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      Shipyards

      That actually was the jist of it, might have worded that poorly. Whatever works and is easy to code in I guess is a good option.
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      Shipyards

      Doesnt stop me from throwing an idea his way, does it? ;) The reverse, actually, because it is confirmed, ideas concerning it might change it in its planning state.
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      Shield penetration, armor relevance and system damage

      Something I disagree with? Ok... I dont have one, but I have something differently: Instead of calculating system punch through damage solely by the force of the attack, it should be some sort of calculation between the force of the attack and the amount of hull blocks the shot would have to go...
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      A Manifesto on the Relationship Between Fighters, Titans and AI

      But then again, we dont want big ships to be wrecked just because some fighters (or smaller ships in general) show up and it happens to have big guns. Occasional hits with big guns are imo working as intended. They provide some defence but get overwhelmed incredibly quickly.
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      A Manifesto on the Relationship Between Fighters, Titans and AI

      I do like the economic site of balancing. With drydock/shipyard and a cargo system, fielding a titan in the first place would be a sign that you talk serious business, and loosing it would be a major setback for any faction. Contrary to that, fighters would be throw away things you hurl at your...
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      Whats with ship cores?

      It is not impossible, just hard to have a concept that works, is balanced and somehow also doesnt take a year+ to implement (not counting bugfixes). I would actually be happy if the ship marker wasnt on the core, but on the middle of the ship. You already have the metrics for...
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      Shipyards

      The one with nearly 2000 views and a response from Schema? Yeah, that was kind of what I planned to include in this idea (a package thing, if you will) before seeing it. And without it, this idea would feel.... disjointed.
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      Implemented New Cargo System!

      I added another concept to my post, just something tangentially related that crossed my mind when I thought what a mess it would be to keep track of your factions automated and private ships.
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      Implemented New Cargo System!

      Love the idea. A few bonus suggestions? 1. Cargo transfer should just go over the basic docking module instead of any fancy way. Its probably easier to implement that way and the infrastructure required is most likely already in place. Maybe with some blocks that increase loading/offloading...
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      Shipyards

      But then you run into the problem that someone might park his fighter on your battleship-shipyard. Unless attaching a shipyard AI makes docking impossible, then yeah, why not convert docking space into manufacturing areas.
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      Shipyards

      I did expect that it had been proposed (seemed pretty straightforward as far as suggestions go), but i couldnt find any recent ones aside from the "mobile fighter shipyards" thread. Also, it lingers in my head everytime I play Starmade, so writing it down was kind of a therapeutic task of sorts.
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      Shipyards

      What I propose is a change on how ships are acquired by players. Currently, you design a ship, maybe test it, save it, then go to a shop and spawn it as often as you want. That is, while convenient, not the most engaging or deep system. Therefore, here are changes for implementing a...