Im not sure what you mean by "split weapons" what does that mean?
Furthermore, having tanky fighters seems to be a big issue as well driving the player base to build swarms of small fighters vs. having diverse fleet complements. How would we solve this problem?
Hmm, would it be possible to put diminishing returns on weapons? Dogfights with tanky fighters will be long and arduous. Another option would be to have a steeper growth curve for armor so it really only benefits larger ships. I'm not sure how to do this, or what the best approach would be.
How do these changes affect smaller ships? It seems that most of these changes are designed to affect capital ship combat. Ships made of many thousands of blocks. What about ships made of 1000, blocks? 100? How do starfighters fit in here?
I see what you're saying. I think that makes for interesting gameplay choices. Cannons are not as reliable making them high-risk high-reward weapons, but as you say the damage output is low. Maybe Cannons need a buff then in the damage department and a larger AOE. I think having a low output but...
Of course it means something. How can you dismiss it if people are building around the current system to create an area of effect(AOE)? This means that it is desired by players and makes it easier to hit your target and do more damage. You can't ignore this. It has to be taken into account in...
That's an interesting way to think about the problem of hitting subsystems.
I think in terms of balancing a few parts are missing though.
1) large ships ships shouldn't be able to dodge quickly. These ships should create structure on the battlefield and be able to tank a ton of damage and...
That makes sense to me that small weapons would be less resilient. Maybe it makes sense to make the player slightly bigger then? I'm not sure this is possible for this server but the size of objects relative to the scale of players and starfighters is really off. It might make sense to make the...
This is very impressive. The only thing I'd like to see added at the moment is energy consumption of weapons increased as well as damage output. Maybe by a factor of 4-10? This would make weapons inherently smaller. As it is I think weapon systems take up too much space and look like tumors on...
Just my 2 cents on the issue is that Starmade needs to ask itself what problem constructs solve, otherwise it is just a voxel modeling program with extra sci-fi bits attached. Starmade is a ship building game at its core. All these issues regarding movement of ships, constructions, economies...
Very interesting. I suppose it makes sense to go for damage avoidance first. But why shields before weapons? In principle you could fill your ship with shields and not have any weapons at all, so there has to be some limit where you have enough shields and move onto offensive capabilities. Is...
Hello folks, I've been trying to figure out how many blocks to allocate between shields, weapons, and thrusters? My thoughts on this are a bottom up approach. Building small ships first starting with a reactor size of 19 then 199 and so on. So for a starfighter reactor size of 19 blocks how...
On the first come first serve issue. I think if players spawned reasonably far away from established factions this issue would be minimized. By spawning them far away established factions would have to spend time and resources to find newbies to pick on. If newbies spawned far enough away that...
I wonder if spacing spawns out would help. Have any of you played Sea of Thieves? I think some aspects of that game could be applied to star made that would have positive impacts on gameplay. In terms of base building would it make sense to have random spawns spaced out through the...
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