I'm intrigued by the direction. I always wanted to try a multi-paradigm game where one player treats it like an RTS, another treats it like a fighter simulator, another treats it like a capital ship battle, another treats it like an FPS...fleets are one element working towards a game like this.
I voted for classifying ships based on role. However, ship classes even in real life aren't terribly informative anymore, there is so much overlap because of advancing technology and miniaturization that apart from subs and carriers everything else is pretty similar compared to how 19th century...
I built my first planet-eating mining ship. I took it out and chewed up a nearby planet in under an hour, leaving behind a naked planet core that we may use for target practice at some point.
The problem now is unloading the mining ship! I set up transporters right next to its cargo and in the...
I'm running mine on a dual-core 4 GB RAM virtual machine. I haven't checked the resource usage but it seems to run smooth with the 4 - 5 players who play on it.
I actually like StarMade's planets. They're unique, and they're very appealing to the Minecraft crowd which would be lost if it used Space Engineer-style non-grid worlds. Only things needed are a better terrain generator, performance/rendering improvements so we can have much larger planets, and...
I think power systems need to be more powerful, or we need more options for power generating. I'm working on a little frigate/destroyer (sorry, I don't know classifications) and the thing is like 95% reactors and power capacitors just to power the main gun!
I think you should click to start charging, and once charged you jump. None of the click-to-charge stuff, and none of that having charged jump drives without actually jumping stuff either.
I'd prefer something more like Star Wars where you enter hyperspace to a given destination, but while in transit you cannot really interact with the universe. So Hyperspace isn't really a realm you play in, it's more of a fancy loading screen while you approach the destination and the server...
Is this like the BattleTech K-F drive, where FTL jumps can only start from or target areas where the system's gravity fields all more-or-less cancel out?
I'd prefer FTL travel to take time and would like that mechanic over the current system. The number of FTL modules, instead of determining max jump range, will determine FTL speed. Instead of doing several jumps to reach your destination, you should just remain at FTL speed until you get to the...
Oh, so they're talking about the weapon modules themselves. For some reason I thought the wiki was discussing only computers, and I couldn't figure out why you'd have a weapon with 30 cannon computers hooked up.
I was reading http://starmadepedia.net/wiki/Weapon_Systems and got confused by this section:
The amount of change provided by the slaved system is proportional to the number of modules in the master and slave. For example, if the master has 10 modules and the slave has 5, only 50% of the...
Honestly it sounds like a bug to me. I wouldn't expect asteroids to ever respawn. We have a practically-infinite universe so there's no need for it, mine them up and move on.
I really like the idea of varying galaxy sizes, to add variety I suggest some galaxies may have small satellite galaxies close by, far closer than the normal distance between galaxies.
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