Search results

    1. G

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

      Ok, even if i have to edit it: Quik response to Panpiper and Matt_Bradock: There was an idea of having a chance via RNG to get or not get experience. I vote for getting XP over Time (Or siutation or action based) not based on a chance you MIGHT get XP. As you interpreted my scentence i had to...
    2. G

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

      Ok, lets put in my 5 cents: From GaeasSon 's idea to kiraen 's idea the complexity went to the roof. I like the ideas and the deepness but also i don't want it to be overly complex, KIS is a pretty need theme. The basic idea of GaeasSon just to add a percentage to certain systems is for me...
    3. G

      In Developement Crew teleporter

      I'm not quite shure how internal sensors would fight the base problem of boarding crafts getting washed away, maybe you could explain this further. I would agree with you: I wouldn't recomend the system without an apropriat counter. Thats why i would recommend an anti-teleport-block. So a ship...
    4. G

      In Developement Crew teleporter

      kiddan, stolen in "now its mine"? Deaktivate the teleportert by deconstruction or activate the jammer (if existing). As an addition: They know you could come in via teleporter, i wouldn't let this thing to be ungarded ... and now my nonungarded barly to get teleporter is yours: use it against...
    5. G

      In Developement Crew teleporter

      I like the idea of building a "security risk" to your ship: What about getting the option to teleport to on teleportert choosen from a list of teleporters in range - including enemies? Just like: I can get out, they can get in. If the other one has no teleporter do es suggested: random...
    6. G

      Read by Schine Mobile Shipyards (shipyards on ships)

      Would also make an attack on a station more to an event.... Why not 'shrug'
    7. G

      Read by Schine Mobile Shipyards (shipyards on ships)

      Generally the idea could also look like this: on do{ behaviour.do(); } which is set on creating the block. so this out of the way: The only concern that hits me with your idea is: 10x energy means 10x more shield and weaponpower -> you would have to rethink the bashing a base thing.
    8. G

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

      As much i like the kind of lucky things like random skills, i would recomen not to implement them: 1. They need resources (even if its only timers) 2. I know a lot of guys, highly skilled but with minus luck. And i would hate it to loose a battle because of bad luck (your skills kicked in 5...
    9. G

      (More) Signals from factories and chests

      papachabre first of: I didn't know the fact a chest could emit signals. So in first place: My needs are fully served. The only reason i made this up was to solve a problem which never existed. So as long as it is possible, I'm happy ;) BUT: As you sad: You would like to have ways to make it...
    10. G

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

      And THIS would exacly be the "define rooms" i thought of with on simple difference to my idea: "its way better". Off topic: As i am thinking into it: You could also use it for a simple "docking"-solution for enttities: The should be able to have at least the "get there" pathfinding. So you...
    11. G

      (More) Signals from factories and chests

      Hm. papachabre, given your arguments i would fully agree but get to another problem which, i think, raised a base problem ending in this treat in the first place: As you said: Currently you can only accomplish a part of it. So i would like to alter my idea, for the simple sake of "you are...
    12. G

      Read by Schine Mobile Shipyards (shipyards on ships)

      I liked the post from whooplaah somewhere on page 4. In my opinion it pretty much descripes the difference between starmade and the real thing. And from all the other posts i think the greatest fear is currently that stations will render useless with having the ability to have everything on a...
    13. G

      (More) Signals from factories and chests

      Please read the post from papachabre and my repsonse. For summary: It brakes down to: --------------------------------------------------------------------------------------------- Currently i don't like the way factories work. Ok i need this thing hier for my ship -- writes it to a list...
    14. G

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

      I would recomen to split the needs of npcs in to 2 parts: - "I need that or otherwise i am going to die/run away/kill you"-needs Could be beds and a place to pee. - "Step up the crew from meeh to awesome"-needs The booze and something else than "its part of the ship" So a Mission which...
    15. G

      Read by Schine Being a pirate

      I like the general Idea of joining a NPC faction, in this case the pirates, and gaining some reward for some penalty (not attacked by pirate-stations, but by all other factions ), but there should also be a automated way of getting fired - Like shooting down a faction mate, otherwise you could...
    16. G

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

      GaeasSon, I reread your post and stumpled apon on thing: Payment for your crew. There are lots of people which are not able to play every day, So maybe they only cost if you use the ship (Enter the ship core - or hopefully in the future a comand chair) or have a reduced cost if not used...
    17. G

      Planned Global Skins

      In my opinion, as long as i am informed WHY there is an additional payment for a game which i am allready paying to play it and the reason is good, i am going to pay the fee for getting something extra. Important is, like the other ones pointed out: This shouldn't be game-changing, and in this...
    18. G

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

      I love this idea! Like Panpiper sad: It would add a "go out and play" factor to the game where you realy have to "live" your ship and the idea behind it. Maybe you could also add a Marine skill for those crewmans which only exist for the sake of defending your ship.
    19. G

      Recognized by Council Autoconnect laser and freight transfer laser

      You could even make them on the bottom if they work like this, one or two apart and let the rails come in range of one of the magnets. With this or similiar to this planet, there now needs to be a system to transfer the fright to a container and to automatically connect it to the new entities...
    20. G

      Recognized by Council Autoconnect laser and freight transfer laser

      I think i even read about an idea of allowing the transfer of docked entities to a rail next to it. But i am not quite sure if this was a suggestion of the devs for further updates or a user suggestion. But thats exactly what i am hoping for.