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    1. Q

      What do you think about the new shield system?

      I think you still misunderstand. Normal missiles do 50% of their damage to shields when the shields are up; and if the shields are down they do 50% of their damage to blocks. With 50% ion effect; missiles would do 75% of their damage to shields when the shields are up; and if the shields are...
    2. Q

      What do you think about the new shield system?

      I agree with all of this! :) However, I still want information about how ion effect is supposed to work as a defensive effect (to reduce damage taken by shields). In theory the ion effect may help fix the shield capacity problem while also adding a "need power to maintain" aspect to it. Note...
    3. Q

      Optimal turret use

      Turrets spin left/right; but can also point up by 45 degrees. When they are pointing up (if they aren't "extremely recessed") the entire bottom is exposed. For an example, imagine a turret on top a ship with an enemy sitting above the turret shooting down at it. Now imagine a second enemy...
    4. Q

      Optimal turret use

      The problem with low profile turrets is that you end up with a worse "internal blocks to hull" ratio. Best case would be a cube (starmade's equivalent of a sphere, with minimum surface blocks and maximum volume) and the flatter it gets the worse it gets until you get down to 2 blocks high and...
    5. Q

      Shielding

      So, a silly thought... Does anyone know anything about how the ion effect is supposed to work for defense (to reduce damage received by shields)? The only information I can find is bug reports; but those bug reports make me wonder if 100% ion effect is supposed to give you 100% damage...
    6. Q

      Shielding

      Ok, I did some testing with the current version of the game (0.1584). For all tests, the ship had core and weapon computer; plus X shield capacity blocks, X shield regen blocks and X*2 AMC blocks. I'm mostly looking at "ship vs. itself". To determine how long until shields would go down I'm...
    7. Q

      Shielding

      I'd suggest that the new shield system should be compared to the new weapon system; and not compared to the old shield system at all. For example, how does the damage from a 1000 block weapon compare to the shield capacity and regen from "500 capacity + 500 regen" shield blocks? How does the...
    8. Q

      Thruster changes

      I know - it's incredibly stupid and needs fixing. ;)
    9. Q

      Upcoming Crafting System Update Discussion

      Me too. Specifically, I want it to observe "conservation of mass". Basically; matter can not be created or destroyed (only changed from one form to another). I want about 16 different "elements" (water, iron, carbon, ...). Each block should have a defined mixture of elements - e.g. a hull might...
    10. Q

      Thruster changes

      CORRECTION: There's movement along the X, Y and Z axes, plus rotation about the X, Y and Z axes. This gives 6 different figures that determine the handling of a ship.
    11. Q

      Starmade V0.158

      And then you find that every other player and every server has edited things differently and it's impossible to build a ship on one and shift it to another without completely rebuilding the ship's internals to suit. Then; because you can't (e.g.) build a ship on your computer and then upload it...
    12. Q

      how big is too big?

      For the current game there's an "approximately 2 billion" credit limit (which is actually a "2**31" credit limit caused by the largest value a signed integer in Java can hold). This means that (without cheating) any ship that costs more can't be bought from catalogue if it gets blown up, and...
    13. Q

      Game Balance: The Mathematical Approach

      There are several problems with that idea... a) It's extremely likely that Schema has plans for new features (e.g. FTL, manoeuvring thusters, "AI crew/Dave" quarters, etc), and any of these things could throw the formulas out of whack. I can't prevent that without the ability to read minds or...
    14. Q

      Game Balance: The Mathematical Approach

      I only really looked at a single weapon. I'd guess that when there are 2 or more separate weapons (e.g. connected to different weapon computers) then the DPS for each weapon would be calculated separately (e.g. "weapon_DPS_for_this_weapon_computer = weapon_blocks_connected_to_this_computer**0.9...
    15. Q

      Game Balance: The Mathematical Approach

      You're right - I messed up the early power formulas (didn't take into account that only half of power blocks are regen) so all the power is messed up everywhere after that. It looks like I divided by 3 instead of multiplying by 3 :) This is caused by my first mistake (didn't take into...
    16. Q

      Game Balance: The Mathematical Approach

      Currently, game balance is a controversial topic. To me, it seems like Schema doesn't know how to balance the game and is making everything configurable so that all the different end-users can screw it up in different ways. This is bad because the chance of hundreds of random people actually...
    17. Q

      What do you think about the new shield system?

      In theory, I really like the idea - it allows people to customise their ships for a specific role. For example, you might have a merchant ship with large shield capacity and very little regen (designed to run rather than fight), or a destroyer designed for taking on large numbers of little ships...
    18. Q

      Is this game dead?

      Also note that to do all the planning and design, I only really need the formulas. It doesn't actually matter if it's implemented in the game or not. For a random example; if I knew that in a few months time FTL will be implemented, and that I'll need "(shipMass / 16) * (shipMass / 16)" new FLT...
    19. Q

      Is this game dead?

      Let me walk through how someone like me plays a game like this. You want to be awesome, which means having an awesome ship. To build an awesome ship you come up with the initial concept and draw rough sketches on paper to work out the shape of the hull, what sorts of systems it'll have on it...
    20. Q

      What 3 features would you most like to see added to Starmade?

      There's 4 block types for 45 degree angles (wedge, corner, pentra, tetra), and to be honest it's already a bit painful to get the right block type oriented the right way. For 22.5 degree angles you'd probably need 8 more block types, and selecting and orienting them would be a major hassle. A...