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    1. Edymnion

      Fixing Starmade's Continued Play Value.

      I've been building hulls and stations. RP stuff won't break, and can be fitted with systems quickly whenever it happens.
    2. Edymnion

      Fixing Starmade's Continued Play Value.

      Nope, I've been doing mostly single player building for ages. Every time I try to get onto a multiplayer server its a bad experience. Usually because the servers are set up so bizarrely or are whoring themselves out for votes on some third party site that they're not worth playing on for me.
    3. Edymnion

      Reactor Chamber effects

      Spitballing ideas here: Phase Shifter Shift out of phase with normal matter. You are immune to weapons fire from non-phased ships, and non-phased ships are immune to your fire while shifted. Can pass through non-phased solid structures such as asteroids. AI Booster Increases the difficulty...
    4. Edymnion

      Stabilizer Alternative: Containment

      Came up with this in another thread, thought it might be more beneficial to pull it out and make it it's own thing. Problem I think most of us have with the current Stabilizers is that, well, they feel tacked on. They're doing nothing but adding arbitrary dimensions to ships and being random...
    5. Edymnion

      A Proposal For An Informative Turret Naming Standard

      I generally name my turret blueprints with what they are in them. For example, I might have XX_Turret_MCO_Medium as a blueprint name (where the XX is a prefix that indicates what style I built them in). So that way all of my blueprints line up with the material for a given style together, then...
    6. Edymnion

      New Power DEV Thread

      Yeah, this is the thing people don't seem to be catching onto. The new reactors produce less power, this is true. But the systems generally use less power as well. We have to toss out all of what we knew before as to how much power is "good" for a given size and relearn.
    7. Edymnion

      I finally wrote a review of Starmade, after 1000 hours.

      Well, then PRECISELY what about the concept do you not like? And lay it out in a way that does not rely on current placeholder numbers. Is it that its now "too simple" to build a working ship? If so, why do you think it is a bad thing to have a system that is immediately easy to understand and...
    8. Edymnion

      I finally wrote a review of Starmade, after 1000 hours.

      Like I said, comparisons for "Oh, this seems off. I can only get 70% as much out of the new system as I could the old system. Here's my build of each." so that actual meaningful information can be pulled are great. Thats what we need right now. "Oh the sky is falling, the entire system...
    9. Edymnion

      Rails losing connection to buttons. Am I doing something wrong?

      Its happened on and off for ages. Its mostly better now, to the point I use rail elevators again. For a while there they would disconnect every time the sector unloaded.
    10. Edymnion

      I finally wrote a review of Starmade, after 1000 hours.

      And you were just trying to get on me for ad hominen? I'll say it again, hopefully in a way that will be harder to confuse: 1) Anything used as a justification on why the new system is bad that ALSO applies to the old system is invalid to start with. If you want to say the new system promotes...
    11. Edymnion

      I finally wrote a review of Starmade, after 1000 hours.

      What I'm saying is that PanPiper and the others are taking things to the extreme and proclaiming that these extremes will be the norm, when we know they won't be. There are extremes NOW under the old system that don't dictate ship shape. PanPiper himself said in the actual dev thread over in...
    12. Edymnion

      I finally wrote a review of Starmade, after 1000 hours.

      You said it yourself, we're still in an early dev build state. The numbers right now don't mean anything, so there is no point to whipping out rulers and comparing sizes beyond simply being able to say "Welp, this is a bit off. We probably want to adjust this up/down some" as valid testing...
    13. Edymnion

      New Power DEV Thread

      And you could build this same thing now with missile/missile arrays on docked entities with their own 2 million e/sec generators all tied to a wireless remote and an inner ship remote. Jump in, hit the remote, have all the fake turrets fire, crash the server or destroy the target in one button...
    14. Edymnion

      Docked Entity Stabilizers?

      Can, yes. But as I understand it, having a hollow ring rotating around between layers of a static ship is hell on the collision checks. Don't wanna make a lag monster simply to look cool. Nothing is ever ideal. "Just because it is better" should be all the justification we need for doing it...
    15. Edymnion

      I finally wrote a review of Starmade, after 1000 hours.

      I've said to him repeatedly that I never saw any of the complexity or skill he was talking about in the old system. And I don't see his doom and gloom barbell ship happening either. If "the most efficient way is the only way the meta builders will do it" then we would see nothing but dildo...
    16. Edymnion

      I finally wrote a review of Starmade, after 1000 hours.

      No thanks, we're currently in a first iteration dev build. None of the numbers are finalized yet. I'll wait and compare the two when the current system has been stabilized and deemed ready for it's initial release. When the devs say "The numbers aren't finalized and we're still adjusting them...
    17. Edymnion

      New Power DEV Thread

      It bears repeating that this is a first iteration dev build. They're mostly testing to see that the thing works. Things like actual number balancing, getting displays and tooltips updated, etc comes after that. So yeah, it is going to be difficult to tell whats going on because a lot of the...
    18. Edymnion

      Devblog 2017 - 09 - 21

      Yeah, AI in general is borked on the dev build.
    19. Edymnion

      I finally wrote a review of Starmade, after 1000 hours.

      So... basically you're saying PanPiper's entire "There's so much skill and design choice in the old power design!" argument boils down to being false, and the only skill required is "set advanced build dimension to 92 on the Z axis"?
    20. Edymnion

      New Power DEV Thread

      Yeah, but thats mostly going to be a balancing thing to sort things out.