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    1. jayman38

      Give us Our Daily Bread... er Blocks

      I don't think it needs to be a daily thing. I think it would only be needed if a player drops below the starting resource level. (For example, if they start out normally with about 400 thousand credits worth of blocks and credits, but arrives at a shop with less than 400 thousand credits of net...
    2. jayman38

      Update Default Starting Blocks

      I tend to agree. However, I would also like the game to have some sort of mechanic to allow players to respawn in a random one of multiple possible locations. Even if that is not active by default, I think it could be a valuable addition to the game that some might enjoy. I'm talking about my...
    3. jayman38

      Any crazy build ideas for the future?

      No no no no. Swords that spit out guns is absurd. ... Guns that spit out swords is next.
    4. jayman38

      What do you put inside your space stations?

      Right. A lot of players have long horizontal stretches of power sticks reaching the length of their ships for maximum efficiency.
    5. jayman38

      Light Flicker On Damage

      Direct damage causing flickering sounds like a great thing to me. At the ship level, true, you won't get a lot of use out of this feature, due to a lot of instant destruction. However, with faction and fauna updates, astronaut-level combat would be more interesting. Lights would be damaged, not...
    6. jayman38

      Brightness in Lighting

      I suggest that it be handled the same way as other logic "stepping" is done. You slave the light to an activation block (or other logic block). Then you slave other, multiple activation blocks to that controller logic block. Then you adjust the intensity by changing how many of the linked...
    7. jayman38

      What do you put inside your space stations?

      Yeah, that's about as efficient as a power cube gets. Power cubes were challenges to get the most amount of power generation out of the smallest space (the typical challenge size was 5^3.) Such as a fighter's or dropship's "engine room", for lack of a better term. The key to the challenge was...
    8. jayman38

      How much would the MSI Radeon RX 480 4GB impact my game performance?

      At one point, I think middle versions of Starmade (those available when I first came on the Starmade scene a couple of years ago) had an early Occulus Rift mode. However, it hasn't been addressed since then, with no updates for new OR SDK versions, and no mention of VR in any release notes since...
    9. jayman38

      Tracker cannon

      Well, you will have tracked them home. What else do you expect a tracker signal to do? I agree that this kind of thing should not disable build modifications. There might be ways to use stealth to attach a tracker to a target without them knowing (assuming they don't have the scanner hardware...
    10. jayman38

      Tracker cannon

      In addition to astrotech beams, let it "time out" after a short time period. I agree with Lukwan. A tracker probably needs to be an additional block, place-able through shields to become part of the target ship. Maybe if it's an actual block, it could have a "sticky" effect, so that if it is...
    11. jayman38

      Ship arena

      Yeah, Battle Arena mode needs to be automated in the game when two players agree to it. Naturally, it's the players' responsibility to go somewhere "safe", because their ship won't disappear from regular space. Rather, from what I remember of the Battle Mode announcement, a copy is made for the...
    12. jayman38

      Developing Stories for the Frontier

      In the goblin example above, there are no less than 3 prepositional phrases. And the coding for making a random name generator is pretty simple. Pseudo code: Function GenerateAdvancedName (BasicFactionName, FactionID) { NumAIDescriptors = DiceRoll ( 3, 1 ) // At least 1, up to 3 (roll a...
    13. jayman38

      Developing Stories for the Frontier

      Another fun thing that could go along with missions is a Choice A or B mission, where you can do one thing or the other, but not both, with different risks and rewards for both choices. Even if it is highly encapsulated, it can give a player a sense of agency, to make even a small choice...
    14. jayman38

      High Grade Asteroids (and the dangers of mining one)

      We need an indicator on whether a given salvage array is in the "sweet zone" for a given asteroid. Otherwise, it's a crap-shoot, and too nit-picky to be fun. But yeah, a high-value asteroid that spawns pirates when mined sounds interesting. However, for powerful players, it seems like a...
    15. jayman38

      Quick and Easy Picture Tutorial: Automatic Doors

      Humans are funny creatures. They will spend two minutes wiggling up against the door to open it directly despite area trigger coverage, rather than spend the three seconds it takes to find and push the button. That's why I wish there was a way to turn off the plexdoor manual control. The...
    16. jayman38

      Target Painting

      Painting a target would be a very valuable effect, by allowing a "painter" (small ship) to identify a specific location for guided weapons and AI turrets. Basically, it becomes a "Fire Here" command for various missiles and AI pods, so that firepower can be concentrated. Then you have a lot of...
    17. jayman38

      Any crazy build ideas for the future?

      We'd need lots of spindly, spikey system bits because the Japanese apparently love their spaceships to be spindly and spikey, and Dave would need to be... mutated. Horribly. (Big eyes, spikey hair, voldemort nose, etc.)
    18. jayman38

      Where do you put the pilot seat on a mining ship?

      Next to the soft-serve dispenser. Naturally.
    19. jayman38

      Interstellar Weaponry

      There are lots of optimizations in place in the game that will make Interstellar weaponry impossible to use. Foremost: sectors that do not have players near them are saved and removed from memory; events in these unloaded are frozen in time, including logic or a torpedo drifting through space.
    20. jayman38

      Incentives to Expansion (Anti-Turtling)

      Interlinking missions that tell a story are some of my favorite game mechanics, especially in sandbox-style games, regardless of "profitability". I've been known to earn money through other methods in the game, in order to have enough to get through the next bit of story.