Yesterday I was importing a friend's ship into dev build singleplayer and apparently the dev build has a bug where all set chambers are considered invalid block types. All I wanted was a big test target.
It very much would help to be able to incompletely spawn BPs.
I am very okay with spaced armor being good in general, it pushes us towards interiors.
Charge cannon is a neat idea, but I think ultimately should be replaced with BSG-style flak, not made more complicated and into what would be everyone's "defeat the spaced armor" go-to.
In the release version, creative MP with friends only because PvP and survival both suck. Dev version isn't even working well enuff to try SP again yet.
And this isn't even that bad by StarmMade standards, this game has pretty much always been empty boring space with building ships only to find...
In my experience, Starmade is good on number 1 only. The hippo ballet of any decently-sized ships fighting along with server lag, glitchy collision, and sector boundaries is random as can be and especially now it's easy to kill each other's weapons long before reactors.
I'd just assume the shots are made of uranium and work from their volume. Ultimately, I think it still wouldn't be a noticible amount of recoil with how tiny they are relative to even a basic gun on a core (assuming blocks are made of like steel).
Maybe, but I think that spams of small missiles should be allowed as a tactic to overwhelm PD. That's what dumbfire missiles did in Sword of the Stars (actually not sure if PD even bothered with them, it's been a while) and it was really nice for medium ships bombarding medium or bigger ships up...
Played around in the dev build a bit to determine if I can actually make a somewhat accurate replica of how the Defiant in Star Trek shoots.
While I greatly appreciate not needing cannons slaved and like the new projectile (reminds me of the dumbfire missiles from Sword of the Stars), I found...
Ah. I do prefer shields being a first line of defense, since then random bits of small damage don't force repairing all the time, there's no worries about super tiny boarders drilling in unnoticed without firing much of anything, and ships from Star Trek/Wars/etc can be reasonablish.
Still, I think we need system bleedthru thru shields so that shields aren't just plain better than armor and every shot matters, and shields may get buffed eventually.
Cannons sucked before and sound like they still do. Recoil is completely unnecessary and it needing all this complex design to work shows how bad an idea it is. Best it just dies.
I think that there should just be a system so AI firing at fast targets with cannons/beams gets pre-calculated impacts with the game faking the projectiles flying there.
You should still be able to manually shoot missiles down and it shouldn't be a separate weapon type as then we'd lose the...
Not the nearest system, any nearby systems, falling off with distance. Armor would decrease the bleedthru, serving to both prevent direct hits to systems and at least absorb most of the damage if close.
The key thing is needing to place stabilizers is bad, it means way more complexity in ship design and forces tubes. An alternative that's intuitive and involves no extra blocks while working with the spacing goals is important.
Integrity is crazy, it punishes super hard for not having perfect bricks. Complete mistake in my opinion, it really messed up me and my friend when we wanted little thruster packs sticking out on a Star Trek ship.
Relatedly, I think the thruster config was a completely stupid design decision. I...
I think what power 2.0 needs is bleedthru to systems even with shields up. That way, you don't need to directly hit things to disable/destroy them, don't need to take out every layer of armor to go reactor block-hunting.
This could even replace stabilizers if the bleedthru scaled with system...
I think there's a pretty simple answer buried in all this. Basically, stabilizers exist to force spacing. Just remove them and make reactors and systems in general take part of the damage from nearby hits, even thru shields, scaling by their size.
This would make the ideal protection a 3D grid...
I fail to see why one would use a lower efficiency short stick over a long stick with max efficiency. This is a game where it is advantageous to be long, you don't even need any blocks in between. In fact, to convert an old design, I think one of the best ways is to replace all the old power...
Power 2.0 doesn't require structure, it just requires distance between the crap shoved in between walls; an actual structure requirement is what Space Engineers has, with conveyor systems. As for shields, shield crap now having to be connected is not very great because it means you need all...
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