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    1. Madman198237

      Wings and Squadrons

      It's stupidly simple, and we really do need this functionality. The simple ability to make sub-fleets. Fleets within fleets. Specific group orders supersede whole-fleet orders. Then, eventually, we could get a tactical control (Perhaps in an RTS style) capability, perhaps also tied to...
    2. Madman198237

      Mina's Ideas & Stuff

      Yes, but then any halfwit boarder with a torch can completely wreck your ship without doing anything to anywhere else on the ship. Believe you me, that's not a good strategy.
    3. Madman198237

      Wormhole Generators in Starmade

      I like the idea of charging up a system to launch whole fleets. I also would really want this to be part of a capital ship system----like in Halo, where one vessel (Usually a larger one) opens a slipspace portal, through which the entire fleet goes through, at once. With the minor difference of...
    4. Madman198237

      Fleet of Fighters and Salvagers

      Another thing to note: Armed ships in a mining fleet will not defend themselves or the fleet if attacked under the "Mine Sector" command. Only thing to do is have 2 fleets instead of 1.
    5. Madman198237

      Missile Failure.

      The thing is, people do use it. They just use it where it won't hit friendlies. As in, decoys and on titans running lone-wolf ops. Just like you don't use a DP when you need to stay at long range.
    6. Madman198237

      New Nav Filter: Ships docked to stations only

      I'd want to see this, but with as a new sub-selection on the nav menu: "Show Docked", then, as a sub-option, "Show Chain Docks" and then a choice or slider for depth of chain. As in, two to infinity.
    7. Madman198237

      StarMade Ship Size Comparison Chart

      The super-massive ships version needs the Charon. This does not.
    8. Madman198237

      Missile Failure.

      We need a complete scanning/jamming/cloaking/detection rewrite, in my opinion. Weapon locks are tied into this. If you can see it, you can shoot it. Instant locks. M-M only useful when you have targets locked. If you can't, then use a lockon missile. Takes some time to lock a jammed target, but...
    9. Madman198237

      Reduceing the size of turrets with weapon emitter blocks

      No reason to allow any primary modules to occupy the base. It doesn't make any logical sense, and the requirement of all-in-barrel limits it to 66% non-barrel blocks. No extra screwing around needed. Getting shot and losing blocks works exactly like it does with an everything-in-barrel setup...
    10. Madman198237

      Dannage Fleetyards: Poor Advice For Noobs

      Lengthen the side curves. Don't make them quite so steep so fast. Make the sides curve more. Make sure that the top and sides are either completely equal (Which will require some finagling with the stuff in between to ensure that it doesn't become a simple angular face) or different, which might...
    11. Madman198237

      Turret placement help needed <---Moderator, can you close this?

      Space doesn't really cause lag. Collisions and entities cause lag. Entities mostly cause lag through collision checks. A spinal mount works just fine, really.
    12. Madman198237

      Turret placement help needed <---Moderator, can you close this?

      OK. But it needs to be about 100x bigger. Just pointing out what you're dealing with.
    13. Madman198237

      Turret placement help needed <---Moderator, can you close this?

      That missile turret isn't going to do squat against anything. That won't take down most peoples' drones, let alone fighters. Don't even think about it harming capital vessels. It's far too small for the task you want it perform. Basic turret design says that you make a base. It contains rail...
    14. Madman198237

      Turret placement help needed <---Moderator, can you close this?

      ????? Turret naming conventions: Mothership: First entity in the chain. Has turret axis for base entity. Base: Second entity in the chain. Rotates via turret axis. Barrel: Third entity in chain. Rotates. The way you described it sounded like you were going to use multiple separate barrel...
    15. Madman198237

      StarMade Ship Size Comparison Chart

      Yeah. A smaller vessel chart would look pretty nice.
    16. Madman198237

      Stacked power systems 100% power transfer

      The main ship needs to power any and all player-aimed weapons/abilities. That's it. You can then get 2 million energy's worth of constant firepower, while the next shell houses 2mil of its own power and contains thrusters (Mothership using inherit thrust will run just fine with this) Next shell...
    17. Madman198237

      Don't show the whole map

      What you guys don't seem to realize is that generation happens almost exactly like it does now. The only thing that changes is what the players see. Once a sector/system/station has been visited and identified, it shows up on the player's map. Once modified, that sector is saved. Exactly like...
    18. Madman198237

      Reduceing the size of turrets with weapon emitter blocks

      A fairly realistic example of this that comes to mind is Halo's UNSC Archer pod. They are fired in any direction, from a number of separate launch points, and can be aimed at anything they so choose. Yet, as of now, you'd have to point the ship at a target in order to fire them. We need (First...
    19. Madman198237

      Planned placing turrets from build mode from the blueprints

      I recommend not using shipyards ATM. They're as broken as it gets. Seriously.