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    1. MacThule

      Shipyards: tie to logic & fleets

      Give us the ability to automate shipyards so that when certain conditions occur (i.e. material levels reached, enemy detected, or fleet or station taking damage) shipyard begins producing and completed ships automatically join a set fleet (i.e. give shipyards ability to have a set "rally point,"...
    2. MacThule

      Incentives to Expansion (Anti-Turtling)

      Also, I would be concerned about tying crew too deeply to planets unless they first change how planets work. A little bit because it will encourage players to fly their ships near planets more, causing more frequent planet lag of server. Mostly because a troll can simply build a fast-jumping...
    3. MacThule

      Incentives to Expansion (Anti-Turtling)

      This is a good option that I have seen come up as a solution several times, including in the thread I linked above in detail. It bypasses the need to implement any fuel mechanics in favor of existing game elements so it's easy to code and intuitive to play. I don't know if it's where you're...
    4. MacThule

      Is Starmade going to be a Survival or RTS style of game?

      Is Starmade even a Survival game at all? No food. No fuel. No ammo. Total invulnerability in your camp, and massive amounts of resources are super easy to acquire. I'm not a huge survival buff, but I've spent some several dozen fun hours in survival games like Kobold Tribes and Don't Starve...
    5. MacThule

      Incentives to Expansion (Anti-Turtling)

      Although to be fair, I didn't really notice that the entire rest of your post acknowledged that the main theme was more about limiting the permanent, infinite, invulnerable homebase than getting rid of it. In a game with hundreds of different weapon combinations, what incentive, realistically...
    6. MacThule

      Incentives to Expansion (Anti-Turtling)

      Did someone suggest getting rid of HB invulnerability? I missed that one completely! Unless invulnerability only extends to faction entities. Now you suggest another 'killer' problem with the idea, and I respond with another simple solution... Except not - one's enough for me. But go on if you...
    7. MacThule

      Incentives to Expansion (Anti-Turtling)

      If HB protection is limited by mass, that mass limit can be extended to docked entities on a first come first serve basis. Pilots can easily receive a message if an entity they just docked is not granted invulnerability. Any obstacle can be overcome, it's only a matter of the work required to...
    8. MacThule

      Incentives to Expansion (Anti-Turtling)

      This is my favorite as well. Simple and elegant, no carrots, no sticks, just a partial nerf to invulnerability. Especially with a server-adjustable limit. A low limit would mean a universe where homebases are basically small defensive bases with re-spawns, a tiny emergency factory line, and 2-3...
    9. MacThule

      Incentives to Expansion (Anti-Turtling)

      Maybe... :whistle: Actually my old main basic factory churns out 50K/turn... so no ;). Since the shop logic update though, I've been gradually drifting towards more smaller, automated production lines linked directly to the shop that just run while I do other things around base. It works for me...
    10. MacThule

      Incentives to Expansion (Anti-Turtling)

      I've thought for a while that the biggest way to encourage/force expansion (without a carrot or stick) is look at making certain systems mutually incompatible with each other (completely the opposite direction of those who want 1 giant all-in-one mega-ships with factories, shipyards, etc that...
    11. MacThule

      Incentives to Expansion (Anti-Turtling)

      This used to be a non-starter, but with the recent addition of Fog of War, it may actually be a viable option. Without a HB on the diplomacy screen to announce one's location, without permanent territory where hunters can always find you on the map, vulnerable bases are no longer just dangling...
    12. MacThule

      Incentives to Expansion (Anti-Turtling)

      In that case don't build it. Given a long enough timeline, every ship dies regardless of specs. Never bother with anything you're not comfortable replacing. Repeatedly. I see so many players fresh out of SP get on a new MP server, spend the entire first week or two grinding to build a huge...
    13. MacThule

      Incentives to Expansion (Anti-Turtling)

      Should our strategy really be "force every servad to police their server constantly for violations of (sometimes counter-intuitive) rules" rather than to build safeguards into the game itself? In a game where there are basically ships, stations, planets and roids, it's counter-intuitive that...
    14. MacThule

      A giant robot in Starmade?

      Will do. I like the cool-looking mechs... I really like killing stuff though. So with that design style..... tell me if you ever decide to re-skin a model designed by a PvP performance engineer - that would be deadly and gorgeous. Love the work.
    15. MacThule

      A giant robot in Starmade?

      This thread is about Voltron, isn't it?
    16. MacThule

      A giant robot in Starmade?

      Oh, damn!! That's a beauty! Now if it can haz even some modest armor and weapons... You're putting that to shame now, eh? You building the SDF1 or something? My mechs are ugly - I build always with an eye to performance first - but I do occasionally build them. The protective field around the...
    17. MacThule

      Incentives to Expansion (Anti-Turtling)

      That's what most of us do, but that's a totally different thing from an objection about how some people just want to build. I guess that threw me off - I'm not interested in being required to interact with NPCs at all, but I do support them existing for those who like static interaction like...
    18. MacThule

      Incentives to Expansion (Anti-Turtling)

      I see this concern/reaction every time anyone suggests any kind of gameplay improvement - "but some people ONLY want to build!" No one is suggesting doing away with single player creative mode. If you just want to build/design, just play in SP creative with pirates turned off.
    19. MacThule

      Skeletoning ships?

      I visualize the general shape I want, then build a power core that fits those lines. I wrap the power core in shield generators, then wrap that whole core in armor. From there I add in systems and hull and interior spaces as appropriate. Then I usually fly it for a few days (in lots of simulated...
    20. MacThule

      Latest Dev Video: Going Back to Strip Mined Systems?

      I didn't get anything like the impression that asteroids wouldn't respawn, only that players wouldn't be able to cruise into a NPC-owned system and steal all their roids, because the system will initially load in as "already mined." I saw/heard nothing about ending respawn. Roids do need to...