I agree it needs tweaks and balancing, but I don't believe it needs a complete overhaul. First off, I think someone with a creative mind needs to look at all the current ores and crystals and decide what each one actually is. Keep the fantasy names, but come up with a description that can help...
If we have required crew, I think the crew should actually do things and have a tangible effect, not just be some abstract measurement. So if you are short on crew, specific parts of your ship either don't work at all or at a reduced efficiency, and you have to prioritize crew assignments based...
A simple system would have ships slowly drain faction points based on their mass or some other metric. Each active player slowly generates faction points. So you'd have a limit to the amount of ships you can sustain based on the number of players in your faction. I'd suggest that stations work...
This will probably be unpopular, but I think some of our issues come from StarMade having free energy. How would things change if you had to keep Titans refueled? An idea that might be worth some discussion is lowering the softcap for current reactors to about half while reworking power...
One thing I'd add to your Patrol Routes idea is the option to do sensor scans, so you can have fleets that constantly scan systems to keep away the Fog of War.
I agree that fleets are the way to go and logistically it's simpler. A fleet of cheaper vessels will always be easier to expand and repair, because you just build new vessels until it's back up to full strength, or keep building more if you want more firepower. And you can save more if you're...
I'm really hoping for a broad range of objective game modes in the future. Sandbox mode is fun for a bit, but I'm too goal-oriented and always get burned out due to having no real goals or purpose.
Sounds like the real issue is abusive station design. There are probably better ways to deal with that. Though I do like the original idea, so you have to spend some real effort to claim a system (beyond your home system of course) instead of just dropping a hull block with a faction module...
I haven't done much combat yet and most of what I have done has been PvE against pirates. Right now the biggest problem to me is performance. Ships tend to teleport and jump around which makes it easy to lose track of them and hard to hit or keep a missile lock. It's difficult for me to...
I like it. I think it's odd that thrusters get used as decorative blocks (walls, bulkheads) so often since they can go anywhere with no penalty.
(Off-topic: I originally played Space Engineers and jumped over to StarMade when I realized this was closer to the game I wanted to play. Took me...
I wouldn't mind buffing missile damage in exchange for having to store a fixed supply of missiles somewhere. But as I recall the community is a bit divided on requiring ammo though.
Perma-death would be a cool option but really only viable in very busy, high-population servers that don't have very many inactive players.
I figured players need to start from scratch, but I suppose admins could play around in creative mode to come up with some starting outposts if they want.
So apart from territory claims, how can we reward risking your ship? Right now, destroying an enemy ship only has the benefit of weakening the other side and improving your chances of claiming more territory. What if we considered that destroying an enemy ship directly gives your faction...
I don't think so, at least I don't remember seeing anything like that in the CFG file. But it would be a good addition!
To expand on this mode, here are some possible specialized roles players could fulfill while trying to help their faction win. These aren't hard roles, but since players like...
Hmm, I've never heard of battle mode before. Kind of, but it doesn't get rid of the current sandbox needs of gathering resources and designing/building ships. My idea is more of a long-term real-time strategy game but with a mix of players and eventually NPCs.
Over and over again, I hear from players who want to participate in PvP but find the actual need for PvP to be really low. There's no benefit to it. Since this game is still in Alpha, that makes me wonder how much actual testing PvP gets. Probably not much. So this idea has a twofold purpose: 1)...
Combined arms sounds very interesting but I don't think the game in its current state can really support that. I think we'd need much larger planets, actual atmosphere, new types of weapons and system blocks (for example, air-breathing jet engines or non-airtight hull that is cheaper and...
Just thought I'd check in to definitively say that disabling asteroid physics solved my issue. My server has not been down once since I changed that setting.
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