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    1. NeonSturm

      A Manifesto on the Relationship Between Fighters, Titans and AI

      I think the best way to buff small ships is inaccuracy of weapons combined with very accurate lower-damage-output weapons. Bombers can use effective anti-large weaponry, capital needs to equip shitty lasers for example. What we need is a way to nerf large (server-crashing) swarms. Maybe give...
    2. NeonSturm

      Effects: Large Cannons Favor Punch Through (Balance Concerns)

      I think explosive cannon shells are only a bit up (not much) If you hit a deep space sci-fi space ship with -for example- an atomic bonb, it is not as worse as if you attack a city with it. Firstly the ships are protected vs cosmic gamma rays and secondly an explosion in vacuum deals much less...
    3. NeonSturm

      Days of old..

      I started playing offline in November/December 2013 and online since January. What the fuck is Yogscast? ;D Yes, I know what it is. But I didn't watch it ever. I come to StarMade from http://SpringRTS.com 's forum
    4. NeonSturm

      Custom Jet-plumes

      What about an enemy faction with the very same color? To hide plumes, just build them inside your ship, but a good idea though
    5. NeonSturm

      new basic block: 2x1 wedge block

      2 new block IDs. For each color and hardeness level => about 40 new blocks. and don't forget the issues if somebody want fitting wedges, tetras, pentas for it.
    6. NeonSturm

      CLOSED* CONTEST: Default Stations Submission

      So no "Trading Guild" letters anywhere on your station?
    7. NeonSturm

      Landing Gear/ Repulsors

      Repulsors should not only push other ships away, but your ship in oppsite direction too. It is impossible to use it currently. Also I think you need repulsors which get exponentially (or at least linearly) weaker with distance or it will be a real pain to keep your altitude. Activation-block...
    8. NeonSturm

      Moving space stations using Push & Pull effect controlled by logics

      In StarGate Atlantis, McKey said, that there is a 50:50 probability that Atlantis will be ripped apart into pieces if they enter the hyperspace with reduced shield radius (they had a ZPM power shortage) And now Imagine the distance between stars! Maybe navigate within a planet orbit is a lot...
    9. NeonSturm

      Request for Current BlockID

      Nah, we don't need such a list of IDs very often. We just need blocks to have names like "Grey Hull Block" instead of just "Grey Hull" because you can't use "/give NeonSturm "Grey Hull" 9000" as "Grey Hull (Corner)" starts with the same letters. We need more consistency in names. @Itmauve...
    10. NeonSturm

      My next ship !

      That warhammer ship is about 1500 blocks long if you want full exterior details :p good luck ^^
    11. NeonSturm

      Starmade V0.158

      The problem with all this new stuff is that I don't know what ion effect does (without figuring it out by doing a lot of work ingame) and that I haven't found a good description jet. I am a bit confused of what belongs to the old weapon system and what to the new (confused by things that did...
    12. NeonSturm

      CLOSED* CONTEST: Default Stations Submission

      Would ... ... Like ... ... More pics please!!! :)
    13. NeonSturm

      Off switch for factory components

      how about docked factories? at least you would have a separate soft cap then. What would you think about adding power drain / active stage into logic system and also adding power-level blocks? Power level blocks would activate on certain percentages. (>80% >60%, >40% > 20% etc) Or maybe it...
    14. NeonSturm

      (My Amazing Ideas for) Planet Life and Planet Variation

      And some governments servers make ABC weapons illegal unavailable I would use it as internal defence, because I got immune to my own creations :)
    15. NeonSturm

      Circuits Thread

      actMod1 | actMod2 | actMod3 notAM1 | notAM2 | notAM3 actMod# -> notAM# notAM1 -> actMod2 notAM2 -> actMod1, actMod3 notAM3 -> actMod2 -- neighbours => Everything can toggle everything ------ Damage Control Grid: Clock: delay -> not not -> delay Signal: delay -> equal[for gridN] not...
    16. NeonSturm

      Recognized by Council Add XOR gates

      Even currently you just need to output the signals of 2 activation to 2 not-blocks and these to the neighbour activation modules.
    17. NeonSturm

      Epic suggestion that ties in with miners, pirates and all sorts of other roles.

      Sensors = all directions, mostly passive Scanners = target / target area, active I hope that helps :) BTW: I am a fan of energy weapons having a higher signal strength while charging. It could be a really good reason to not having them charged up all the time.
    18. NeonSturm

      Procedurally Generated Modular Stations

      And don't forget http://en.memory-alpha.org/wiki/Jefferies_tube :)
    19. NeonSturm

      My take on a new ship building/spawning system

      As much as I like it, but there should still be a possibility for targeting practise. But I think the far more important part is to be able to repair your ship with lower efforts. How can we balance hull resistance if you need 10 hours to repair damage from a simple collision (or at least a hour).
    20. NeonSturm

      Allow AI to use radar jamming and cloaking

      I agree that tactical things should be player-only, but: Why not just hide icons of AI-owned radar jammed ships only if they are >500m away? Then amdins can still select them. Or admins could have a button/option to make names visible (or maybe IDs for the case in which trolls make names very...