Currently, key bindings are restricted to single keys. Press one key, activate one control. End of story. It would be handy to be able to be able to bind keys with a modifier. e.g. Shift+r or ctrl+\.
I think you skipped reading most of the post you're quoting. The need for limits on each axis is kind of obvious, but number of blocks shouldn't be an issue.
In keeping with the high configurability of this game, I think there should be some scary things that can be toggled on or off. A server setting for the scarier behaviors like pouncing on players' faces, and a client side phobia mode to alter some characteristics and make monsters' appearances...
Some premade parts (such as grip/handle configurations) would be necessary for astronaut animations to work right. Honestly, that's about the only part that needs to be premade for us. Any game with blocks is going to have stupid 10-year-olds making man parts out of them. I wouldn't worry about...
With the new balance changes, some ships that relied on puncture effects before will need to be reworked. I've thought of two possibilities so far.
Increase missile/torpedo payload and switch guns to ion
A chance to add multiple types of missiles to a ship
The ship will be stronger against...
We probably won't need a command chair as non-core flight controls will most likely be provided by a computer (which you can use with or without a chair just like a core). The rest of these look pretty good. Stuff like this will probably be added, although there's no telling when.
The arm of...
If I recall, Calbiri doesn't care for mining from orbit, so something is very likely to change in that respect. This might be a step in the right direction.
That's more or less what I'm suggesting. A big part of this is making the player feel as though they're occupying the astronaut's body, not just floating around as a disembodied camera. Building huge ships is amazing, but this game has potential for so much more.
GREAT. FREAKING. IDEA. No more planet-eating, and somewhat better resource balancing. (WHY do people complain when they don't get enough materials to build a titan in under an hour? Will SOMEONE explain this stupidity to me?)
Honestly, I don't know about the whole damage/salvage part, but just...
Boy, I sure would like to replicate solar radiation in some sort of weapon! *evil face!* This feature doesn't make a lot of sense to be honest. It's possible it will change. I can't think of any plausible explanation for shields blocking laser radiation from dozens of concentrated beams or...
If collision damage ignores shields, I doubt many servers will ever decide to turn it on. It's fine to deal damage to shields.
You'd have to be more creative than just applying a buff or debuff to satisfy me. Use (Starmade/scifi) physics to do things instead of just coding in artificial-feeling...
Ah, but NOWHERE has he suggested reducing anything. He's suggesting re-balancing the formulas so that regen-per-block makes more sense.
This explains the problem fairly well. A smaller ship uses up a larger percentage of its mass generating enough power to operate than a medium weight one...
Rather than cloning Tekkit in the starmade engine, the dev team and community need to get creative and come up with an entirely new system. There is potential for fleshing out aspects of the game that are, as of yet, skeletal. Survival is one such aspect. Because of the way starmade's mining and...
That's exactly what they were doing, it seems. This new update is supposed to double frame rate, although I haven't had a chance to test it myself yet.
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