Well ... "author inactivity" has its reasons :D. Which are basically the same reasons why this is a dead game.
The station was meant to become the homebase of Theia Interspace. As such, we won't give it away. It's just too special. If Theia dies, the station will die with it. And since Theia is...
Thank you all for the nice comments.
The most brilliant parts were conceived by Kuro vi Drakon (aka "pussycat" ;)). Together, we did most parts of the station. But there are also alot of contributions by other peoples. The orrery (model of the star system) in the "Arena"-Room aka Senat was...
I like the idea of using the shipyard anchor to sell ships directly. But this whole "just prevent the ships from being duplicated by prohibiting the generation of blueprints" goes into a very wrong direction, in my opinion. It would require some kind of digital rights management to be...
I was referring to the change in the damage model of it, that came with the recent update. Damage seems more superficial now, even on short distance. So that actually requires you to use multiple outputs to compensate for that.
But that beams loose effectiveness over distance was a great idea...
My final remark on the question of ‘output spamming’:
Assuming you have a turret A with one weapon and turret B with multiple weapons, such that
all weapons in B have the same primary, secondary and tertiary type, the same ratio between primary and secondary and primary and tertiary, and the...
a) that's what i'm talking about here...
b) increasing the costs of weapon computer and modules and forcing players to tediously mining asteroids for a time span that is already way too long compared to the time span you spent in actual battle is not adding anything to the enjoyment of the...
There is obviously no deeper concept behind weapons being followed, that would make the game more balanced, diverse and exciting. hence, we are having this argument. reducing output spamming would be just one of many things necessary to accomplish that. i don't think it can get much worse then...
you barely get 10 players on a server. i don't want to be dependable on a copilot.
forcing people to hold your mouse button over and over again for a prolonged period of time for almost nothing in return is just ... *fill in your preferred expression*
Having to hold a (mouse) button to load a system is making me want to kill somebody (it's seriously annoying, and the game tends to have some summation effects on that ;)
maybe it's just me, but i would prefer, that all systems autocharge by default. no extra chambers, no costs of rc-points...
i'm aware of that. and i don't think, that applying the power penalty per entity alone would solve the issue.
assuming that:
- docked ships don't get any power from the parent (why not?)
-a ship is any entity with its own reactor, that is not a station
-a turret is any entity docked to a rail...
What do you think about mechanics for reducing output spamming?
The 'problem' being, that a power penalty is only applied over groups per computer, but easily being avoided by putting one group per computer arrays on turrets, since the AI fires all computers simultaneously.
maybe it would be...
i'm still playing and i'm happy with the work of schine and schema. in the current dev builds, shit really gets done. stop trolling and stick to the topic!
nice work in explaining the basics of starmade configs.
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