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    1. Madman198237

      Give us Our Daily Bread... er Blocks

      I think that this should be a built-in option not reliant on your reaching a shop. You should be given immediately a ship core, power block, and thruster, so long as you are missing at least one of those blocks from your inventory. 1 minute cooldown, prevents spamming (Even more than the tiny...
    2. Madman198237

      I calculated the amount of Watts in one "e" in StarMade

      Genius. Schine, your game is clearly saying screw-your-silly-laws-of-physics. Good job. ;) Energy density > Reason Seriously guys, it's e=+/- mass times the speed of light SQUARED, not QUINTUPLED.
    3. Madman198237

      Developing Stories for the Frontier

      I really love jayman's post (And I swear it absolutely, positively, for certain has nothing to do with the fact that I play Dwarf Fortress)
    4. Madman198237

      Latest Dev Video: Going Back to Strip Mined Systems?

      I'm sure someone's mentioned this already in this thread, but: No, finite resources are clearly not coming back. But IF during the last galaxy "turn" a faction strip-mined a sector/system, then you would find for some length of time nothing in that sector or, in extreme cases, that system...
    5. Madman198237

      NPC Faction Update Video

      Will AI ever change? As in, if a peaceful AI faction is nearly destroyed a couple of times, will they learn? At least in a simplistic fashion, if a peaceful faction is overcome by war, it should become more warlike, while if a warlike faction finds itself alone in a corner of the galaxy, its AI...
    6. Madman198237

      NPC Faction Update Video

      Why not make such a limit? Surely it must be relatively easy to allow server owners to impose individual X-Y-Z limits on the number of sectors away from the origin point. That'd even bypass the potential issues with defining a "galaxy" (Assuming that, somehow, such a shape is not already defined...
    7. Madman198237

      Target Painting

      Missile confusion, just like in a battle. That, or the ability to designate a vessel as a fleet scout, and everything in that vessel's squadron (ADD THEM, PLEASE) will follow the painted target.
    8. Madman198237

      Target Painting

      I really like the idea of target-painting, but only as something like a priority set for Aim at: "Any" turrets.
    9. Madman198237

      Interstellar Weaponry

      If you want interstellar weaponry, rig an auto-jump-drive to some warhead torpedoes and release them (Jump range) number of sectors away. Or, even better, fleet them, and send them at the non-home-based station/fleet/whatever. Then wait til somebody drops by, and voila, instant chaos.
    10. Madman198237

      Aux Pwr on Stations

      I like the idea of always-active passive effects, but perhaps also consider discounted passives? As in, 1/2 cost (In # of blocks) for a station to get the maximum benefit compared to a ship? Because seriously, stations are massively underpowered right now.
    11. Madman198237

      Chat/Channel Block

      Vessels meant for spying would have a EW/ECM officer, responsible for communication interceptions, tracking, decoding (Or, rather, his subordinates on a large vessel), and everything in between. On a small, stealthy spy vessel meant to monitor comms traffic, messages would be retransmitted and...
    12. Madman198237

      What's a good way to make thirteen billion credits?

      You do not need to repair the station to use it. There's no point. Worst that can happen is you lose a couple of factories if you place them. Use derelicts as temporary bases. Move to a planet and give the planet homebase protection. Then you don't even lose the factories you place. (Not that...
    13. Madman198237

      armor placement

      Siserith, I suspect I know a bit more about torpedo creation than you. The AI is only there to point the torpedo at a target. The push drive takes care of the rest. I doesn't need more clearance, I had that fixed the first revision after I noticed the spinning. Pointing at an enemy does nothing...
    14. Madman198237

      armor placement

      That's the thing, this torpedo is guided, and I need 11m because the torpedo is 11m long, and should only spin with a maximum radius of 6 (5.5, technically), meaning that 11m is 2x clearance distance. Not that the torpedoes have any problem hitting my ship anyway.
    15. Madman198237

      armor placement

      No, even when outside, they spin immediately. Forces me to have absurdly long rail systems that leave these things at least 11m from the hull of the ship.
    16. Madman198237

      armor placement

      No, my own design of torpedo launcher (1st generation, needs a large rework for combat-capability). Also, torpedoes are already nasty. Even with shootout rails, torpedoes launched from this thing tend to immediately spin when there are targets in the area, often detonating themselves on the...
    17. Madman198237

      armor placement

      No, none at all. I was actually just thinking of my 250m cruiser, which, as an afterthought, received 3 10x torpedo launcher boxes. Probably should've done something else, since it turns out that I wired them wrong xD. Gotta remember to revamp those things sometime...
    18. Madman198237

      armor placement

      You just have to invest the space and weight necessary to pack the armor and systems, and suddenly you become some sort of ultra-durable spacecraft of doom. Mix in some capital-ship-killing turrets and a few dozen hundred thousand million sufficient number of torpedoes, and you have a good ship.
    19. Madman198237

      armor placement

      While what siserith describes is one way to build a dreadnought, you can also go with a sheer shield tanker that relies on shields and higher DPS. Dr. Whammy's example is a fine one, however, I urge you to remember that that guy builds his warships with more weapons options than a Mandalorian...
    20. Madman198237

      armor placement

      Armor HAS to be on the outside to be effective. It directly stops shots like limited-use shields. Your Armor HP measures how long you have until your armor is no longer going to absorb extra damage. Internal armor has uses, but as this stage of your learning process, they aren't as important...