Search results

    1. MacThule

      Station Fleets

      I think that my idea should be in addition to a normal fleet patrol function, which should be able to function equally while docked or adrift, so yeah - your idea is great. I think a standard patrol feature is so necessary and simple as to be almost certain to happen already, but I hit on this...
    2. MacThule

      Station Fleets

      Suggestion: option to 'fleet' any station as a one-entity fleet, and order that fleet to patrol a specified radius with specified numbers of selected ship types. Patrol action would take the form of the 'fleet' spawning ships per user specifications, drawing resources from on-site storage...
    3. MacThule

      We Need a Clock

      Because he is sensible and used the search function to avoid posting a redundant suggestion.(y)
    4. MacThule

      Rename the Reactor FTL Chamber

      Or just change the spatial distance metric (not block size metric) in the UI to be AU rather than KM.... I have always felt the jump distance far too short, but increasing it to actual FTL proportions under the current metric would be absurd and yet at the same time jumping from one star to...
    5. MacThule

      Trade Fleets

      Is this necessary? Some players use cargo pods, a couple of factions in particular if I recall, but I don't see a majority of Starmadians using them. It wouldn't be impossible to code, so we could talk paths to resolve but is it even necessary? Does every little thing that some players like to...
    6. MacThule

      Trade Fleets

      That would be great. Not sure what advantages would work offhand, but there ought to be something. On a somewhat related note, I was thinking that outposts and trade stations could be encouraged by finally implementing a good fleet patrol option where you could set the sector radius of patrol...
    7. MacThule

      Weapons 2.0 - :(

      That is an really good approach. Maybe soften the recoil curve a ton at the very bottom? That could totally work. It could also work to offer a server-option way to somewhat de-buff the AI's accuracy against high speed targets. This would not debuff manual fighter pilots and would actually...
    8. MacThule

      Trade Fleets

      I am considering a suggestion regarding trade UI and gameplay activity. Does anyone else think that it would make a lot sense to make all trade network exchanges use an actual, iterated (not necessarily spawned, obv) trade fleet every single time an exchange occurs - including requiring...
    9. MacThule

      Weapons 2.0 - :(

      That is definitely what it seems like. I am trying to look for method in the madness - there are a few advantages to reduced accuracy (and a touch of realism - not because real weapons aren't accurate, but real gunners aren't perfect and it is much easier to aim in a digital simulation than...
    10. MacThule

      Weapons 2.0 - :(

      Yeah, I am not enjoying the feel of recoil in testing, but I have yet to do any fighting against other humans with recoil, so I don't have the whole picture yet because it affects both parties.
    11. MacThule

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      Is that manually firing, AI firing, or both?
    12. MacThule

      Armor system function & goal

      We are all seemingly in agreement that armor needs to be strengthened, and there is some extensive discussion about 'how,' I wonder if we aren't putting the cart before the horse. We can't wisely propose means of improving armor unless we have in mind a clear function for armor. Is the goal for...
    13. MacThule

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      Honestly, I think that the situation with armor is so straightforward that there isn't much to do other than nitpick the numbers used to buff it at this point. I haven't heard anyone say that a buff risks making armor OP and at this point even the devs are saying they want armor to be...
    14. MacThule

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      Yep. This literally exactly what Nosajimiki was saying and we were all agreeing with.
    15. MacThule

      Player sized Dimensions for ships and stations

      My impression has long been that PvP players tend to build over 500m for PvP exactly because they tend to lag the game, not in spite of it. The lag doesn't bother turrets much, so a well-turreted shield tank often lag-cripples any pilot actions from other players, while retaining a good chance...
    16. MacThule

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      Rising from zero it is slower, yes. It was made clear that the intent was to improve armor's scaling in relation to weapon scaling, so I assumed the suggestion was including the negative side of the curve in my consideration. Using an offset value with the result can do that. Why assume that...
    17. MacThule

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      I see. You mean the cost of armor. That makes sense. So, we were talking about armor values from layering. Armor layers only scale linearly. So, as you say, because of the need to protect volume (as well as because weapons scale logarithmically and outpace armor value, even before...
    18. MacThule

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      I was agreeing with Nosajimiki regarding an increase to armor efficiency. Would scaling armor value on a log curve instead of a flat line would result in an overall decrease somehow? I admit I could be missing something - a log curve would certainly flatten armor value increase beyond a certain...
    19. MacThule

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      A log curve on the armor function would be a vast improvement. When your curve for hull starts to get inefficient, you switch to armor. When the curve for armor gets inefficient, you switch to advanced. When the curve on advanced gets too inefficient, you start in on layering, spacing...
    20. MacThule

      Specialize Planets : bunker, mining and others...

      I have to agree. Since the last major thread on instanced planets, (last I noticed, anyway) I have definitely come around to the idea, though I was strongly against it before. Planets are simply too useless, but could be amazing fun if they weren't basically paper mache balls worth a fortune to...