Search results

    1. lupoCani

      Buying stations

      That's actually brilliant. I'd still want construction AI ships alongside that of course, but using Npc's would be quite an excellent mechanic.
    2. lupoCani

      What do you guys think about the blueprint system?

      Maybe not, but we really can't take the well-being of established systems into account when updating game mechanics if we want to get anywhere.
    3. lupoCani

      Buying stations

      Of course, that micro-suggestion was a compromise idea that aimed to be conceptually, though perhaps not entirely, right from the beginning. If it was up to me, however, I'd naturally skip any placeholder middlemen. Yes, that could work, but if we're going as far as to implement automated...
    4. lupoCani

      What do you guys think about the blueprint system?

      If work as in procure the needed blocks, then alright, if those factions don't have the infrastructure to support their rate of expansion, then it will and should be problematic. That's half the point.
    5. lupoCani

      Buying stations

      Well of course you did. Such distinctly capital vessels should indeed require time to produce, not to mention a supply system and manufacturing infrastructure. Gameplay very much does matter. This game is still in it's infancy, and while it's quite true that that the current mechanics are far...
    6. lupoCani

      What do you guys think about the blueprint system?

      Nothing wrong? It completely defeats the concept of shop stock, offers unlimited cash-to-block conversion, removes all incentive for supply and infrastructure for building ships, and has been officially stated to be a soon-to-be-gone placeholder for a more balanced mass-production mechanic.
    7. lupoCani

      What do you guys think about the blueprint system?

      I too agree that the current blueprint system is fundamentally flawed, and yes, we should be using shipyards instead. However, I dislike the charge-and-spawn system. There's no reason automated block-by-block building couldn't work just as well, and it would provide much higher modularity, not...
    8. lupoCani

      Shield penetration, armor relevance and system damage

      Indeed. Just look at what it did to this discussion...
    9. lupoCani

      Shield penetration, armor relevance and system damage

      No per-block function would make it kind of pointless, not? At the very least the recharger functionality should remain separate, because a) there's a reason it was separated from the capacity block in the first place and b) or ship interiors would feel just a bit too homogenous if they were...
    10. lupoCani

      Buying stations

      Doesn't matter. That was in another universe, resources shouldn't transfer over any more than, say, your inventory or your admin privileges.
    11. lupoCani

      Buying stations

      A concept of infrastructure. Creating a ship from an established design should require materials, construction time and the resources to defend the construction site. Just because you've designed a ship it shouldn't be freely available to you at all times. I'm all for the transfer of ship...
    12. lupoCani

      The crafting system sucks

      You forgot 3. Offer large quantities of materials that could be more easily obtained in smaller quantities, but are difficult to obtain in the thousands.
    13. lupoCani

      Buying stations

      I'm not against the concept of more practical transfer of station designs, but what this game really doesn't need at the moment is another mechanic where you pay a sum of credits for the instant creation of a structure. Implement it in a way that requires autmated builder drones, materials and...
    14. lupoCani

      Shield penetration, armor relevance and system damage

      That's pretty much what I suggested as well, except a) shields should be possible to deplete completely, if only because I want to shout "Shields down!", and it really wouldn't matter much for gameplay, and b) the mechanic of the absorption hull should be a hull-property induced by the ion...
    15. lupoCani

      Starmade Trailer Ship Submissions

      Wasn't there a deadline for this, like, a week ago?
    16. lupoCani

      "Sell" Ship Option

      I'm not talking about anything in particular. Shipyards, salvage arrays, doesn't matter. My point is, this game has enough instant-service functions from shops, most of which are officially placeholder features, and implementing even more won't do this game any good.
    17. lupoCani

      "Sell" Ship Option

      Exactly. Why shouldn't you have to dismantle it? Infrastructure and equippment should be required for building ships, as should it for dismantling them.
    18. lupoCani

      "Sell" Ship Option

      I must disagree with this, for the same reason I'm against blueprints- it replaces infrastructure and supply with a cheap and arbitrary mechanic that basically consists of a few magical spheres scattered randomly throughout the universe where this happen out of nowhere due to a transfer of the...
    19. lupoCani

      Shield penetration, armor relevance and system damage

      No, for human reading please. In any case, the line breaks were still an improvement, you seem to be saying that the armor of each hull block should be relative to the armor/mass ratio of a ship. I'm not so sure about that, as the main point of the mechanic was to reduce the square-cube cost...