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      Hitpoints rework

      I see your point, but there are several conceptual problems. 1. There is a scaling problem. It is mostly 1 block thick, maybe 2 blocks if size allows, but there is no real inbetween, and also it is hard to design. Weapons will increasingly penetrate hull and blocks behind more and more, which...
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      Blueprint material abstraction

      Hello There might be several ideas revolving around blueprints and the fullfilling of their needs, however I would like to add another one: Abstract resources. Blueprints would not require 100+ kinds of blocks, but rather only abstractions of those. Hull Components - for all kind of hull...
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      Valiant's Excessive and Insane Power Rework Ideas

      I think the idea of balancing a ship around the size of the energy systems is a good idea (not only because I had similar ideas with another approaches posted once). :P However, regarding energy and fuels, I personally both like and dislike consumtion of fuel. On the one side I think it is nice...
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      Hitpoints rework

      Hello, TL;DR below. I am a, let's say, quite passionate player of Star Made, as I really like the concept of being able to be creative by creating ships and structures, which not only need to look nice, but also have to have a build which makes sense. An excellent combination of form and...
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      Essential changes: Weapons, Hitpoints, Ship Design, Movement, Power, Shields, Turrets, Stealth

      I see there are mostly disagrees to the thread... come on guys, really? Do you not comprehend or do you want the game to stagnate? Or do you disagree with 10% you read slightly and smash the disagree button for the whole thing? These are no simple ideas to enhance the gameplay here and there...
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      Essential changes: Weapons, Hitpoints, Ship Design, Movement, Power, Shields, Turrets, Stealth

      Hmm... about doomboxes. Regarding one of the above ideas above (as most of it is kind of coherent), the power generators with their special dimension-formula would define the overall capabilities of the ship. I mean, you could have a design where you have the following shape: [ ] [ ] [ ] [ ] [...
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      Essential changes: Weapons, Hitpoints, Ship Design, Movement, Power, Shields, Turrets, Stealth

      "Are you saying the weapon output has to be on the outside or all of the weapons have to be on the outside?" Only the output. Well, there could also be a bonus if parts are outside, as a trade to having more vulnerability... Maybe this might be a good solution for smaller ship designs, where...
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      Essential changes: Weapons, Hitpoints, Ship Design, Movement, Power, Shields, Turrets, Stealth

      Yes... that's an issue, simular to that I stated above. Also, imagine you have a long range weapon the station does not have, or it has a weakspot where it just can't retaliate. After a while even a much smaller ship can penetrate the station. Well... the solution would be to improve station...
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      Essential changes: Weapons, Hitpoints, Ship Design, Movement, Power, Shields, Turrets, Stealth

      "I don't want shield regeneration capacity to decrease when I'm under fire. I think they should just consume about 20% more power" I don't want to say that this is a necessary feature, but to avoid immunities by shield powers and quick regenerations if not hit for few seconds, this is a good...
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      Essential changes: Weapons, Hitpoints, Ship Design, Movement, Power, Shields, Turrets, Stealth

      "And as for the turrets only being able to turn sideways and not look up and down, that is a deffinite no. Why? Here's why" I never said they should not be able to look up and down. While your primary 'fixed' weapons on the ships should stay more static and harder to hit with if your ship gets...
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      Essential changes: Weapons, Hitpoints, Ship Design, Movement, Power, Shields, Turrets, Stealth

      Hello, I played Starmade quite a while ago and I had some essential ideas to change the game. Now I started to play it again and I would like to post new ideas in regard of all recent patches especially including the changes to weapons, which I think, are quite good. At least it shows me, the...
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      The Bundle - Design, Weapons, Armors, Block positioning, AI, etc

      /push Also please disable this auto-popup chat in the forums. This is one of the most annoying things I have ever encountered.
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      The Bundle - Design, Weapons, Armors, Block positioning, AI, etc

      @Ithirahad Yes, this is exactly what I try to achieve! Having the possibility to build good looking spaceships on the outside and inside, while you maintain 100% combat efficiency. Also having reasonable possibilities and decision making with the utility blocks. >> I do like those ideas, but...
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      The Bundle - Design, Weapons, Armors, Block positioning, AI, etc

      These changes would improve the gameplay by far, in all regards. Especially balancing the values would be much of an easier of an easier work this way. It is not ment to improve only singular aspects of the game or adding specific things, it is a coherent bundle of ideas to improve everything...
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      The Bundle - Design, Weapons, Armors, Block positioning, AI, etc

      My effords are going in a way to reduce the mindless filling of the inner space of a ship with shield generators or just hull. To accomplish this, you have to make this procedure either impossible or ineffective. The reason is, it is not fun to have your ship at the end of your work filled with...
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      The Bundle - Design, Weapons, Armors, Block positioning, AI, etc

      Well the armor hitpoints would not be based on the total amount of hull pieces. If any block (also empty space, where you could walk around in the ship) is surrounded by at least 4 hull blocks (so 4 of 6 possible directions), no matter how far they are, they add to the armor hitpoints. Also if...
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      The Bundle - Design, Weapons, Armors, Block positioning, AI, etc

      Well this is a good idea, however this still leaves 2 points open: 1. Filling the inner space of the ship to the last edge with shield generators or hull pieces to achieve maximum efficiency (or better, reduce unnecessary free space), 2. Restricting outer ship design to have flat surfaces. 3...
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      The Bundle - Design, Weapons, Armors, Block positioning, AI, etc

      Feedback is still appreciated!
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      The Bundle - Design, Weapons, Armors, Block positioning, AI, etc

      I will do a summary of the ideas I posted above, as it really seems to be quite too long... - Anti Matter Cannons: The more stacked (placed adjacent to increase their size), the more range, less bullet speed, less cadency, more penetration, more explosion radius. Damage increases via...
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      The Bundle - Design, Weapons, Armors, Block positioning, AI, etc

      Core drilling is really something that should be avoided. The core has so many uses already, beginning with being the axis for turning, being the block which only needs to be destroyed to kill, being the block to enter the ship and giving base stats. I would rather like to see people choosing to...