Search results

    1. Matt_Bradock

      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      OK... guys, I think we kinda need to hold our horses here. Morals? Needs? Food, drink, empathy, cooking? Let's not turn Starmade into The Sims: Space, OK? I see here more complicated systems invented for NPCs than the rest of the game combined. Keep it simple. It should be one feature of...
    2. Matt_Bradock

      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      No red shirts here! (If you get the reference, and had that achievement unlocked, then I salute you) Although, if the Security crew interface is added, then you can have your red shirts :p EDIT: Also, commanding whole fleets? No thanks. One ship, one man. No one man armies (or rather, fleets)...
    3. Matt_Bradock

      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      Wow. I like this, very much, I mean, giving NPC crew actual function? I'm all in. HOW to do it, is the big question. Also, what exactly could the crew help with? Well. Maybe a lot. But how do you easily control them? Here's what I thought about. First, I thought about 5 new blocks added. The...
    4. Matt_Bradock

      Newbee question: How to hit with weapons on greater distance?

      Bigger sector sizes (weapon ranges scale up with them) and beam support (x3 range on 100%) that's how. Indeed, hitting long-range is extremely difficult especially the target is moving and small. that's why you use turrets. If you want a long-range weapon that has a high probability of hitting...
    5. Matt_Bradock

      Starmade v0.19431 - No More Turret Lag, Jump Inhibitors & Admin Tools

      15 players mining, building, fighting, probably in 15 different sectors - I'm not surprised autosave takes longer. Also, what are your sector sizes? My personal experience is, the bigger the sectors, the longer the save takes.
    6. Matt_Bradock

      Starmade v0.19431 - No More Turret Lag, Jump Inhibitors & Admin Tools

      Can't help it, the more sectors have been modified since last save, the longer it will take for the server to save every change.
    7. Matt_Bradock

      Bradock's Brigade shipyards

      Updates arrived to the Archer, Warpath, Shrike and Shrike-2! Go check 'em out, folks.
    8. Matt_Bradock

      Starmade v0.19431 - No More Turret Lag, Jump Inhibitors & Admin Tools

      Sometimes we need less features and more bugfixing. The last 2 patches made the game so unstable active player count dropped considerably. We needed this for playability.
    9. Matt_Bradock

      Starmade v0.19431 - No More Turret Lag, Jump Inhibitors & Admin Tools

      HA. No chickening out this time! Also, I love the dev blogs, so I'd love to read more about how you managed to get rid of the turret lag, schema
    10. Matt_Bradock

      Your video editing and render skills (along with your ship building) are absolutely awesome. Up...

      Your video editing and render skills (along with your ship building) are absolutely awesome. Up there with Bench. You should really make more of these. Hell, you could even collect money for making such professional ads for ships :)
    11. Matt_Bradock

      Shrike-class starfighter - Straight to Mk3

      - Added rail docker - Swapped main machine gun to beam/cannon/overdrive for better accuracy - Increased thrust to compensate increased mass of advanced armor
    12. Matt_Bradock

      Shrike-2 light fighter - Straight to Mk3

      - Increased thrust to compensate for increased advanced armor mass - Switched machine gun to beam/cannon/overdrive - Re-balanced missiles - Ditched docked pods (docks and logic still in place) and swapped black advanced armor with standard to reduce mass - Minor tweaks to power generation and...
    13. Matt_Bradock

      Vanguard-class Destroyer (formerly known as Warpath-class) - New turrets!

      - Changed main autocannon back to punch-through effect - Explosive testing proved laggy and inefficient penetration. - Changed all cannon turrets to cannon/cannon(50%)/Overdrive for vastly increased mid and close range damage, at the cost of power consumption increase. - Minor cosmetic change on...
    14. Matt_Bradock

      The Khanid Domain

      ASM! Hey, long time no see. Damn... how long ago was it that Tortuga was built on NASS? ...Way too long. Hop on board!
    15. Matt_Bradock

      RefiDesign Shipworks

      *discretely drools watching this*
    16. Matt_Bradock

      The Khanid Domain

      As some of you have noticed, the thread title has changed. The reason is: We, the Khanid Domain, decided to join the new, reformed Eurocorp as the very principles it stands for, are the same ones that made us leave the Odium Pact. It was time to stop being the villains of Starmade. New page...
    17. Matt_Bradock

      Recognized by Council Faction Rank Expansion

      I think founders should be able to assign ship(s) to a certain member of the faction through the faction module, but only them. "Alright rookie, let's see what you're worth. Your ship's the Kestrel, it's been set to recognize your ID"
    18. Matt_Bradock

      Brainstorm This Missile ammo brainstorming

      Yea that was meant to explain why cannons currently do not require any ammunition to fire. Because the ammunition can literally be collected on the run, as you fly through space.
    19. Matt_Bradock

      Brainstorm This Missile ammo brainstorming

      Cannons could use plasma projectiles, the original concept was about antimatter projectiles. Both substances can be collected from space. The whole point of this entire idea was making missiles a vaulable resource that should not be mindlessly wasted. Now, there's 3 kinds of cost involved in...