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    1. GnomeKing

      HowTo build a ship in the new dev build

      as talked about previously...but still 2.0 power is poor solution to many issues; disconnected entities for one... It will be trivially easy, for example, to connect up widely spaced system balls (same for XYZ spaghetti anyway) , so unless this connection has to function like a 'conduit' (ie...
    2. GnomeKing

      New Power and viable shapes

      .. not just allow it - otherwise the stick-like dumbbell (horizontal or vertical) is the obvious route. there is no need to build a full hull as many have pointed out - although Jojomo is also correct about mass saving of a full hull vs mass increase of more stabilizers for a complete ship...
    3. GnomeKing

      Built-in Jump is... Weird.

      jump drive/scanner "built in with reactor" rather than an actual built system of some kind... :/ enabled with chamber at least sounds like 'built as a system', although chambers for 'everything' (ie with just one type of simplistic block rules) sounds dull ...
    4. GnomeKing

      New Power DEV Thread

      moving on ...
    5. GnomeKing

      Nth idea for a better power update

      yes...but wasn't that always the trick? - to not have loads of wasted damage/energy simply by building a huge gun ? No extra balance is necessary - you are welcome to your gazillion-dps cannon; it is not more effective than one orders of magnitude smaller at shooting straight through a hull :/...
    6. GnomeKing

      Just gonna leave this here...

      mass is the only sensible criteria to use for comparison - that unifies various aspects of the amount and 'efficiency' of actual blocks placed in the game. This is fundamental. > it is how 'mass'/blocks are implemented in a build that drives the entire game forward. 'Power-Energy' has always...
    7. GnomeKing

      A Solution To Flying Spaghetti Monsters

      perhaps that gets increasing hard to achieve - as 'massive' and 'tonnes' should probably be hard to achieve, no ? conduits or similar concepts can replace/supplement reliance of 'Reactor HP' or other simplistic statistic ( :/ ) by having a ship fail in more interesting ways .... especially...
    8. GnomeKing

      HowTo build a ship in the new dev build

      ...indeed Power (total reactor and stabilizer system) at 100% must be assumed in any build that has not got mechanics wrong (until damaged) This system is workable for refitting existing hulls - if you don't mind spamming one end full of stabilizer :/ - but despite Jojomos correct reasoning...
    9. GnomeKing

      StarMade Dev Blog 17 November 2017

      BRING BACK CAPACITY World’s largest lithium battery switched on near Jamestown No Cookies | The Advertiser :)
    10. GnomeKing

      Devblog 2017 - 10 - 13

      Thanks Jojomo, My example differs in that C is not constant; As the number of vectors used for stabilizers groups (in relational to the reactor bounding box) increases, the value C decreases on each vector. (calculation would actually involve the components of main 6 vectors as variably...
    11. GnomeKing

      New Power DEV Thread

      I have considered something like this as well, combined with other overlapping rules... - conceptually working towards a semi-procedural algorithmic system:
    12. GnomeKing

      Factions Redefined

      a quick thought, thinking in terms of companies and spending faction points to gain things, rather than just to maintain things : 'faction points' or other exchange can purchase/sell claimed systems - 'real estate' > an explorer in a very heterogeneous resource universe can then have viable...
    13. GnomeKing

      New Power DEV Thread

      While I am not fan of power 2.0, i think it is useful to bear some things in mind when testing: 1) actual power consumption of weapons etc may be subject to change, and relative power delivery vs shields and blocks will not be as it is now. There is not a 1-for-1 swap with the rest of the...
    14. GnomeKing

      Interchangeable parts.

      from the archive: JW608's 7^3 Modular Building Template 1.0
    15. GnomeKing

      How can we clean up collision mechanics?

      maybe 'collision inaccuracy could scale with frequency and docking level, which scales proportionally to speed' ?
    16. GnomeKing

      How can we clean up collision mechanics?

      'No collisions' settings as outlined would be good for servers and some universes. However fundamentally I personally would like to see physics-type reactions between entities in the core game - who doesn't want to bop away a few newbie ships with, eg a giant space ramming-whale, once in a...
    17. GnomeKing

      Devblog 2017 - 10 - 13

      ok - i have checked latest dev and i see your point Jojomo: R-------S........gives less stabilization than..........R--------S......,......even better is...R--------...
    18. GnomeKing

      Marketplace: Ship Sales

      a more formalized way to buy/sell direct from player to player - rather than trusting cbill/block drops or cbill donation would facilitate 'trade' roles beyond the shop module. a 'market place' of ships for sale could also work, even as a server specific solution. bear in mind though that...
    19. GnomeKing

      Devblog 2017 - 10 - 13

      to clarify: 2.0 is currently X or Y or Z for stabilizer calculation distance (relative to core)- this is what i meant by 1 dimensional, some other more veteran builders have also made similar comments elsewhere what i propose is: stabilizer distance calculation based on X plus Y plus Z. thus...