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    1. Coyote27

      StarMade Dev Blog 17 November 2017

      If you mean something like an innate explosive effect that could tear up the docked hull faster, then yes it would help quite a bit - not a complete solution if there's multiple separate plates however and an explosive effect only rips a hole in the first one it hits. Or worse, if the docked...
    2. Coyote27

      StarMade Dev Blog 17 November 2017

      More precisely, what the docked armor does is protect the shield from anti-shield weapons, while the shield protects the ship itself from anti-hull weapons, and this results in a far stronger defense than a shield exposed to ion alpha attack over a hull that simply can't hold enough armor to...
    3. Coyote27

      A case study in factions- The solution to everything (ENDED)

      This topic's been discussed in regards to LvD in particular, and I have some input to throw in from that discussion. Punishing one-man factions could also make it much more difficult for new factions to get started to take advantage of power vacuums, or just to get started in general on new or...
    4. Coyote27

      Seeing cloaked ships while cloaked

      Why not use the same mechanic that creates the translucent ships in the shipyard designer thingamajig, since that's already there in the game?
    5. Coyote27

      The Greek Legion (disbanded)

      Um, okay..? Welcome to the scene, in any case.
    6. Coyote27

      Reactor Chamber effects

      Power efficiency chambers seem like they're both unnecessary and uninteresting, since if you need more power you can just make a bigger reactor, and they could introduce balance issues with combat systems and weaponry. For that reason, I'm going to oppose the idea of power efficiency chambers...
    7. Coyote27

      Reactor Chamber effects

      I don't think this has been mentioned before, but since there's going to be chamber upgrades for warp gates on stations, how about upgrades for transporter range - up to a whole system-wise transporter system or even further? Instead of needing this chamber on every entity with a transporter to...
    8. Coyote27

      Reactor Chamber effects

      On a contrapoint to this thread, what things listed so far sound like good ideas but would be better NOT handled by chambers? One that comes to mind is the turret settings - ...which are good ideas, yes, but maybe Bobby AI improvements should handle that instead of putting it on chambers. As a...
    9. Coyote27

      Reactor Chamber effects

      Main suggestion: NO offensive/weapon chambers. Save those effects for the weapons update. Chambers that make certain weapons more power-efficient are especially a bad idea IMO, because they don't do anything interesting and would be a near requirement for combat ships, making any other chamber...
    10. Coyote27

      Translucent Mode - See your logic and systems easily!

      Perhaps if blocks are translucent, they're no longer selectable, but the blocks behind them are? That'd be quite handy for adding/removing blocks that are buried inside other blocks, without needing to tear away layers of other systems and hull to get inside.
    11. Coyote27

      Warn/confirm dialog for deleting build blocks and cargo

      I guess, related to this plea, I also need to beg for the area-delete tool's bounding box to actually show the area that would be deleted - that in itself is usually a lesser problem, but it's definitely related and also needs to be fixed ASAP.
    12. Coyote27

      Warn/confirm dialog for deleting build blocks and cargo

      The Build Mode UI needs, very much, a pop up a warning or confirmation dialog before removing: (a) Build block that the player is currently inside (b) Cargo storage that has cargo in it This wouldn't ordinarily be a huge concern, except that the area delete tool is flawed and the bounding box...
    13. Coyote27

      hey there i am starlin vander

      Retractable turrets are pretty neat, let's see those with actual armament on them!
    14. Coyote27

      Issues with the 2.0 Power System (Regarding the Goals of the New System)

      I feel that offensive chambers should be removed, at least in their current iteration; not only do they not do anything at all interesting, but they limit effective choices for no good reason. Edit: As far as stabilizers and distance go, I'd like to suggest a square-root distance formula, eg...
    15. Coyote27

      Yet another Shotgun suggestion: seeker shots

      Fair enough, let's go with that then as a suggestion that we can agree on.
    16. Coyote27

      Align astronaut weapons and anti-astronaut turrets to the main ship

      I'm curious as to why projectiles - all projectiles - aren't automatically inheriting the firing point's vector, and haven't been doing so from the beginning. The projectile system as it is now is unintuitive, unrealistic, and doesn't save any computational power, so what was the purpose of ever...
    17. Coyote27

      Custom Player Models

      Even having multiple default skins to choose from would be a nice touch for people that don't have the graphical ability to make their own, and it'd also mean that they wouldn't have to be uploaded to the server. Non-humanoid alien models could be kinda neat I guess. They should probably still...
    18. Coyote27

      Yet another Shotgun suggestion: seeker shots

      How much spread from a shotgun do you think would be ideal? For me, I might initially suggest 30 minutes of angle (MoA) for a focused shot and one degree for unfocused, but that could be tinkered with and perhaps reduced to 15 MoA for focused and 30 for unfocused. Any spread greater than one...
    19. Coyote27

      Astronaut Gear: The forgotten ones!

      Flamethrower: Shoots a somewhat-dodgeable stream of fire with a limited range (30-50m or so) and long cooldown; does heavy damage to astronauts and space creatures but little or no damage to blocks. Flare launcher: Shoots a highly visible flare in the direction fired, affected by gravity if...
    20. Coyote27

      Dealing with "cloaked alpha OP" fears for the coming meta...

      Maybe going after cloaking itself is the wrong approach - though I still think it's too easy to surprise-attack in the new power system. Maybe what we should be going after is increasing the passive energy use of weapons, even on a non-linear scale or disproportionately so with overdrive, to...