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    1. Crashmaster

      Station defense and it's implications

      That makes sense. How much of a station is needed to secure a strongpoint and what condition sets it's defeat? It was long ago but I remember the frustration and difficulty of finding and targeting one-block stations. I guess they would be highlighted now right? Is there a restriction on...
    2. Crashmaster

      Station defense and it's implications

      Only skimmed so far but just a quick initial thought: why do the stations have to be destroyed? I would like to see the player character be more usefull like once a station's sheilds are dropped it must be boarded, netralized and captured. Once captured it must be held for a time before...
    3. Crashmaster

      Introduction thread!

      Of interest though is that there is no longer the main reason docked reactors should not be a thing: If a docked entities' dock or docker gets destroyed the docked entity becomes some sort of non-entity that no longer functions but also remains where it was in relation to the main entity. I'm...
    4. Crashmaster

      Powering/shielding docked entities: Test results about something undesirable(?)

      For the power consumption problem I was wondering if two home bases might be a solution. One for normal and one just to dock to. If it was an easier config change than fixing the problem.
    5. Crashmaster

      - POWER 3.0 - make Stabilizers great (again?)

      No, I was wrong there about the hull shapes. Edit Perhaps I was misinterpreted the intent of your idea as well. Could you restate the purpose of these changes? Because: If you consider armor; if one ship has interior space, the same ship with all interior space filled with some sort of armor...
    6. Crashmaster

      - POWER 3.0 - make Stabilizers great (again?)

      Adding more limits does not give builders more options nor open up more shapes. It only removes a choice or compromise available to the sandbox player. It looks like your proposal actually removes options and renders hull shapes (eg. flying wing) more unusable than Enterprises are in the current...
    7. Crashmaster

      - POWER 3.0 - make Stabilizers great (again?)

      Questions; 1: How many meta ships have you built in power 2.0? Have you dissected any? 2: If you make sweeping changes to the game -again- to force ships of a similar volume (pointing out -again- mass is the superior metric) to be more equally competitive. What happens when one ship is better...
    8. Crashmaster

      I r8 8 m8, not b8, don't h8, stay gr8, it's l8, gonna vac8

      I r8 8 m8, not b8, don't h8, stay gr8, it's l8, gonna vac8
    9. Crashmaster

      So there are still people playing Starmade...

      Nooo That would eliminate 99% of content
    10. Crashmaster

      So there are still people playing Starmade...

      It's been a while but in my opinion the box dims optimization of 2.0 encouraged brick shapes far more than spagget power (which optimized to an octahedron). If "solid brick" is instead talking about packing every corner with system blocks, that wasn't really optimal either due to missiles. Eg...
    11. Crashmaster

      So there are still people playing Starmade...

      I occasionally dump a new character with no blocks on a planet in a no-shops universe and make a terrible base and an awful starter craft.
    12. Crashmaster

      After Six years I'm traveling back.

      You son of a bitch, I'm in.
    13. Crashmaster

      reintroduction power snakes

      The power snakes were the core factor of ship design in starmade and made it what it was. Everything built off the decisions and sacrificies of that base mechanic. Abandoning its base mechanic to appease players (and devs) who expected to easily copy ship ideas from other sci-fi universes was...
    14. Crashmaster

      The Quickfire Initiative: Rebalancing StarMade.

      Was there a config considered where shield cap and regen blocks were given a *very* large mass value?
    15. Crashmaster

      The Quickfire Initiative: Rebalancing StarMade.

      "Nurse, NURSE! The bandaid on my knuckle wrinkles you incompetent cow!"
    16. Crashmaster

      Spawn in planet core - if not ships than me

      I don't know if it would help with spawning in on planets but sitting on a block before entering a ship's core sets a respawn point for the character model on core exit. At least it's simple to try.
    17. Crashmaster

      Bring back 16 power-supply-beam reactors hyper-docked into the same shared volume plz

      Bring back 16 power-supply-beam reactors hyper-docked into the same shared volume plz
    18. Crashmaster

      My Semi Annual yawn.

      Much like the config change complaints let's have some numbers here instead of throwing around generalizations. How many are part of the QF discord? How many could be considered part of the total community? (At least 53 I guess) How many are part of the actual starmade community that provide...
    19. Crashmaster

      Remove or streamline systems to make it a game (again) (broad suggestion to slim down features)

      I agree that the (not-working-properly and/or outdated) feature bloat has been a constantly growing problem. On the subject of reasons to dock to another's station: Does docking a large reactor'd ship to a station still crash the station's power supply?
    20. Crashmaster

      Make ships how up on the map like fleet ships by default

      *Piracy is one of the human rights. ftfy I think this would be fine if dectectable range is tied to active reactor size or something so small new-player ships are no more detectable than they are now. Should be the same for fleets really. Map could show you their last known heading but...