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    1. Neon_42

      Code of Conduct for Villans

      So far this is good. I like all the ideas being put forward. I'm trying to organize them into a set of rules for a faction. Lets keep this going!
    2. Neon_42

      Code of Conduct for Villans

      Yes I agree that villainy must remain in game. Mercilessly attacking people after annihilation leaves some room for discussion. Destroying a base might require multiple kills to lose faction points. As I said losing must be a possibility. In a survival server you may not have the option to be...
    3. Neon_42

      Code of Conduct for Villans

      In some sense a universe must have villains in order for conflict be fun and engaging. This becomes hard for starmade because so many people want to build in peace and quiet. Yet villains are there to try and disrupt the normal order of things. If too many people are playing the bad guys people...
    4. Neon_42

      Capital Ships mod and test server

      how well does this scale with fleet combat? I worry that a swarm of fighters will be vastly superior to a well balanced fleet.
    5. Neon_42

      Don't play Noble Watchmen

      I did not record our conversation as I did not think I needed to, but here is a link to him/her admitting to being a jerk. http://noblewatchmen.enjin.com/home/m/34927363/article/3602162
    6. Neon_42

      Don't play Noble Watchmen

      Don't play this server. The admin is a real piece of work. He is verbally abusive to his players and ban them when they get mad in return. In addition to this: https://steamcommunity.com/app/244770/discussions/0/496880203074502702/
    7. Neon_42

      Janky Turrets

      Lancake I've added a blueprint to the bug tracker
    8. Neon_42

      Janky Turrets

      I have plenty of mass enhancers in both the turret and the base. I will try and get you a blueprint after I get home from work today.
    9. Neon_42

      Janky Turrets

      Is anyone having problems with turrets not firing in the right direction/getting stuck in weird positions? I build pretty simple turrets that can rotate 0-360 in azimuth and 0-90 in altitude. I have more than enough mass enhancers too. Nothing has been rotated but my turrets fire 90 to the...
    10. Neon_42

      Faction Wide Economy needs

      I did not see keptic's version. Link?
    11. Neon_42

      Faction Wide Economy needs

      So fixes to my system would require that you lose faction points for losing controlled territory. That wouldn't be so bad. There would also be a limit as to how many sectors you can control as you can only farm so many faction points by logging in every 48 hours. Once faction in = faction out it...
    12. Neon_42

      Faction Wide Economy needs

      I hear you. but at some point you're going to have to put a faction module in that sector correct? At least in my mind in order to "mine" the planets you'd have to have the sector claimed. You'll have to defend that if you want to keep your faction points. you'll also have to defend the...
    13. Neon_42

      Faction Wide Economy needs

      If you logic jump out far, you'll have to logic jump back. The first system is free yes, but if you want all those planets you'd have to claim them all. This costs faction points that you may or may not have. Losing those systems will cost you more faction points. If you don't want your base...
    14. Neon_42

      Faction Wide Economy needs

      So you'll have a shit ton of resources. If it is super easy for you to fly out that far it will be super easy for your competitors to get that far too. You'll likely lose a ton of faction points for the territory you've lost, thus your home base will become vulnerable. Your home base is public...
    15. Neon_42

      Faction Wide Economy needs

      It would be just as easy to fly out and blow up your planets then as they are undefended.
    16. Neon_42

      Faction Wide Economy needs

      One of the biggest problems in this game is the unwieldy nature of factions. Currently lacking security and a functional economy, there really isn't much need to expand and build an empire. Which is something I'm sure several of us want to do. I think my suggestion will fix the economy side of...
    17. Neon_42

      Dev Blog : October 20th 2015

      This sounds great! I'm looking forward to some of the new mechanics. I'm wondering about two things mainly competitive play and flight mechanics? When are we going to see updates to factions? Specifically will the ever be a reason to capture territory and build an empire? Also, the way ships...
    18. Neon_42

      Turrets not working

      Does anyone still have problems with turrets not working properly? Mine stop rotating after they kill a target and won't move to another one. About 50% of the time when they stop rotating they still fire as if they were. It's very weird.
    19. Neon_42

      Read by Schine Weapons Menu Improvements

      It would be nice if they reported all relevant information as well. for example beams still don't report energy usage.
    20. Neon_42

      Scanners and Targeting

      What if scanners had an additional tiered effect? One that affected how targeting works in addition to the current scanning mechanic. more scanners would up you in targeting ability. Lvl 1: Basic targeting, AI basically aims for random blocks on in a ship Lvl 2: Non essential subsystems can be...