You could implement this into starmade today and it would be an improvement with virtually no downsides. Brilliant suggestion. Just a couple questions, though:
Why not have the manufacturing bonus always present at your home base?
At what point does a station count as a base? Is there anything...
Well i suppose in the end it's all space voxel games after all. I can't say you're wrong but i have a gut feeling some people will feel inclined to play the more immersive, first person exploration oriented Skywanderers, and some people will want to play the more grand scale faction building...
You're definitely right, but the Skywanderers star is pretty nice for a backdrop when you want to take pretty screenshots. Along with the myriad other things the game has going for it aesthetically. This helps bring attention to the game on image forums and such, which is something that CANNOT...
Unity has a bad rep for being babby's first gamedev engine and being overly represented on the market by shit shovelware early access games doomed to obscurity.
But say what you want about unity, this baguette knows how to code.
INSTANTLY loading gpu generated voxel asteroids. (yes, literally...
Yup, that was the idea. If you have a larger proportion of a certain kind of block in the inventory, that block would have a higher chance of being lost when system cargo space decreases, etc.
I do understand that it'd take away from the immersion of having X system be hit only affecting X...
It would reduce the time needed to do that because you would never need to
Look for
Remove
Replace
Link
the blocks that you want to replace. You just drag and drop blocks in a cargo inventory and move sliders around or something to assign it to groups on the fly, and the system inventory now...
The easiest fix is to just make cargo blocks solid at all times, so they are rendered like normal blocks. It's a waste of a pretty neat aesthetic mechanic, but it would work. Maybe there could be an option for servers to toggle solid cargo blocks so RP servers where the focus isn't on...
You're absolutely right. Implementing changes designed to even out the curve of investment vs combat power should come after creating the incentive to fight in the first place. This entire suggestion falls apart if there was no motivation to have any fights to begin with, gameplay wise.
I was...
Yup, that's the gist of it.
You wouldn't need to do that: Assigning 12 missile output blocks that you placed on your ship all to the same group would cause that group to fire all 12 of the outputs, with its power split between them.
Cargo would be the obvious exemption to the system inventory...
By having Fleet A and B fight in that theoretical example, fleet B survives with 69% theoretical HP remaining, rather than 50%. In reality, obviously this value would vary greatly but it would still trend to be higher than 50%.
Do the same experiment with Fleet A fighting Fleet C, which is...
I've literally said this 2 times already. It doesn't NEED to be perfectly 100% accurate to a real gameplay scenario because whatever gameplay effect you think would affect the result can always be translated into effective DPS, effective HP etc and carried into the equation.
Regardless of what...
Why does everyone keep failing to understand the point of that post.
See:
You didn't understand my point and it's in fact the absolute opposite, see:
Just to reiterate: the effect the hypothetical scenario details would actually become WORSE if the players are NOT coordinating perfectly...
You guys are quick to jump at the fact that i don't have a lot of combat experience (i've been in maybe 3 actual fleet fights and some minor scrabbles but not much else) but that is entirely besides the point because that theoretical example was a theoretical example designed to prove NOT THAT...
I definitely overlooked this. Turrets, missiles and to some extent beams alleviate the need to aim well, but at long range small ships do indeed have an advantage because even autoaim weapons will miss small targets at max ranges.
Wait, gigantism was already solved? Other than the power scaling cap, what makes big ships weaker?
I don't think you're wrong, but what i'm pointing out as problematic is the proportion at which the winner deals damage to the loser.
Consider a simple theoretical example. Two fleets of 5 ships...
1. Why would ships degrade only in combat? Why not say, every space day?
Ships would degrade every day unless you feed them supplies. In combat, ships no longer consume supplies to stop degradation, but the degradation becomes delayed by a couple minutes. I'm not sure you understood?
2. Why...
It would pretend to be those blocks, but you will only ever see the blocks in the system cargo interface. Everything will be simulated with numbers. So, every System Inventory block would be completely the same regardless of the state of the inventory itself.
Depending on whether or not it will...
The System Inventory blocks would be physical and have mass. By destroying one System Inventory block out of say 1000, the ship would lose a random selection of 0.1% of its system modules from its cargo. If you keep destroying blocks until the ship has say 500 System Inventory blocks left, the...
Okay, i'm not trying to flame you or tell you to go read my wall of text all over again, but i think you should do a double take before you post like this.
First off, why only in combat?
What is? What?
Why economic?
Again what are you referring to?
How do the ships degrade, if metal only...
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