I still hold the opinion that the game would have been better off with a much simplified system, where the game determines how many power blocks you're allowed (or how many of your power blocks will be active) depending on how big your ship is, in terms of volume, and there is no need for any...
I linked this spreadsheet in another thread about suggestions for reactor chambers. The idea from the beginning was a suggestion i was thinking of where the old effect systems could be linked to eachother to create funky defensive effects, and i think some of these could translate nicely into...
My hopes aren't very high, but it will be interesting to see how much this improves shipbuilding. In my opinion the current power system and the proposed solutions have all been overly convoluted for little reason, honestly i don't see why a simple volume-based power system wouldn't work just as...
I have issues with hard-limiting build sizes on a server. It encourages min-maxing and lowers the chance of interesting fights with big contrast (small frigate fleet vs one big mothership).
Correct me if i'm wrong but so far i haven't seen anybody mention an alternative to hard limiting the...
That definitely changes a lot. If it is as you said, or Tunk, or whoever, and its indeed just ""loading"" the ships into the sector and playing a fight out, then i can see why you'd be so pissed off about all this. Definitely one of those cases of BUT WHY ISN'T IT IMPLEMENTED THEN
If schine decide to go through with not having any form of unloaded combat and went with something like what FTD did, yes that's what would eventually happen to somebody. There are numerous ways to make it less viable:
1. It's already somewhat mitigated by the fact that making fleets and...
Thanks for the perspective.
There are ways schine could go about it even if they don't want to do unloaded combat. In From The Depths (at least how i remember it), any fleet that is in "combat range" of an enemy fleet is "blockaded", and can't move around or do anything until a player appears...
I meant maybe your faction is trying to defend too many sectors for how many people it has available. Right now Starmade is too feature barren to be able to say definitely that faction X is powerful enough to be entitled to Y volume of space, other than the arbitrary number systems we have in...
How do you even intend to begin thinking about how to balance unloaded combat? What constitutes combat power for a ship when you have to do what amounts to comparing numbers on very complex player-created spaceships? Is a gun that faces backwards counted? Are turrets worth more or less? Is the...
In the end i don't think it changes much for griefers. Griefers gonna grief no matter how well thought out the game is. Especially with this feature, as you mentioned, people can already declare war by trotting into the territory of somebody with the "treat neutral as hostile" box ticked. The...
Because turning off the transponder is a conscious decision (you have to bind the faction block to the hotbar, and then turn it off), they (assholes) committed a hostile action by entering the small fry territory with the transponder off.
I find it likely the kind of interventionist admin you...
I like the idea of having planets have both negative effects and positive effects. I also like the idea of having the positive effect extend only across the planet, but negative effects across several sectors. It definitely incentivizes building on planets.
I'm sure several of these negative...
The Starmade demo is still the full game FYI. A promo could help bring new players to the game but the current state of the game would probably turn a lot of them away.
I'd wait for the new power systems, sound effects and some polishing of the game experience before promoting the game or...
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