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    1. Cluwne

      Power Dev Build

      It's a dev build, there will be bugs, glitches, crashes and all the other fun stuff you'd expect from it. In fact, we might be able to actually shorten the bugfixing phase by being devs' playtesters and pointing those bugs out.
    2. Cluwne

      Power Dev Build

      I say the sooner we get to know just what the hell we're dealing with, the sooner and better we will be able to grasp what needs fixing, balancing or a complete rework. And the less time Schine will have to do something really stupid without us.
    3. Cluwne

      Starmade interest through the years

      Power update, as bad as some of it's aspects are, is overall good, or at least a much lesser evil than some alternatives. A framework for effect application across sectors, systems and maybe even galaxies is totally far out. Weapons rework and balance is fine too. But all this could have been...
    4. Cluwne

      Keep the Old Blocks as Decorations

      I would really appreciate if all these decorative legacy blocks were combined into few "decorative X" blocks with switchable textures. Same goes even for the blocks currently in use, like shipyard blocks, effect modules, filled "slab-compatible" cargo space, transporters and what have you. Maybe...
    5. Cluwne

      Starmade interest through the years

      At this point we want to move on and we would have, if we could. It really is a Stockholm syndrome that's holding us here. Stockholm syndrome and a faint hope that if we get rid of all the brainless white-knighting yes-men the devs will have to finally face reality and actually improve the game.
    6. Cluwne

      Starmade interest through the years

      Work smart, not hard.
    7. Cluwne

      Devblog 2017 - 09 - 21

      I wonder if some mechanic that increases effective stabilizer count would bring back some of the "hard to master"-aspect of the old system. For one thing, this would allow good builders to place stabilizer section closer to reactor and offset the efficiency drop with such mechanic.
    8. Cluwne

      Devblog 2017 - 09 - 21

      Nope. There is such thing as the top-off power draw. If you don't produce enough power - the weapon won't fire at all. Neat, huh? One way strategic bombers could have been made viable is with the capacitors that would provide the energy to keep weapons charged. Unfortunately, the power...
    9. Cluwne

      Devblog 2017 - 09 - 21

      You have no idea what you're talking about. Anyway, what you're saying is the size of the ship now only determines the power output and, therefore, highest possible top-off power draw by weapons. I'm starting to see how this new system pushes "bigger=better" even more than the previous one. As...
    10. Cluwne

      Devblog 2017 - 09 - 21

      I wonder if we'll see sphere ships with reactor core and stabilizer shell. Should have outstanding turn rate for their size too. Last but not least: one could slap many a thruster block and set maneuver thrust higher to combat the bad turn rate of barbell ships.
    11. Cluwne

      Suggestion for missile slave on beams and cannons

      If memory serves me well there were heat-seekers, lock-ons and dumbfire missiles. I don't think they would differ much from regular lock-ons. You need to be fairly close to steer it to where you want it to hit. Maybe something like an interceptor missile would fill the role of flare...
    12. Cluwne

      Suggestion for missile slave on beams and cannons

      I wonder if instead of the rеtаrdеd shotgun we could have a burst fire or some sort of charge mechanic for slaved missiles. Mis+Can will do that faster though, which is kinda important in combat. And you can't really beat the blast range of an actual missile with explosive effect. When you use...
    13. Cluwne

      Suggestion for missile slave on beams and cannons

      A good Missile+Cannon combo eats system blocks faster than tumblrina landwhale eats her pineapple pizza though. Once you get shield and armor out of the way you can hollow out pretty much any ship in under a minute. I guess those are better suited for bombarding stations, but still! Plus, with...
    14. Cluwne

      Suggestion for missile slave on beams and cannons

      What about regular dumbfire missiles? What about Missile+Cannon combination?
    15. Cluwne

      Devblog 2017 - 09 - 21

      It's not a very good idea to use the rеtаrdеd design of some sci-fi ship to justify something, especially a core system like power.
    16. Cluwne

      Suggestion for missile slave on beams and cannons

      There's the damage potential though. Take beams - in most scenarios they are likely to hit their target, even the long-range beam/beam combo, even against a moving target. On the other hand, cannon/beam is likely to miss against the same remote moving target. And even if they do hit anything...
    17. Cluwne

      Devblog 2017 - 09 - 21

      Um, are we playing the same game? Current system encourages extending the ship along one or more axises, resulting in caltrop-like ships. Such ships usually have the best possible turn rate for their size, although one could go for stick design because of smaller profile the ship will have. And...
    18. Cluwne

      Suggestion for missile slave on beams and cannons

      Whenever you suggest flak, aka "frag" or fragmentation, rounds I want you to think hard about when and why would it explode. Unless it's set to something simple like exploding after t seconds or l meters, it's going to need plenty of processor time to continuously scan the area for targets and...
    19. Cluwne

      Devblog 2017 - 09 - 21

      I think y'all are forgetting that there are actually people Schine hired to work with community. Community managers. All I'm asking is that they do their damn work they're getting paid for. If all they do is fuck around and answer a question once a month you might as well fire them and use that...
    20. Cluwne

      Devblog 2017 - 09 - 21

      >> >not hiding your power level >year 2017 of Our Lord >ISHYGDDT It's not "yet another hp pool", it IS the ship's hp pool, or reactor hp pool more precisely. They switched one for the other. Go figure why. And it does seem to matter whether you're hit in the thrusters or the reactor. But...