separate groups when you can have them in a single, more efficient, larger group?
    17. YamiHikari

      Bring back Capacitors and Jump Modules as Decorative Blocks

      I'm upset that the devs removed their textures in the new update. Those were fantastic blocks that had a variety of decorative uses. In fact, they were my favorite decorative blocks in the game, especially in mechanical or dimly lit builds because of their colors and animations. I'm not...
    18. YamiHikari

      Possible fix for stabilizers

      I just got the new Pre-release version, and the new stabilizers suck (not to mention the fact that the devs removed my favorite blocks for decoration--capacitors and jump modules). I have an idea that would combat islands, dumbbells, and spaghettis. Instead of requiring stabilizers to be a...