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    1. Edymnion

      Engine Porn

      I believe it was just sensor with "is there thrust" for basic lights, then a 25%, 50%, 75% thresholds for additional lights.
    2. Edymnion

      hey there i am starlin vander

      I said automatically. Thats still a manual click. I meant automatic as in "If the turret has nothing to target, it returns to default position on it's own".
    3. Edymnion

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

      Yeah, which is precisely what we have now. "A minute to learn" means "the rules and how they apply are simple to understand and use". The "Lifetime to master" is the complexity of all of the choices you have that spawn from those simple rules. How you implement the system is the "minute to...
    4. Edymnion

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

      I'm amused that he thinks "even the most casual of gamer can understand the game mechanic" is a bad thing. The basic way to make ships go should not be a mind bending puzzle to create a false "elites vs. noobs" stratification. If the main reason for not liking a change boils down to "but now I...
    5. Edymnion

      Dealing with "cloaked alpha OP" fears for the coming meta...

      Ah, I had not seen that one. Okay, that definitely makes the balance better. If you've got the option to perma-scan, and choose not to use it, thats you running the risk, and its your fault if you get hit. :)
    6. Edymnion

      Dealing with "cloaked alpha OP" fears for the coming meta...

      Problem seems to be that the scanner has to be manually activated to keep people from making logic driven perma-scans. Which means you're either manually pressing Scan constantly, which you're unlikely to do unless you already think a cloaker is nearby, or there is no defense. More uses to...
    7. Edymnion

      New Power DEV Thread

      Thats the launcher.
    8. Edymnion

      New Power DEV Thread

      For the dev build?
    9. Edymnion

      Dealing with "cloaked alpha OP" fears for the coming meta...

      So what if we make stealth attacks essentially be suicide attacks? As in, while cloaked: 1) Shields are down. 2) Weapon range is halved. 3) Cannot cloak again while weapons are recharging. 4) Cloak drops at the moment you fire. 5) Cloak drops if anything undocks from you. That way you could...
    10. Edymnion

      New Power DEV Thread

      Precisely. The complexity of physically placing the stabilizer shell using the old power generator bounding box rules would then replace the need for arbitrary distances away, because the stabilizers would need larger areas to begin with. If we said something like the "strength of the...
    11. Edymnion

      New Power DEV Thread

      Honestly I see this is a bit of a good thing. I don't see "Now we have to redesign everything" as a bad thing, honestly. Its an alpha, we shouldn't be overly attached to things we built under previous iterations to start with, we're all working under the assumption that anything we make can be...
    12. Edymnion

      New Power DEV Thread

      Especially since the chambers need to be physically attached to the reactor via conduits, the overall feel is that we are trying to move towards obvious discrete "systems" instead of things being spread out everywhere, the idea of just having arbitrary blobs of stabilizers out there as random...
    13. Edymnion

      New Power DEV Thread

      An interesting possibility since we have a mechanic in place now to determine size and general shape of a reactor, instead of having the current system of farther = better, what if it had a sweet spot? Combine the distance thing with the 3d box of the old power lines. If you have a square...
    14. Edymnion

      New Power DEV Thread

      Well, thats what was going on before we got derailed, trying to come up with better things for stabilizers to be. I just think there are better ways to approach the matter than "I told you so"s. Lets try to come up with something better to replace it with instead of just saying it needs to go...
    15. Edymnion

      New Power DEV Thread

      I still don't see this. The new system adds more options, and forces us to choose between what we want a ship to do. The old system was not this great beautiful masterpiece of engineering, it was just arbitrary. The difficulty in building should be in balancing what everything can do, not in...
    16. Edymnion

      New Power DEV Thread

      So instead of calling them stupid and ignorant and throwing temper tantrums that we didn't get exactly what we want, lets accept that this is the direction we're going in and try to improve it. "We told you so, the entire thing sucks, you need to throw it all out" helps no one. Work with the...
    17. Edymnion

      New Power DEV Thread

      Okay, one, I don't care about anyone here enough to go around harassing them just because they said something. You might, I don't. I hit disagree because I disagree with your stance about having the game being built around the meta players. I disagree with your attitude towards the devs. I...
    18. Edymnion

      New Power DEV Thread

      And not to sound overly blunt here, but in the long run, it doesn't matter if they piss off every single person here and they leave. There will always be a subset of players who will get mad and leave any time anything is changed. But if the change brings in more people than it loses, then it...
    19. Edymnion

      Devblog 2017 - 09 - 21

      I'd definitely appreciate both, but the refined materials cost is generally a better choice for my playstyle, so I'm glad they went with it.. I generally mine constantly as a relaxation thing. There's something almost zen about just drifting around melting asteroids, so I usually end up with...
    20. Edymnion

      New Power DEV Thread

      We didn't forget, we just don't agree with you and are tired of arguing with you about it. Good. The game will become much better once they do.