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    1. dwwojcik

      [14th of April] Schine Q&A Answers

      Well this is a bit embarrassing, turns out our argument started out with a misunderstanding. You said "How are we going to design ships when you're deciding exactly what the outcome of all ships should be.", I thought you meant "How are we going to design ships when you're still deciding...
    2. dwwojcik

      [14th of April] Schine Q&A Answers

      You're being forced to build a particular way by this just as much as you'd be forced to build a particular way by a 100% pvp player driven meta. There's always been an ideal ship.
    3. dwwojcik

      [14th of April] Schine Q&A Answers

      You didn't though. You criticized the fact that the game was in alpha. Also cool your jets, god damn.
    4. dwwojcik

      [14th of April] Schine Q&A Answers

      You... you haven't forgotten this is an alpha, have you? You're a playtester not a player.
    5. dwwojcik

      Trade Fleets

      You're forgetting that there has to be unloaded combat in Starmade. There are NPC factions, and these factions will go to war. They can't not fight, and they can't fight only when a player is there. Unloaded combat will obviously be a worse simulation than loaded combat since it is an...
    6. dwwojcik

      Discussion Regarding Balancing the Doom Laser

      But doesn't it make sense for a long range sniper weapon to have downsides? Sniper cannons have accuracy issues and missiles can be shot down, so why shouldn't artillery beams be harder to aim and unable to be fired as readily? Not having a 'vanilla' sniper weapon means you might have to make...
    7. dwwojcik

      Discussion Regarding Balancing the Doom Laser

      Do we really need a regular 'ol long range laser? It seems to me that the doom beam is basically that, but more interesting. (and specialized) Edit: It also seems like making aiming harder is a pretty big theme for the weapons update, with the recoil. Plus the devs were the first to float the...
    8. dwwojcik

      Discussion Regarding Balancing the Doom Laser

      I don't think a doom beam would make cruisers obsolete, as long as they're implemented as an artillery weapon. Artillery doesn't usually do very well against things that are up close, so the smaller ships in the hostile fleet just have to get close enough to make the axially mounted doom beam...
    9. dwwojcik

      Discussion Regarding Balancing the Doom Laser

      I figure it should probably scale depending on how big the weapon is. A useless pea shooter on a small ship shouldn't take more than a couple seconds, while a literal planet killer should take at least a minute. 10 seconds feels ok for a battleship main gun, space is big and empty and hard to...
    10. dwwojcik

      Discussion Regarding Balancing the Doom Laser

      I think charge-firing makes sense but I'd just keep it as a set amount of time, without the variable charge duration/output the cannon+missile has. It would be a good debuff- if you can't stop charging whenever you want to fire whatever you have, it gives your target a window of opportunity to...
    11. dwwojcik

      Discussion Regarding Balancing the Doom Laser

      You don't think NPC factions should be able to use this weapon? That seems unfair. Again, what about NPC factions, or NPC crewed ships in general? Don't forget the game needs to be balanced for Fleet vs. Fleet as well as Player vs. Player. Meh, billboarding is lame. Instead, how about a...
    12. dwwojcik

      Trade Fleets

      Didn't the devs say a long time ago when they first started working on AI fleets that they would do unloaded combat by abstracting it in 2D?
    13. dwwojcik

      Discussion Regarding Balancing the Doom Laser

      I'd like to see the doom beam turned into something similar to the Tachyon Lance from Stellaris. Turning it into an artillery gun would be pretty interesting. These are the characteristics I propose: Very long range Very high damage to blocks Staggeringly massive power draw No mouse aiming...
    14. dwwojcik

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      I wouldn't worry too much about this, I'm sure missile regen is jacked way up to make testing missiles easier. Once everything seems to be working as intended the devs will start to think about how often you get to launch.
    15. dwwojcik

      Weapons 2.0 - Critiscism

      Napalm in space?
    16. dwwojcik

      Weapons 2.0 - Critiscism

      I believe beam+beam are intended to give what you want. I agree, if we didn't have those it would be a pretty glaring omission.
    17. dwwojcik

      StarMade Dev Blog - The Weapons Update

      For starters, stations should have their own point defense and screens. Presumably once we have this warship AI I'm imagining, smaller ships will be able to defend stations as well as larger ships. Plus, armor hopefully becoming not useless should help. Stations not being able to move is a...
    18. dwwojcik

      StarMade Dev Blog - The Weapons Update

      I disagree, I like the idea of ships (especially large ones) being vulnerable to a specific specialized attack. Shields shouldn't necessarily be the end-all of defense, point defense and screens (as in smaller supporting ships) should matter was well. It seems to me the reasoning behind...
    19. dwwojcik

      Sometimes, you need to be positive.

      Or they could wait for development to continue patiently and quietly. There's no need to scream, that doesn't accomplish anything.
    20. dwwojcik

      Sometimes, you need to be positive.

      These people are more interested in what Starmade was than in what Starmade will be. Makes sense, if they didn't like how it was they wouldn't have been interested in playing it, and probably wouldn't be hanging around here. Obviously the developers are not infallable. I don't think every...