(This is the modern disagree button FYI)
You're missing the whole point.
Some people like thinking about supplies.
This would help to bring smaller ships into actual use.
Fewer megaships flying around means less lag.
This SHOULD be a part of the VANILLA game. In keeping with starmade's high...
Tekkit is admittedly tedious, but still fun in a lot of ways. The machines are a pain in the aft to craft, but once you get several built, it's more fun to set up a system and use it than it is in starmade. Starmade has one boring refinery and one, uninspiring kind of crafting machine: a...
You've pretty well described what starmade is missing right now. I'm thinking resource gathering needs to be slowed, but not in a way that requires more grinding to get stuff. The quarries from Tekkit are a prime example. They were slow, but high-yield, low-labor and a heck of a lot of fun to watch.
The problem I see is not the number of buttons, but how to connect them to what they control. Currently we only have the whole C+V thing, so C would have to select a single button on the block's face. This would require a little recoding of the linking system, but no huge engine re-writes...
I can think of only one reasonable way to fix this and diminishing returns aren't it. We need to maximize effects that make large ships inefficient at killing small ships. In an ideal world, small ships and large ships would have a hard time killing one another. However, enough small, fast ships...
If rails could only go faster maybe they'd be the solution. *sigh*
All you really need is something that launches a player in a given direction. If logic is too large, we need this.
I was building an airlock on my ship the other day, and thought about how much more fun it would be if it actually had a gameplay purpose rather than just a roleplay one. The first problem that needs to be overcome is how to tell if a space is sealed, and do it without murdering everyone's CPU...
Those of us who only like to design ships should always have that option. Hopefully the "large creative ship construction" referenced here means nothing will be able to get in their way (not even mining for capacitor materials). On the other hand, (this may seem odd) I miss the energy management...
Ah yes. Each control station could have permissions like being able to modify which weapons a control station has access to, whether it can control the rotation and thrusters, etc. Sharing the set waypoint across all consoles on the same ship would also be interesting, and allowing only certain...
It does now.
This is not true from what I've seen. The general response to this thread was positive with the condition that everything is configurable.
This is a flaw caused by a missing feature that will no doubt be added, so it is almost irrelevant.
I'm not sure what you mean. I think...
I wouldn't say off by default, but not necessary by default. Perhaps it would be used only for reactor boosters and maybe FTL by default. If something is going to be completely unused by default, why have it in the game? I'm sure Schema wouldn't want to bother coding it.
Try reading my thread about fuel. http://starmadedock.net/threads/a-manifesto-on-fuel-balancing-and-various-play-styles.5130/
In itself the soft cap isn't bad, but it doesn't allow balancing in the same way that the ideas I outlined above do. My ideas would allow some very fine tuning of...
I keep hearing people complain about power and balance between big and small ships. Current power generation mechanics contain a soft cap, which seems to be a futile attempt to bring titans into reasonable balance with smaller ships. I... don't think it works. I also think that nerfing large...
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