Just when I have all my spreadsheets how I like a new power mechanic throws a wrench in the system. Awesome :)
Here are my thoughts:
This should be as simple as possible. This game is already fairly complicated and not super accessible.
how ships interact with each other needs to dictate...
For me, what starmade has going for it is the scalability of ship systems, and the potential for a large universe. That being said I've looked at all these games and none of them truly dazzle me. The first game to allow me to build a space empire ,alone, will get my attention. I don't want to...
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Why you want to join the server-
It has been a very long time since I took starmade seriously. I am in need of community feedback and testing my own builds.
Example of your work-
Here is an old station I built when the station build contest was a thing and my more recent cruiser...
For the life of me I cannot figure out how damage is distributed among blocks. My understanding is that the total DPP (Damage Per Projectile) is distributed amongst the blocks in the projectile's flight path. In addition in order to destroy one advanced armor block with full ship HP takes 2000...
Im not sure if hot bar is the right word either, but what you describe is what Im imagining. In Star Wars Empire at war. Ships in a fleet with the same abilities were grouped together with buttons for their abilities. An individual ship could be controlled by selecting just the one ship and then...
I've edited the first post, but just incase here is a link to the suggestion thread.
Homeworld RTS like controls for fleets and stations
We should direct our discussion there to hopefully be seen by the Dev Team.
Give the flagship in a fleet a 'Command mode' like build mode or flight mode where they would be given a view of the sector with their ships as RTS style units. This could be accomplished by toggling build mode or flight mode, or by a specific block players could enter. The advantages of a block...
Maybe this could be thought on a bit then. It would make fleet battles way more interesting, as players can take the roll of an admiral or a pilot. That would fit in with Starmade's scalabilty theme but this time in terms of command not just blocks. I'm not sure of the programing road blocks...
Instead of a block, I think it would be best a mode accessable to the flagship of a fleet. Could you imagine having multiple ships with command over a fleet? It would be a nightmare figuring out which one has priority.
DukeofRealms is that informative tag an indication of things to come?
As this game refines its building tools and moves towards larger scale interactions between fleets and factions I'm wondering if a homeworld like RTS style control mode would be advantageous for fleets. By this I mean that players who occupy a flagship in a fleet could enter a 'Command mode'...
I tested this this morning. I can confirm AtraUnam 's results. The total DPS is determined by the total number of blocks (Master + Slave), In addition if you use Punch Through this also adds to the total DPS. That is to say 100 Cannon 100 Cannon 100 Punch produces 3000 dps and 300 dpp. I wonder...
Does this still result in a 530 damage projectile? It would seem from the wiki that this gives a 265 damage projectile. Blodge 's firs calculations would be correct as at 100% slave you only gain 1 damage per master block. so you'd need 530 of them to get to the right dpp.
what is the damage per projectile that is needed to break an advanced armor block. Should a ships armor stat be at 100% This would be 2000 dpp, and if they include a defensive piercing effect it would be 4000 dpp Panpiper . With no armor buffs just native block stats it should be 1000 dpp as...
I thought all storage leaked. Factories as well as cargo if it over fills?
otherwise we could just use factories as storage and not have a need for storage blocks except on ships.
But what about making it stop before it runs out of resources? Say i have a cargo space of 1,000,000 and I want to fill it up with hull. Can I build a factory that fills the cargo space (assuming i have enough raw materials) and turn off when the inventory is full to avoid leakage?
Im wondering if it is possible through clever use of storage and logic blocks to create and automated factory.
Step 1. What I want to do is create a factory that automatically fills a cargo area, but when it is full the cargo area turns off the factory. When I take items out of the cargo area...
I think that by using the old docking mechanic this would work well for room creation, but now how do rooms affect gameplay? I would think that many smaller rooms would be good for growing populations and generate more taxes (credit trickle), but many large rooms and structures, i.e. sky...
Yes! I think using the old docking mechanism would work great for defining rooms. I would only add that blocks inside of the room do not contribute to structure hp or armor, maybe that way we can use slabs and voxel blocks without issue.
This is an interesting idea. I don't know how hard it would be to make a "room identifier" but this might work. There would have to be a balance between number of rooms and the size of rooms. For some aspects maybe more small rooms would be better and others large rooms would be better. The only...
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