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    1. EricBlank

      The Quickfire Initiative: Rebalancing StarMade.

      The power requirements of blocks do force fighters to carry a larger power supply compared to vanilla for similar performance, but simultaneously fewer other systems, hard to tell if the same sized craft will be more or less capable. the same . The armor changes make very small craft...
    2. EricBlank

      Void Enemies concept

      On topic, I'm not fond of the zombie ship aspect, and such tiny entities would be effectively uncounterable via weapons. Perhaps block sized ones can threaten to stowaway onboard a ship like population supposedly will and consume small quantities of power from systems, like 20 e/s per...
    3. EricBlank

      Discuss with the Devs July 18 2019 ([SIS]-Shortform)

      schema DukeofRealms So I'm still confused on this part; with your new "regions" system, does the rest of the Galaxy cease to exist, like you're not going to generate a full Galaxy anymore, just a few systems and only one deep, or is the Galaxy still there but considered "void" space and...
    4. EricBlank

      The Quickfire Initiative: Rebalancing StarMade.

      Zoolimar That is excellent logic, and a problem when facing small craft. The aiming ai is infact so horrendous right now that isanths are almost invincible vs beam or cannon turrets. Which is a little exasperated by the balance in the current quickfire settings; things are weighted pretty...
    5. EricBlank

      Module Block Replacement En masse

      Very good idea, would make it all so much easier.
    6. EricBlank

      Small Simple Requests

      Tooltips in reactor chamber tabs that tell you the exact stats your ship systems have, factoring in chambers currently online and base stats of the ship. For instance, in the FTL chamber tab above the jump drive tree, it should tell you exactly how much e/s resting and charging your jump drive...
    7. EricBlank

      The Quickfire Initiative: Rebalancing StarMade.

      Ah, that's a fair goal. But this config did bring back the dreaded perma-cloaker, and made it easy to do at max stealth strength. And simultaneously run a permanent max strength scanner. And that combo doesnt even use more than 40% reactor power on the little test ship I made, no attempt to use...
    8. EricBlank

      The Quickfire Initiative: Rebalancing StarMade.

      I actually wouldn't mind seeing all the shortfalls that make smaller weapons unreasonable laid bare, that sort of information is always good to share openly. I've messed around with the configs as they are currently and I noticed it's possible to completely destroy a ships actual reactor...
    9. EricBlank

      The Quickfire Initiative: Rebalancing StarMade.

      Changing player scale has been suggested before, but I believe the devs never had any interest in doing that. Like, you could make a customer config that assumes the player is 3.5-4m tall and adjust settings and your designs accordingly. But it's probably not going to actually happen at this...
    10. EricBlank

      How to take nice(r) screenshots

      This is all great information and thank you for sharing it all in one place!
    11. EricBlank

      The Quickfire Initiative: Rebalancing StarMade.

      Yeah, I figured as much, but at the same time I wanted to limit the number of turrets to something reasonable, like 18 per craft max, because having too many entities or ai involved in a fight is it's own hurdle.
    12. EricBlank

      The Quickfire Initiative: Rebalancing StarMade.

      Just how much has weapon firepower and consumption been increased? Sorry I can't test the configs out myself yet I'm at work. A lot of your changes do interest me, though. Have you considered changing the way turret rotation speed is calculated? Something I've wanted to do is to take not only...
    13. EricBlank

      invisible display module

      It's a good plan, getting the displays now to fit the characters necessary and positioning the block so its hidden just to achieve this effect can be a pain, a plain invisible/non-interactable block would be nice. We might be able to get the invisible effect modding in a new block with the...
    14. EricBlank

      Camera/Display connection

      Iirc this exact thing is possible in the source engine, like in the Half Life II games and specifically Gmod; you literally could have alternative viewpoints from camera entities displayed on an objects surface like a texture. Any of the points where you could see other characters on a video...
    15. EricBlank

      Camera/Display connection

      This is a really interesting idea and I would love to hear whether schema thinks it would be possible to implement
    16. EricBlank

      Power Chamber Rework

      These are all viable ideas as far as I can tell, and frankly I like them all. Oh, I did have a suggestion of my own; I would sincerely like a; Power stability bonus chamber; Each level increases the stabilizer strength of each of your stabilizer groups by 5%. Chamber cc cost/level; 5, 10, 15...
    17. EricBlank

      In the Universe Update; Dwarf Galaxies.

      So this is based on some real science, presumably, because I saw it on the science channel, right? Anyway, there is such a thing as as dwarf galaxies. Compared to the milky way, which contains billions of stars and has a spiral shape, these are pretty formless clusters of a few hundred thousand...
    18. EricBlank

      Give us some cheap decorative hull blocks

      If you mean to have several types of advanced armor that have different properties i.e. resistances and manufacturing processes, thatd be cool too, for normal cubic blocks in only one color you can use inside/behind colored/beveled "regular" advanced armor plates. I dont think the heavy vs...
    19. EricBlank

      Give us some cheap decorative hull blocks

      One of the complaints i see and sometimes think about myself is that our choices for good looking hull blocks also happen to be heavy, expensive armored blocks. So the simplest suggestion is to give us some decorative, unarmored, lightweight and dirt cheap blocks that look good as smooth or...
    20. EricBlank

      Reactors define a armor limit and up to it we loose no thrust or turn rate+Add zero weight deco bloc

      Are we just not using the best terminology here? Is what youre trying to suggest "the first x*(reactorlvl) armor blocks are "free" and dont count towards your ships mass and speed/turn rate?" That could help even the gap between armor and shield tanking, but last i was aware the bigger issue is...