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    1. GnomeKing

      Devblog 2017 - 09 - 21

      but they will suffer from turning problems perhaps ??? :/
    2. GnomeKing

      What have you done... (power system wtf)

      this may be true - but what makes new players give up (on servers) is more than learning (or not) to power-thread effectively > power becomes an issue when: eg a) new players try for over-ambitious/oversized builds, b)they get pointlessly harassed by by other players on the server with more...
    3. GnomeKing

      Devblog 13th September 2017 (Power Stream!)

      "Most of these modules fucking sucked balls since they scaled on mass of ship. Ship HP scaled collective with all system blocks. Suddenly your overheating because only your engines got shot off lol!" .... yes indeed - that was the balance that made large ships difficult to build without also...
    4. GnomeKing

      We've come a long way...

      cool thread - loads of weird and wild ships :) - love the unusual shapes :)
    5. GnomeKing

      Devblog 13th September 2017 (Power Stream!)

      [To clarify, and to not appear as a complete Misery: while I am not currently enthusiastic, i will (if i have time) give the new building mechanics a fair try. In reality it is various aspects of multiplayer-meta game and behavior, fleet controls, and AI commands that have slowly sapped my...
    6. GnomeKing

      Devblog 13th September 2017 (Power Stream!)

      I appreciate the efforts put into the proposal - but it is leaving me a little cold. I tend to agree with PanPiper, Drakkart and others that some valuable qualities of the old system are being forgotten. Although abstract, I think the XYZ reactors create a great challenge for building, precisely...
    7. GnomeKing

      Devblog 11th July 2017 - End Goal Document Part 1

      With open but challenging design choices that have some consequences, detailed building options and mechanics, multifaceted aspects of game play, and good performance in multi-player servers, 'sandbox' Starmade would be just fine and good fun, = literally what the community makes it to be...
    8. GnomeKing

      Devblog 11th July 2017 - End Goal Document Part 1

      " The meta is obviously in many efficient damage oriented enemies, the only thing "op" about large ships is the amount of these they can carry as turrets, and they do not outperform even half their mass in efficient drones, they pretty much can't without taking advantage of bugged AI mechanics...
    9. GnomeKing

      Devblog 11th July 2017 - End Goal Document Part 1

      It is interesting to see the issues owners of large ships are reporting about 'op small ships' - for me, and also in other threads, the problem is more often 'op large ships' > both sides seem to want balance...a situation which seems, well, strangely balanced. "30-50 beam group that don't take...
    10. GnomeKing

      Systeming formulas

      nice one (on SM Power calc sheet, yellow should read mass, not blocks i think...)
    11. GnomeKing

      Possible Logic Bug

      phew - this logic is now way beyond me, good job others who know whats-whats have chimed in... > good luck with your project Vitulus !
    12. GnomeKing

      Damage Pulse, the forgotten weapon

      Cluwne Thanks for the constructive Comment ! (Although with several C/P weapons mounted one can cycle through them...) You might be right. I do see quite a few people who like to build fighters and such like, but heh, nvm, more fool them... - but best of luck with your WarHead Fleet, should be...
    13. GnomeKing

      Prerelease Up

      Thanks for the work and info Dev-Team!
    14. GnomeKing

      Possible Logic Bug

      Maybe This: in a 'digital system' a signal is only passed with the 'On' signal > 'Off' is not a signal. To make something power down a 'Not-On' (rather than an 'Off') signal needs to be passed. In fact there is no 'On' signal emitted from the activator - just a binary state-change, only one...
    15. GnomeKing

      Damage Pulse, the forgotten weapon

      Lecic, as Matt already pointed out previously, your contributions do tend towards the negative... Also, we know already your opinion on B/B...and maybe there is some balance to consider there - do you have a suggestion ? I get the impression that many of your comments are made in reference to...
    16. GnomeKing

      Damage Pulse, the forgotten weapon

      I use pulse as a secondaries - pulse secondaries can produce high damage outputs for relatively few blocks/space (e.g. at 10-20% secondary) and that is an advantage for some builds. Rate of fire is not scaled with range, so timing can be designed. I would like to use pulse as a primary more -...
    17. GnomeKing

      Rally Fleets

      rally points and way points would be excellent features :) > perhaps new UIs would be needed with additional fleet orders, as the current 'tab box' could quickly get very clunky
    18. GnomeKing

      Devblog 6th June 2017

      Thanks Guys - really appreciate the explanations of game mechanics given with the blogs !
    19. GnomeKing

      Don't forget to BUFF THRUSTERS for Power 2.0!

      No :) this is the problem: you want max thurst-mass ratio ? you must have thrust dedicated ship...i do not see a problem with this basic concept. If it has 'loads of armour' and presumably weapons and shields as well, then what is the surprise that it can not reach max thrust-mass ratio ...
    20. GnomeKing

      Fleet formations

      Some quick thoughts I have had (and others also in Suggestions) at times regarding this: Fleet Command Block > allows for access to 'advanced fleet controls' Advanced fleet controls > e.g. -Designate target preference paths (eg smallest mass first vs largest mass first, attack selected until...