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    1. Oblivionburn

      StarMade Devblog - Endgame Document Pt. 3

      I think using RTS-like controls on the scale of managing an entire faction would work quite well in StarMade... specifically on the map interface. On the map, all ships considered to be in one's faction would be visible (as well as anything scanned by them) and could be selected, as a group or...
    2. Oblivionburn

      Devblog 18th July, 2017 - End Goal Document Part 2

      It all sounds pretty awesome! Looking forward to exploring interesting planets and anomalies with a rag-tag crew of NPCs I've hired... should be very Star-Trek-ish :D
    3. Oblivionburn

      Devblog 11th July 2017 - End Goal Document Part 1

      It's good to see this get addressed, and to get clarification on what the "final product" is intended to be. I also liked that it was explicitly stated "StarMade is a space sandbox game where you start with very little and work your way up to the top."... now we have something to reference when...
    4. Oblivionburn

      StarMade - Devblog May 22nd 2017

      While I completely agree StarMade needs a fuel system, I think it would also need multiple fueling options (i.e. Fossil, Solar, Nuclear, etc) with varying degrees of risk/reward as well as tiers of energy output for scaling.
    5. Oblivionburn

      StarMade - Devblog May 22nd 2017

      From what I understand, the goal is to start making StarMade more of a "game" than just a "sandbox/ship building simulator"... please correct me if I'm wrong. While I personally see this as an incredibly good thing to do, there's two big problems here: 1) The community/veterans only know...
    6. Oblivionburn

      StarMade - Devblog May 8th 2017

      The only thing that feels missing in regards to gameplay is a clearer sense of progression... it currently feels more like a sandbox than a game. It should take a lot of time and hard work to amass the necessary materials to make a gigantic/advanced spaceship. I personally would like to see an...
    7. Oblivionburn

      Power System Overhaul Proposal

      Sounds interesting... will certainly bring a bit more strategy to ship design, which I like.
    8. Oblivionburn

      StarMade v0.199.349 - NPC Faction Update

      I'm also feeling a bit confused about how resources (asteroids) are being handled in regards to consumption/replenishment. It was sounding like a system can be completely 'consumed' by an NPC Faction... but then it's still being replenished? It feels like a contradiction.
    9. Oblivionburn

      Dev Blog : October 21st 2016

      I'm guessing/hoping the planned 'Mission System' will address the current lack of drive the game offers to really do anything other than pvp. I've had similar concerns regarding the reason to do anything in general, and created a suggestion thread (last year) that tried to offer a solution...
    10. Oblivionburn

      Read by Council A Story-Oriented Tutorial

      After reading the following in an update: I thought it might be a good idea to suggest postponing making a new tutorial until all the factions/lore/NPCs have been implemented... that way a more story-oriented tutorial can be created that will not only introduce the player to the basic controls...
    11. Oblivionburn

      Planned Option for where to first spawn

      How did you set your game up like that? Because if I recall correctly, the power gun is indeed able to feed power to a factory for initially getting started... think it was even demonstrated in a tutorial somewhere, although my memory is a bit hazy. It would be really neat to at least try a...
    12. Oblivionburn

      Planned Option for where to first spawn

      Would be cool to have an option for spawning on a planet with absolutely nothing when starting a new game.
    13. Oblivionburn

      Naming planets?

      Is it currently possible to name discovered planets?
    14. Oblivionburn

      Progressive Gameplay

      Thanks for the explanation, Dragleones, it was very helpful :) and mildly disturbing... it makes the advanced armors sound completely pointless compared to shielding. I think I'll be joining you in the wishful thinking about hull mass lol Sorry, I should have made it more obvious or at least...
    15. Oblivionburn

      Progressive Gameplay

      I definitely noticed that passive form of progression and I'm cool with it... just wanna wrap my head around what exactly makes a ship 'better' as there's seeming to be a steep learning curve here with the 'optimal building strategies' that are not explained anywhere in the game. To reiterate my...
    16. Oblivionburn

      Progressive Gameplay

      Very well explained, and I stand corrected that the RPG-Stat analogy is not a direct fit as they typically don't account for the 'size' of the player. If they did, though, I would imagine it would result in the same sort of inverse relationship. Come to think of it, I've actually coded a system...
    17. Oblivionburn

      Progressive Gameplay

      I find the comparison of StarMade to FPS games very interesting, as I've played a lot of FPS games and this doesn't have the same mindless feel of running around a map shooting other players... it has more of a creative/sandbox feel. Maybe it's just a result of the way I've been choosing to...
    18. Oblivionburn

      Progressive Gameplay

      Ah, yeah I hadn't considered that and it definitely makes sense. I hope somewhere down the road, though, that we do start to see things solidifying into more of a 'game' than a 'test' environment :)
    19. Oblivionburn

      Progressive Gameplay

      Given the amount of blocks currently in the game, and that this number (and the complexity of resulting combinations) is only going to grow as more and more features are implemented into the game, I was thinking that it would be nice to see some sort of progression 'unlocking' mechanic be...