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    1. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      You could activate the scanner, then leave the faction and test to see if it works. What chambers do you use on stations?
    2. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      Do stealth chambers work on stations? Building a shipyard and stealth drive is having no effect (have tried with one person outside faction as well)
    3. Forsyth

      Wild Space Explorers

      3/4 blocks rotated to the outside probably would still let the doors open while giving an aesthetic...wait, let me write that down
    4. Forsyth

      Wild Space Explorers

      Tshara, thanks for taking the time to review the build. I was very surprised (in a good way) to see you rated it. I understand and agree with a lot of your points, and will be keeping that in consideration for future updates. I'd like to clarify/elaborate on a few points in your video: The...
    5. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      One thing that irks me a fair bit is the fact that paints can only be applied to basic armor. Maybe there's a history behind that mechanic, but it would be fairly easy (I think) to make it so that paints can be applied at any armor stage (basic, standard, advanced). Agreed. Guess the only thing...
    6. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      Perhaps, although I would argue that being balanced and making sense go hand in hand with each other.
    7. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      In context, I think this actually makes sense. If shields are (as they probably would be) energy-based (i.e. electromagnetic), then they would be susceptible to inverse-square laws which means they would draw a huge amount of power to sustain their size (and that's not even accounting for power...
    8. Forsyth

      Factory Ship-Server or SP use 1.0

      This ship is designed to be relatively easy to produce early on in a world/server. As such, basic armor is frequently used. Feedback will be applied to a number of projects that will use a utilitarian, industrial look at some point. Images were taken at various points along the development...
    9. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      Also, I feel like Fertikeen is too heavily-weighted of a resource in blueprints (although that might just be because of how I tend to build)
    10. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      To be honest, I was intending that point to be a semi-jab at the name. If it wasn't funny/fell flat, I'll see myself out It would be (theoretically) possible to set that to trigger when a player enters build mode. Also, would there be a disable priority (e.g would factories disable before...
    11. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      Why do you think this config is called QuickFire? It's not called SlowKill or UltraEndurance or some other combination of words that basically says "long, tanky battles." So having negative functional hp would incur debuffs on a ship? Would those become progressively worse as the hp becomes...
    12. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      I think (and you may have already figured this out) that he's indicating that a ship has some sort of "functional HP" that systems detract from and armor refills. I think it's an interesting idea, but A) It's exploitable (just slap an armor cluster in the middle of a ship and then proceed as...
    13. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      I wasn't asking a particular question. I was merely noting some things that I believe you omitted in your original post.
    14. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      Ok, this doesn't really make a lot of sense to me as I'm reading it. I think the big thing that's throwing me off is the oversimplification here. Yes, we have unguided weapons (C-C/B/M, M-M) which mobility can counter, but we also have hit-scan weapons (B-C/B/M), and we also have tracking...
    15. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      Alright, I'll keep that in mind. I might also add a missile array on the base of the turrets to help fill the empty space (most of the base is actually empty)
    16. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      lol yeah, GHI heavy test hull is just my go-to for testing weapons (fun fact: Those turrets can shoot straight through the test hull because of their 44k damage cannons. Surprisingly, I managed to capture one firing). Side note: What do you think of the aesthetic of the turrets? I'm thinking of...
    17. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      Something a friend and I are coming across in-game: When we're building turrets, they point off-axis from the target ship. Is this because of how the AI works? Rail mass enhancers are not the problem, nor is it collisions. Here's an image (the front turret is aiming at the center of the ship...
    18. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      A couple of questions: 1) Can someone explain to me how the Low/High damage resistance chambers work? Does it base the damage off of a percentage of max shield strength? 2) Do bombs still bypass shields?