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    1. NeonSturm

      FTL is here! It's a StarGate!

      If non-squares are allowed, I'll build my gates X or V-shaped to make my gates not usable by builds from somebody else :D Else I will just cover it partially with hulls, or would that break it? Will make nice gate-species. First Classification System for WarpGates (AFAIK): Sizes are minima...
    2. NeonSturm

      new planets

      Planets made of pure silver and gold!!! There must be someone somewhere around all these trillions of planets :D
    3. NeonSturm

      Realistic game mode

      Just cap bonus at 4 (middle of a wall) or 5 (middle of a double-wall) 6 would encourage thick hulls usually found on doom-cubes. Wedges could only give bonus at their primary and secondary face, but be satisfied with 2 neighbours (and maybe 2 1/2 neighbours).
    4. NeonSturm

      Math ahead! Preparing propper NPC- Gate-Distribution + SlipStream suggestion - merging ideas :)

      If peoples have most problems with it being redundant to Gates or Hyper-Drives, I've got a new idea about SlipStreams. They only connect inside a CLUSTER of 13x13x13 solar systems, 3 systems galaxy-border (just like current system-border). Gates can be used instead of connections a player is...
    5. NeonSturm

      Starmade Logic Tutorials

      Agree, should have said shaped different or without hulls so I can connect them better together :) Would be fun with different modules( 0..6, 0..9, 0..59, 0..99, 0..24, 0..28,30,31, 0..356 ) which link together as required to form everything possible. (probably requires a fix of connection-loss...
    6. NeonSturm

      Thrust Mechanics Explained

      1. Not if fuel is more expensive than crew wages. 2. I didn't spoke about scouts vs titans. I spoke about: In a system with 256 tiny, 16 small, 4 medium, 2 big, 1..2 huge ships in 16^3 sectors, it is more common that tiny meets small than that big meets huge or tiny meets huge. 3+4. What I...
    7. NeonSturm

      Spherical Shields

      Would encourage doom-cubes and severely discourage from Designs similar to the International space-station.
    8. NeonSturm

      computers and turrets

      I like the concept (ship has to sync actions and distribute targets), but I don't know if I like the numbers too. Having the same block as mini/mainframe/super is somewhat redundant, thus redundancy needs some exact well defined use-cases: Good numbers: Can control 2 turrets (left+right or...
    9. NeonSturm

      Telescopes Maybe??

      I would like a sniper gun - zoom in and fire. I like your suggestion if it is a first step of implementing this. Suggested before, but not as scanner/sensor-type.
    10. NeonSturm

      Prototype ships / Flagships

      Flagships have the newest technology. Possible mechanics: You can only have 1 flag ship. New Flagships can only be made by destroying your old Flagship or having both -old and new- at your home base. Abducted Flagships lose Flagship status after some time without pilot from your faction...
    11. NeonSturm

      Thrust Mechanics Explained

      True, corrected my post :) Ty for the feedback
    12. NeonSturm

      Realistic game mode

      YES ! Math and science :) (though not as much those poeple-confusing symbols or inventor-named stuff, where the long name distracts from a short formula's purpose and mind-bloat all interested peoples + discourages childs keeping themselves longing to know.) Air resistance (for heat-damage) is...
    13. NeonSturm

      Whats with ship cores?

      It needs to make ships with empty space equally efficient to cubes (rotation, ...). And it needs to balance the larger surface area (hull being more supported by number of hulls (HP per ship) and less per-block damage) Dimensions need to alter how rotation speeds are distributed, but not how...
    14. NeonSturm

      Thrust Mechanics Explained

      If you can have more than one of these ships it is not your flagship. Maybe your operational base =/= a flagship. Flagship == most technological advanced ship or ship with a glory history. Sadly you are not encouraged to have lower tech in all ships but your flagship. Got an idea about...
    15. NeonSturm

      Exploit? Rendering a feature useless?

      Rendered useless = Rapid fire and encouraging non-checker-board weapons. Exploit = 100 mass cb-cpp cannon vs 100 mass turret = 10-20 times power consumption 1000 mass cb-cpp cannon vs 1000 mass turret = 20-40 times power consumption (as there will be much more likely 1-barrel stuff). It would...
    16. NeonSturm

      Re-imagining the Damage Pulse

      Weapon range also determinates the time some ship needs to get into the next closer range class: 500 range diff / 100 speed = 5 seconds. 1000 range diff / 100 speed = 10 seconds. 1000 range diff / 200 speed = 5 seconds. <500 range "Meele"-Ships will likely charge at you, fire at you, continue...
    17. NeonSturm

      Thrust Mechanics Explained

      It does from an economic perspective: For a small fast ship you have to spend mabye 10% fuel per second, for a big 100%. With the medium you can go to shops, get the best offer (stock = near max), go to another shop, sell the best offer (stock = near min), but the huge ship you can't get...
    18. NeonSturm

      Pistons/Sticky Pistons

      Would also like that if it could be extended to AI ships following it when leaving the hangar.
    19. NeonSturm

      Exploit? Rendering a feature useless?

      Found some (theoretical) exploit You would maybe play with 2-3 friends, each having: Jammer One amc+pulse+ion gun Many cannon+pulse+punch-through in a checker-board-style Then target a turret, fire ion-cannon, fire overdrive-beam, dodge, repeat. Your first hit will split most weapon arrays...
    20. NeonSturm

      Whats with ship cores?

      The lines? StarMade does not have 1^3 m thick cable-blocks and everything else might be CPU-intensive, but I like the concept. What if ships sensors are so dumb that they do not recognize moving or turret-shaped parts (in future)? As @Ithirahad said. If ships break apart (cool) we would have...