This. I don't think cheap voice acting has ever sounded good, and Starmade isn't a big enough production to justify that kind of spending (or even afford it probably). On top of that a lot of Starmade is procedurally generated, and depending on how that is handled with NPCs there may be a lot of...
I get the feeling whoever slapped "planned" on here didn't fully read the suggestion. Though I guess once the soundtrack is in you could just replace the files yourself. Or stick a playlist on in the background.
Making the game "work well" before things are added would be such a waste of time, because every other feature added or optimisation made would likely mess up something else. The game would take forever to finish. Something else to bare in mind is part of the reason for having the game be open...
Since fleets have been out I've barely had chance to play the game. What little I have played has just been spawning ships in to mess around with the system or building.
Firing a weapon should always decloak you 100% of the time with no exceptions tbh. I agree that cloaking should function as an effect though, possibly a higher percentage of cloak modules on a ship could lower the "recovery" time for cloaking, or possibly allow you to get closer to another ship...
For use? Yeah, you're probably better off with several smaller ships, both for resource efficiency and not lagging the server to death.
For the fun of the build though bigger ships can be really rewarding.
I'm not really opposed to a console port in principal, but Schine is a pretty small team, so the time and effort it would take to port the game over would likely not be worth it. Especially because Starmade is a very PC specialised game, you can't really have the same level of user...
I can't really see a downside to this. They could even use a similar level of detail system to what chairs will use, if it transfers over, to help with any potential performance hits large numbers of them would cause. And for balance I don't see it being too big a deal, since even if they fit...
As has been said before the devs *are* focusing on a lot of things you suggest. Most of what has been added so far is foundation work, so as more gets added to the universe things don't need to be completely redone.
If you read the dev blogs they elaborate on this more. One of the latest...
One way I'd be interesting in seeing the fuel powered reactors work is if they effectively worked in a similar way to docked reactors, ie similar size and output. By that I mean each individual reactor is capped at about 1.5 million energy per second, so balance wise they don't shake things up...
The AI already targets system blocks in combat, so I don't see why "target any on this asteroid/station/etc" would be too much. Biggest issue I can see is the AIs habit of nose diving into planets.
As well something to bare in mind is just because something isn't that large of a task doesn't...
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