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    1. Winterhome

      Ship Building: How Do You Design Your Ships?

      I always stretch out the ship's dimensions with some spars, and try to design it so the core is in the center of the thickest part of the ship. Then I design one central element of the ship (the shape, the gun, the power generator, the engines... Whatever is the part I feel like doing the most...
    2. Winterhome

      Hyperflux Superships! (Ship Racing)

      Cru, you should pack up a test track or something and put it up for download :P
    3. Winterhome

      Countering the Death Cube

      Villification isn't enough for some. Cubes aren't always the product of newbies. Cubes are sometimes the product of a veteran player trying to gain an edge in combat.
    4. Winterhome

      Default skins for multiple races and genders, for players and NPCs

      Instead of begging the devs for different skins to go with player models, could stick with Dave for the most part. I wouldn't be opposed to having a menu in the skin select thing where you can choose which player model you want to use, though.
    5. Winterhome

      Hyperflux Superships! (Ship Racing)

      I'll be entering the AS-RS1-Monaco. Mass: 100.9 Dimensions: 28L, 8H, 9W Power: 14,416.9 e/sec Thrust: I don't even know anymore. I keep tuning this thing differently for different settings and nothing quite is satisfactory. Shields: 579 (27 e/s)
    6. Winterhome

      Countering the Death Cube

      How about small amounts of damage passing through shields when shots hit exposed systems? Say, directly hitting any kind of power or shield block. Would be enough to encourage players to at the very least add SOME hull, and the instant they do that, they lose their same-mass advantage.
    7. Winterhome

      Weapons and Charge Effects

      Widen the cone of fire.
    8. Winterhome

      Weapons and Charge Effects

      That's pretty much what I'm expecting to happen. Hits all targets in a cone in front of the output, with damage being split between those targets, and it being VERY short range.
    9. Winterhome

      Countering the Death Cube

      The glory of sloped armor. Ballistic non-explosives ricochet, and everything else has the problem of penetrating extra armor thickness due to the angling. In addition to that, all turrets placed on the wedged portion have the benefit of being able to fire directly forwards. Basic tank combat...
    10. Winterhome

      Toxic Weapon Effect

      Ah, yeah, true enough. Sound needs a medium, and space isn't a medium - forgot about that for a moment. Could call it an EM cannon or something, dunno. Needs at least some minimal semblance of logic.
    11. Winterhome

      Toxic Weapon Effect

      Sonic Cannon. Tuned to the resonant frequencies of the metals most often used in shipbuilding.
    12. Winterhome

      Countering the Death Cube

      "Better at combat" doesn't apply when the targets are both so large that one is not capable of missing. It becomes a sheer numbers game, and generally the ship that didn't waste 20% of its mass on useless things like "hull" or "not looking like vomit" will win by firepower alone.
    13. Winterhome

      Countering the Death Cube

      Easiest way to kill a Death Cube? Presumably, equip your ship with at least a couple layers of Advanced hull, and the armor hardening effect. If your main gun is an ion weapon, your secondary weapon is a series of nukes, and you have far more shielding than is healthy on top of the hull, you...
    14. Winterhome

      Land Vehicles

      Pretty sure they're planned.
    15. Winterhome

      Ditch the Minelayer

      Not so much in 3d space. Also... Space stuff at 2:50
    16. Winterhome

      Fighter Arena Battle, 1v1 contest.

      Welp. I managed to lose all of my old good fighters. Went ahead and threw together a piece of crap in a half hour to enter. AS-MF1-Bullfrog: Mass is 194.2. Has a single 5.0 mass PD turret. edit: If this thing actually kills anything, I'll be pretty shocked. There's pretty much no...
    17. Winterhome

      Ditch the Minelayer

      I seriously don't think minelayers should be implemented in the way they're listed in the old chart. It requires that you change too much about how slaves work. My preference for Minelayers would be that they're small, difficult to see, and have limited homing abilities (ie: they lock on and...
    18. Winterhome

      block HP balance

      We're getting an HP system eventually.
    19. Winterhome

      What game do you want this game to become?

      I want to see Starmade become as complex as the X series. Specifically, as complex as X3: Albion Prelude. Fleet control, station building and control, automated mining, trade economy across numerous systems. Simulated AI in-galaxy (ie: everything in unloaded sectors just becomes dice rolls and...
    20. Winterhome

      Weapons and Charge Effects

      Yes, but I seem to remember that there were issues with that - notably, that it would be somewhat difficult to set up a weapon that had a different effect on every weapon type. Which is why I'm suggesting making Minelayer slaves use an AOE detonation effect (or, in the case of beams, AOE damage...