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    1. Valiant70

      StarMade Devblog - Endgame Document Pt. 3

      On the topic of one-man factions: The difference between single player and multiplayer is that in single player, the server only runs when you're online. In multiplayer, stuff continues to happen while you're offline, so you may need other people to help keep an eye on things. In single player...
    2. Valiant70

      StarMade Devblog - Endgame Document Pt. 3

      That, and server owners can police the catalog as much as they see fit to pick out ships that are definitely "unloaded optimized" and enforce penalties. I certainly hope so! Sectors need to remain as cubes for the sake of mechanics, but I don't know of any reason systems should have to be...
    3. Valiant70

      StarMade Devblog - Endgame Document Pt. 3

      Gold-pressed latinun, anyone? But yes, that's one possible approach. I like the idea of finding components for rare personal equipment and buffs as well though.
    4. Valiant70

      StarMade Devblog - Endgame Document Pt. 3

      Band together and blow them up, or buy the resources. If they can claim one they can claim them all.
    5. Valiant70

      StarMade Devblog - Endgame Document Pt. 3

      If you can find a good way to do it, I'd like to see some rare "treasure" resources that can only be dug out very carefully by hand to prevent destroying them. These shouldn't be staple manufacturing items, but perhaps they could be used for personal equipment or ammunition-like expendable...
    6. Valiant70

      StarMade Devblog - Endgame Document Pt. 3

      News about what bugs you're working on is fine. If the bugs are particularly annoying, we would be very happy to know you're working to fix them. Otherwise it's just nice to hear that work's being done, even if it's just "We're cleaning up that last release for you."
    7. Valiant70

      What to call "Tech Points"

      "Time to go mining. Unplug the weapon auxiliary and hook up the salvage focusing array." "Aye aye. ... Sir, what if the scavengers attack?" "Just make sure the jump precharger stays powered up. We'd be gone before they get a shot off."
    8. Valiant70

      Read by Schine Semi-vague Lua Computer Suggestion

      Computercraft is not the best example. A better one is OpenComputers, which limits the processing power of each computer and requires in-game power to run. Official documentation of OpenComputers [OpenComputers] Resource cost and power use are some of the ways starmade could de-incentivise...
    9. Valiant70

      What to call "Tech Points"

      Isn't the channel limit tied to the ship as a whole rather than the reactor grouping?
    10. Valiant70

      What to call "Tech Points"

      It's kind of funny tbh. It makes sense because of the specialization mechanics, but sounds totally goofy when you consider that it's actually parts of a ship and not a skill tree. Not a bad idea. I really think they should be called channels, so perhaps "Quantum Channels." Quantum: Occuring in...
    11. Valiant70

      Read by Schine Semi-vague Lua Computer Suggestion

      The idea of ingame Lua computers has come up before, and I believe it is something the game could really benefit from. Lua is lightweight and simple to learn, so it is appropriate. I'll look over this thread more thoroughly later.
    12. Valiant70

      What to call "Tech Points"

      "CPU channels"
    13. Valiant70

      No dead bodies in space please.

      Default behavior: • killed with weapon or burned: turn red-orange and apply dissolve or fade effect to make the character appear to be vaporized. • exploded: near-instant animation as above • out of oxygen: rag doll for a few seconds and fade away All of these are relatively benign. Anything...
    14. Valiant70

      Devblog 11th July 2017 - End Goal Document Part 1

      This sounds about right. It actually reminds me a little bit of GregTech (minecraft mod) in some ways, where it takes a while to find all the different types of ores you need. This will motivate interaction with exploration, commerce, and industrial content. Just be sure the Trade Guild is...
    15. Valiant70

      Devblog 11th July 2017 - End Goal Document Part 1

      The builder role in and of itself sounds like it will be supported well by a variety of features, and interact strongly with other aspects of the game. The catch is that one player can play multiple roles, like a merc who designs his own ships and commissions their construction with blood money...
    16. Valiant70

      Prerelease Up

      True, but it's a start. What we need is a way to "bump" the size and position of bounding boxes in different directions. Some have suggested hotkeys for that in the past. It's one possible solution.
    17. Valiant70

      Prerelease Up

      Good call with the tools before the power demo imo. This update is full of quality-of-life features builders have wanted for a long time, plus lots of other stuff. I'm really happy with the feature list.
    18. Valiant70

      Devblog 27th June 2017

      People keep complaining. I don't care. I'll just keep waiting for my game to get done. mistakes were made, sure. It wasn't the long alpha, or open alpha, or any of that. It was marketing the game so widely in this stage. The steam release should have waited for beta imo. Will this kill the...
    19. Valiant70

      Devblog 27th June 2017

      I second that. What we need is frequent information, not frequent releases. I like reading about what's going on. Stuff got so discombobulated before that the dev team had to (and many players begged them to) spend time away from new feature development to fix bugs. Things don't need to be...
    20. Valiant70

      Devblog May 30th 2017

      I'm very much looking forward to play testing the living mayhem out of this new system. I think I will finally be able to build ships the way I've always wanted to, with a more modular system setup that I can tweak as time goes on. I think this will start to give rise to the same situation you...