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    1. Stakhanov

      Plans for an actual economy?

      As far as I know , no server features both death drops , custom prices , local block blueprints , disabled build blocks and cubatom recipes. Each has severe loopholes to take advantage of. On top of that , there\'s no option to remove shop price variance. Harvesting neutral stations for power...
    2. Stakhanov

      This game needs a concept similar to REDSTONE. User made contraptions.

      The recent prebuild proves that Schema\'s vision of ship subsystem interactions and control will not feature any kind of wiring (that\'d be impractical and expensive , too) so the idea of porting redstone to starmade is now moot.
    3. Stakhanov

      Zhmoogaku's Cubitom Research

      It is already known that all 4 cubatom properties combine with the same rules - added when identical , averaged when far apart , and shifted from one to another when close. All with a top level that does not change with addition. Note that some blocks do not require specific conductivity to be...
    4. Stakhanov

      Most ships with any effective pattern of guns are now ruined

      Previous designs of stealth ships with shotgun patterns can still use up to half of their arrays in sustained fire due to the large energy excess required for cloak. With a few tweaks they\'ll keep their monopoly on efficient damage dealing. Note that there are workarounds involving AI modules...
    5. Stakhanov

      All of these tiny servers is toxic.

      10 players per server would be a pretty good number , decent overall latency with a low risk of lag-generating accidents. Usually it\'s less , though. The main problem is rather that most players choose to play in their corner (or just with their faction) resulting in little to no interaction...
    6. Stakhanov

      A bit of good news for thr turning and shielding of larger ships!

      Starmade combat is moot once again. The ability to fight another ship is again tied to raw damage per second - if it\'s lower than 40% of the target\'s shield recharge , winning is mathematically impossible. Keep in mind that large antimatter cannons now deal a lot less damage due to firing...
    7. Stakhanov

      Cloaking Ships $ Turrets

      In prebuild 0.09345 , cloaking now properly drains extra power to conceal attached ships. However , cloak will fail to deactivate once power reaches zero , allowing you to cloak arbitrary sized ships / turrets but leaving little to no power for thrusters.
    8. Stakhanov

      Hull corners need more rotation options.

      It would make sense to improve advanced build mode now rather than later.
    9. Stakhanov

      The Future Of StarMade: The need for more creative agency.

      But you did summarize the issues nicely. New mechanics would be needed to make ship layouts relevant in combat - heat radiation that promotes hollow volumes , unobstructed weapon and thruster outputs adding weak spots , solar cells making use of wider surfaces , and other shape-dependent block...
    10. Stakhanov

      A simple solution for Hull Mechanics

      Realistically , missiles would be stopped by point defense lasers. Antimatter cannons would simply vaporize the solar system they\'re fired in. Stop arguing realism ! Energy weapons also happen to be the antithesis of that. Purely a soft sci-fi product.
    11. Stakhanov

      Turning has been nerfed a liiiitle too much.

      This change of mechanics is wrong. Just because some heavy fighters / corvette mass ships now turn faster doesn\'t make it good ; that could have been done differently. It makes already inefficient stretched / hollow ships even worse and annoying to fly. Doomcubes of server bullying , however ...
    12. Stakhanov

      The difference between greifing and open warfare.

      If you put yourself into a situation where someone can cause you grief , you most likely only have yourself to blame. There are rules and mechanics in place to prevent interference beyond your control ; the only troublesome behavior is bug exploiting , and that can usually be solved by admins...
    13. Stakhanov

      A simple solution for Hull Mechanics

      Unfortunately there\'s too few servers trying that , even though it\'s easy to mod and doesn\'t require any clientside downloads afaik. Note that armor rating can grant invulnerability to weaker projectiles - 96% will block single damage shots , 99% will block up to 100 damage shots. Meaning...
    14. Stakhanov

      Nerf factories

      Right now, I think this exists because Schema wants us to get money, and then put the game to the test with bigger and buggier ships. That excuse is infuriatingly old , trying to pass game-breaking bugs as intentional design. If stress-testing oversized ships were the priority goal , players...
    15. Stakhanov

      shield transfer module and turret reset orientation

      This would allow capships to circumvent shield regen denial with an internal shield transfer turret , refilling shields on demand and with no downtime.
    16. Stakhanov

      Starmade Ultra Hardcore

      If you set all blocks to split down into a bottom right corner cubatom , they will be of no use due to refining rules - you just have to make block recipes require cubatoms in the top left. Cubatoms produced from splitting are completely different from those required to craft blocks.
    17. Stakhanov

      Topic Locked - No reason given

      The fact that this thread is still not gone shows that mods are too forgiving. There\'s really no excuse... internet 101.
    18. Stakhanov

      Soundtrack for Starmade

      If only the game had a title screen for it :p
    19. Stakhanov

      Exposed module output requirements

      If your ship is built to look pretty then it\'s not going to be efficient. It would be awkward to toggle that mechanic with a server variable , making separate rules for roleplay servers. A better solution would be pass-through decoration blocks with selectable textures , but that\'d take more...
    20. Stakhanov

      Starmade Ultra Hardcore

      Should be fairly simple - make all (or most) blocks split into heavy , superconductive , plasma , superspin cubatoms and change whichever recipe that requires all of those. This should be straightforward , if slightly time-intensive manual editing of the blockconfig.xml.