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    1. Dire Venom

      Heat/Cooling as an alternative to stabilizers and reactor HP

      Solid suggesstion NTIMESc A well done heat mechanic could do wonders for this game.
    2. Dire Venom

      Ships visible farther away the more power they output

      I like this, it would make stealth useful for reducing you 'detected' radius as well. Titans could also switch to running on smaller reactors if they want to sneak up on someone. In addition, players should get a "Detected" Icon appear on their hud when the currently piloted ship is detected...
    3. Dire Venom

      Make Decorations Lighter or give them Armor HP

      I Agree with this. Adding decorative blocks should not be a detriment to your ship. At the ver least the should contribute to the hp/armour pool, if by only a bit.
    4. Dire Venom

      Prerelease v0.200.250

      Rip power :, ( Unfortunately it seems the communication gap has widened too far. We shall have to resort to memes to communicate from now on.
    5. Dire Venom

      Tech comparison - StM vs SkW

      SW is using a premade engine that allows for fancy visuals, but not significant depth. The Starmade engine was built from scratch and they can do pretty much whatever they want in it, as well as significant optimizations. In starmade skyboxes, every Star you see is an actual star btw. You can...
    6. Dire Venom

      Prerelease v0.200.250

      R.I.P
    7. Dire Venom

      Lawnmower emoji pls

      Yus plze.
    8. Dire Venom

      Prerelease v0.200.250

      Just a quick question to the marvelous Criss , do you know if distance between Stabilizors and Reactors is a factor in the new system? E.g will players have to build out in just one dimension for more power or has that been changed? Thank you fore your continued paitence!!
    9. Dire Venom

      Pre-Release Stab.Intergrity Update Dev Thread

      Thanks for the detailed look! That certaintly sounds quite intersting. So far it seems the ideal design will be to have Reactors/Stabs right next to each other (so no long power rope) in their own separated bubble/island. Congratulations, you played your self devs :P (Unless I'm missing something)
    10. Dire Venom

      Pre-Release Stab.Intergrity Update Dev Thread

      If the baskets in the sector over from me I'm cool with it : It seems like it still will be possible to have system "islands" to a degree, depending on how the beams operate and what the Stab.Integrity does.
    11. Dire Venom

      Pre-Release Stab.Intergrity Update Dev Thread

      Hadn't seena dedicated thread on this yet, so seemed worth spreading what we know so far. Build is public, however unfinshed. All we know so far is from testing and kind inquiries by Criss ...
    12. Dire Venom

      Option to switch off weapon on ships to reduce power consumption

      +1 It could be an option alongside the screen showing the power draw, allowing you to activate/deactivate individual systems .
    13. Dire Venom

      Prerelease v0.200.250

      Thank you Criss , we really appreciate that you took the time to help inform us! The new mechanic certaintly looks intersting, and I like the funkey twist that's been added. Definatly an improvement. My intial thoughts: -How close together can Stab/Reactors be placed together:? E.g if the beam...
    14. Dire Venom

      Game Balance Suggestions

      I would personally go with Cannon-Missile as that variant isn't used and is awaiting a rework :3
    15. Dire Venom

      Prerelease v0.200.250

      I agree. If a system is so broken the devs have to ask players not to use docked entities..... that means the system, not the players needs to change. It's like the devs solution to Spaghetti is "please don't do this". -_- I fully belive the Devs will eventually get there, however it's...
    16. Dire Venom

      Prerelease v0.200.250

      Rest of Schema still going: While poor Criss:
    17. Dire Venom

      Make Missile+cannon systems have a flak detonation equal to 1/2 their explosive radius

      Tbh I just use them for pretty fireworks : That being said, if you can imobilize your enemy a chain Vulcan of Cannon-Missiles is one of the fastest ship killers out there. The AI doesn't know how to lead Dumbfires though, so you have to use a lot of stop effect beams first.
    18. Dire Venom

      The Poll - Reactors, Stabilizers, Shields, SMD

      If Stabilizers could be reworked into something far more benifical to building and player engagement the system would be fine (with testing and minnor tweaks to the rest). The stabalizor system is far worse for creative building (despite that being one of the GOALS of the system) and only harms...
    19. Dire Venom

      Make repulsors change ship frame of reference [boarding would work]

      Then the difficulty comes to: -How to stop Pulses embedded in the ship destroying all life -How to deal with interior turrets (I love making them. even if they are never used) If crew (eventualy) became a thing chances are pulses would no longer be viable. More gear/in-depth combat could help...
    20. Dire Venom

      If nothing else; buff stabilizers.

      They are a poorly designed mechanic that needs to be completely reworked. If they had just communicated with their community -_- *sigh*