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    1. jayman38

      Read by Council Salvage as an effect

      I like it and would recommend an additional server configuration setting: salvage-slave behavior. Maybe a choice between Instant Salvage, Drop Loot Cloud, Drop Ore Cloud, or Normal Damage Addition. (For those server owners who don't want missile-based salvaging.) Maybe one setting per weapon...
    2. jayman38

      Planned Missions Based on NPC Type

      I'm sorry, but I have to disagree. Yes, Bad AI or a poorly scripted encounter is a problem. However, the main thing people hate about escort missions is the soul-crushing boredom of slowly walking some dumb object from point A to point B. If the freighter to be escorted is too dumb to move out...
    3. jayman38

      In-Ship UI Blocks + Streamlined Redesign

      If I'm understanding correctly, block-placed UI elements would be revolutionary. I'd love it and it would add a whole new way to create a HUD. Furthermore, it would be a per-ship custom HUD, and even different cameras on the same ship could have different HUD layouts. For instance, maybe on a...
    4. jayman38

      Planned Missions Based on NPC Type

      "Quests" is a classic RPG trope, so that term generally brings to mind elves, dwarves, retrieving 10 grue furs to receive the amulet of gumball purchases (a nickel on a string), seeking the holy grail, and facing the peril at castle Anthrax. I would recommend using the term "Mission", if only...
    5. jayman38

      Planned Missions Based on NPC Type

      I definitely like the idea of different "fixers" offering different mission types. Please, no escort missions. Escort missions are not fun. A fun replacement would be to spawn a merchant freighter convoy at certain coordinates nearby and then spawn enemies to attack it, with conditions that so...
    6. jayman38

      Pirate Mania

      There should be lots of variety in the following threads. Enjoy. http://starmadedock.net/threads/zimmtech-pirate-fleet-competition.20952/ http://starmadedock.net/threads/a-new-wave-pirate-ship-community-contest.6365/
    7. jayman38

      Implemented New Shipyard Function: Enter Core

      Certainly! My point is that there are other trudgings that some people would like to skip. The game mechanic of your suggestion could be adapted to all kinds of stuff. If nothing else, it's a valid suggestion, and I think it's just the beginning.
    8. jayman38

      Implemented New Shipyard Function: Enter Core

      I like it. This sounds like the beginning of same-faction inter-ship astronaut teleportation that the Star Trek folks would like.
    9. jayman38

      Let beam weapons to be focused to one spot and shot from there

      Could be easy to program. Example: Place an invisible area-sensor block (area activation block) Slave that invisible block to multiple weapon computers or barrels selected as the output ports. When fired, visible beams are drawn from the emitter barrels, converging on the invisible block, then...
    10. jayman38

      Too OP or Not? - AI with Salvage Target Setting and Return to dock Command

      It would make resource-gathering fun for those who don't want to mine. It might have to be intentionally nerfed to avoid griefers and careless players from stripping entire systems bare. For instance, for an autominer, there should probably be a limit of one beam output per salvage computer and...
    11. jayman38

      USS Enterprise D Galaxy Class WIP (Internal Turrets)

      I imagine you'll probably need to replace that overdrive with explosive or something like that, if you intend to have more than, say, one turret.
    12. jayman38

      I'm new to the game. How do weapon systems work?

      One of the most basic points is the slave/master relationship: Use "C" when facing a block to select that block as master (typically, the weapon computer) and then use "V" when facing other blocks (typically gun barrels) to "slave" them to the "master block". You would also use the master/slave...
    13. jayman38

      What would get me playing Starmade again

      Dwarf Fortress has been known to bring powerful CPUs to their knees due to the detail. Combine that with a complex 3D universe simulation and you get a game that requires a level of computing hardware that excludes most servers. A single StarMade instance might require a server farm. StarMade...
    14. jayman38

      Full 24 way computer/display module rotation

      I also ran into this while building my Clarke Explorer. The Clarke Explorer is also built parallel to the thrust vector. I would definitely like to see this implemented. From what I understand, the dev team is having trouble rotating animation and displays around the face. I think this is...
    15. jayman38

      Read by Schine Weapons Menu Improvements

      Would it be useful to get a temporary nav marker in build mode when selecting a specific weapon computer? I'd kind of like that.
    16. jayman38

      View Sector Boundaries

      Not enough information there to build or restart the station closer to the core of the sector. The player might pick up and start building even closer to the sector edge by accident without some direction. Might need to add something to make such a warning more useful.
    17. jayman38

      Enable missile collision with firing ship after leaving area

      Sure, more detailed weapon control sounds fun too!
    18. jayman38

      Enable missile collision with firing ship after leaving area

      If you can pull off something like this, it sure would be fun! Not to mention, there might be future updates (AI, fauna, demolition blocks, etc.) that create emergent behavior. The game would still need to mark missiles as belonging to the source entity, because a lot of ships have missile...
    19. jayman38

      Casino Spacestation?

      The following thread discusses a logic-driven slot machine that was developed shortly after force field blocks were introduced. Sadly, I didn't find a download link. http://starmadedock.net/threads/xavoris-impractical-logic-slot-machine.6158/