i generally balance post-hull. mostly because i tend to have irregular spaces. i thought of using a filler block to see how much system space i have. then calculate and then go. my issue is hull weight with pleasing designs. the texture update helped a little with basic hull looking...
lovely changes. much better, i can use system blocks for decor without cringing a little. BTW whats new with sabers 3d work. anything shaking over there..
. yah i fiddled with it but it was always after the drones mined 1 astroid completely. i could reorder, change sectors etc. and they then would refuse. unless i relogged. makes seeing if things work annoying if i have to test past 1 astroid on each iteration. made me believe it was nothing...
i gave up when they refuse to mine anything past 1 astroid unless you restart client. was this still a issue with your testing. will be happy to use my drone carrier bp after the fleet update
passive mass limits via scaling curves would be much better. sure you can have a 200k mass ship but its efficiency would drop somewhere. either harsher shield block requirements. scale down of power for large weapon systems.(and get rid of the turret loophole to fire multiple computers at once)...
server options do seem to limit some things. you dont want to brick blueprints for the server with odd block configs. but having to police who has what fleet setup/etc/etc.. and there will of course always be people who believe someone is edge shooting in a battle... but sadly this update...
The weapon range would be very helpful with AI and range players missile beaming before the defender can load them in. Server speed on the server is 300 m/s Unintended consequences with this plus lack of chaindrives, manual mining becomes more a grindfest. Which is hurting the game if that's...
iv seen servers struggle with mixing all the play styles into one package. build sectors, etc. but the admin presence required can be rough. some ideas to ponder
Galaxy controls: the suggestion for galaxy generation and controls has been around for some time. If we could have a setup where the...
the fleet restriction may be a bit small to make carriers not viable. we are assuming the update after this will be fleet based. everyone will be playing with it.
as far as PVP: its upto server owners and players. people will not naturally pvp and feel to join in it without experience. and the vast majority of players have 0 pvp experience outside pirates and massive ships griefing. events, contests. tournaments. challenges.. sandbox really needs...
Question, will aux for AI use be addressed, along with passives, in this or next update? I'd be very happy to see Npc factions utilize. Can party up and fight them and not roflstomp
All hail the Pipe, personally a meta sheet of all the youtubers. And test/example blueprints and templates. toastborst display stuff, raiben school of design, etc. This would prove very usefull
Everything is viable, given starmade has such a dedicated player base, And a dev team who literally wants to accommodate everyone's Visio of the game..builders invested in their creations, PvP players looking to go tow to tow with very large combat ships, testing their engineering prowers, RP...
for now with chain drives being a thing. when i install a normal jump drive, its Purely for combat situations running into jump inhibitors. not for casually jumping and trying to get its charge fast enough to tolerate..so i utilize both in most of my ships. eventually we will be left Without...
Carriers as a ship role. does this mean we will get AI managed carriers that will undock drones and carrier recall them within this or next update? My dreams of carrier drone miners across the galaxy
the small but many jump inhibitor ships sounds like a nice idea :) personally iv been using a very large homebase one with large turrets to keep people at bay.
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