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    1. Pacific_Jim

      Weapons 2.0 - :(

      Momentum recoil makes much more sense (not that either are remotely necessary). Aiming recall is especially a bad idea, engagements in Starmade can happen over some pretty long distances, and keeping to that reduces the chance of big ships colliding into each other.
    2. Pacific_Jim

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      Haven't really played around with the weapons too much, all my actual Starmade time is spent refitting. How does armour hold up on smaller ships?
    3. Pacific_Jim

      Shield Vulnerability

      This is as poor an idea as it always has been, smaller ships already have so many advantages. Recent changes to shielding already make it so your recharge rate under fire is nonexistent, which when you combine with the extra speed and mobility smaller ships get you can already theoretically beat...
    4. Pacific_Jim

      StarMade Dev Blog - The Weapons Update

      Problem with spaghetti type designs is you hit them so infrequently that their shields don't come down, so acid damage isn't really gonna help there.
    5. Pacific_Jim

      Sometimes, you need to be positive.

      I actually kinda like the recent mechanics changes now I've had time to play around with them, especially once Stabilizers got tweaked. There's still a fair amount of balancing and similar tweaks that need to go in, but overall the newer mechanics seem promising. The biggest complaint I have...
    6. Pacific_Jim

      Fleets cost FP to operate

      This should definitely be implemented once crews and NPCs become actually viable. Though as said the way in which FP is generated should be totally overhauled.
    7. Pacific_Jim

      Power 2.1 doesn't suck.

      The problem with the systems overhaul isn't so much that the systems themselves are beyond saving. Before stabilization was pretty bad, but the new fix makes it work, and with similar fixing integrity could work nicely. The main problem is that it came out at a time that completely killed any...
    8. Pacific_Jim

      StarMade - Devblog May 22nd 2017

      Even taking the time to implement fuel would be a waste of dev time in a game that's already troubled in that regard.
    9. Pacific_Jim

      Why I think the power system update shouldn't upset us so much

      I'm not too fussed about needing to refit or rebuild, but I still think the whole thing is a poor idea. Completely overhauling a core mechanic this late into development is such a bizarre move, since the process of making in game assets that rely on these mechanics is underway already. Not to...
    10. Pacific_Jim

      It's impossible to make good figther weapons

      The problem is that if an "x wing" is only effective against another "x wing" then it realistically isn't effective at all. You can hardly expect your enemy in a combat situation to waste resources solely to give some of your ships something to do. That said, you can make "fighters" pretty...
    11. Pacific_Jim

      Remove Weapon Firing Arcs

      Don't really know whether the arcs should be removed entirely, but they definitely need to be toned down.
    12. Pacific_Jim

      where do you get insperation for your interiors?

      Other, usually better, interiors.
    13. Pacific_Jim

      Criss' Thread

      I don't see why both can't be listed. Damage for shot is still useful to know due to penetration etc.
    14. Pacific_Jim

      Too many NPC ships. Intentional ?

      Something to remember is that if the old style pirates swarm there could be dozens of ships added to that.
    15. Pacific_Jim

      personal preference what combos do you use for your heavy ships?

      Depends on the size of the missile here, and what they're shooting at. Piercing is better against armour, but doesn't do as much raw damage.
    16. Pacific_Jim

      NPC spawn limit?

      Haven't tried it, but look in the npc faction folder in the starmade directory (it will be under data). Make a folder for your faction, put the stations and ships in a zipped file, and copy one of the config files from the other factions. If you want them to spawn in bigger ships etc it might be...
    17. Pacific_Jim

      NPC spawn limit?

      As of this time there is only the 3 major factions. Down the line 2 more major factions will be revealed, but we know nothing about them at this time. And before that (maybe?) the game will have smaller (maybe?) procedural generated factions using the assets from the fleet contest, but there's...
    18. Pacific_Jim

      StarMade Active Development Timeline

      Is there the possibility of them using the existing derelicts and pirate stations? I'm aware that both of those are in for some heavy refitting, and won't necessarily fit the contest fleets as is, but it should be better then nothing for the fleets that won't have their own stations etc.
    19. Pacific_Jim

      [Blueprints] "Enemy-usable" should be unchecked *BY DEFAULT*

      I think the entire blueprint spawning system is going to be obsolete once the procedural factions make it in, with some of those taking the pirate role. Taking the players blueprints always just struck me as a temporary measure.
    20. Pacific_Jim

      StarMade v0.199.349 - NPC Faction Update

      I think the old TG and Pirates are still in the game at this time. In my mess abouts I still come across pirate stations.