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    1. NeonSturm

      More types of engines and energy generators

      Low-power blocks are interesting for 4 purposes only: for a cheap power supply if you are stranded on a planet before you got your first reactor. if you want a ship dedicated to refuel at stars (aka StarGate Universe's Destiny) A cheap power-supply for stations where mass doesn't matter, but...
    2. NeonSturm

      kickstarter?

      Yes, but only as long as schema can thrust this person. With LUA-extensions it may partially become possible.
    3. NeonSturm

      "Sell" Ship Option

      Being able to buy a 1/2 sized ship at some station and 1/24 or 1/32 sized fighter for some carrier ship's dock is a good idea. (remember that 1/32 size can mean 1/8*1/32= 1/256 mass! 1/24*1/8 = 1/192) But buying 1/2 sized ship on a station AND in a carrier would render stations obsolete.
    4. NeonSturm

      Power Calculation (Cloak)

      Why? Client: Key-Down : enable-thrust Key-Up : disable-thrust Server: disabled -> enabled : power.add_buff( thrusters.active_buff ) enabled -> disabled : power.remove_buff( thrusters.active_buff ) If buff (regeneration) contains a negative number, it is a de-buff (drain). A de-buff can be...
    5. NeonSturm

      More types of engines and energy generators

      Just use infinite energy sources for travelling, finite for charging your weapons during combat if you want more efficiency for lower cost for just one or two fights. regenerative fuel for taking-off planets in shuttles or cloaking a short time if you see pirates and want to be able to do this...
    6. NeonSturm

      Power Calculation (Cloak)

      I didn't meant you to do it intentionally. But peoples often miss-understand each other :) I guess I skipped that part while reading fast through it. But I didn't meant to offend you -> Quote: "Provide pictures and test it in the latest dev or it didn't happen ;)" (The smiley is still happy)...
    7. NeonSturm

      Blueprint-lock

      I think this would be nice to have. But you should also be able to hack this somehow (way of hacking may be dependent on server options). Scarifying a ship Pay credits for blueprinting foreign ships in a dedicated shipyard Manually copy+paste segments onto a new ship <-- does not need more...
    8. NeonSturm

      "Sell" Ship Option

      Agree, but it should instead give you blocks of the ship. It should spawn a small stationary cargo box containing all these blocks in infinite-space PlexStores. This box could have a limited life-time and only able to give, not take items. Alternatively this option could only be available if a...
    9. NeonSturm

      How much do like Schema's work so far?

      Each choice has up-sides and down-sides. You have to make your choice wisely and be aware of consequences because everything you build depends on it. It is all about memory management. And about efficiency (memory + cpu) How to 1. assign textures 2. draw textures 3. do physics 4. how to...
    10. NeonSturm

      How to break the game (aka cheating A LOT with config values)!

      Just too many blocks at once I guess. placing 16^2 *2 works fine. 10^3 too. But I would prefer a warning. Noticed that placing a lot of dis-integrator blocks (even if all are similar) is way more laggy than having them exploding (with a lot other blocks nearby)
    11. NeonSturm

      kickstarter?

      Paranoid? :p Better a bit too much than a bit too few. But I know from experience that the hardest thing is to find your own errors.
    12. NeonSturm

      Roadmap for Star made

      Bugfixing http://bugs.star-made.org/projects/starmade-game/roadmap
    13. NeonSturm

      Power Calculation (Cloak)

      really? is that already in http://bugs.star-made.org/projects/starmade-game/issues and can you reproduce it? If not ask a tester to report/confirm it (who is a tester? http://bugs.star-made.org/projects/starmade-game) EDIT: In the new dev displayed mass (build mode) does not include docked...
    14. NeonSturm

      How to break the game (aka cheating A LOT with config values)!

      Got the same with placing 16^3 blocks in the new dev with XZ and YZ mirror mode on.
    15. NeonSturm

      Increase Weapon Ranges

      Testers said that default is low on purpose. Else bugs which occur between sectors will not get dedected as often. If there are neutrals around, they should always help the attacked if all together have a chance to win. If the attacker gets flagged as pirate for 5 minutes, that won't start a...
    16. NeonSturm

      User-Named Star Systems and Sectors

      But you should own >50% of alive planets and >3 sectors. else everybody with a faction module can name a system. @AsherMaximum I don't understand you. what cursing? what is ITT?
    17. NeonSturm

      Increase Weapon Ranges

      You know only 1 sector around your current is loaded? (and maybe 1 in advance) 5000 on 2000 sectors could fire at you from not-loaded positions which is stupid. I think the maximum (sane) weapon range should be 80% of a sector. If you build a 6km titan, that is your problem. You would need...
    18. NeonSturm

      How cargo just happened.

      Personal warp gates (4x4 loop for a 2x2 gate) could change the way the trading guild restocks. A bit bigger gates (a 25x25 gate) could rapidly send re-enforcements. Push modules attached to area triggers could quickly accelerate them to avoid reinforcements getting shot or somebody "blocking...
    19. NeonSturm

      I don't like the idea of FTL

      Jump could be 16 sectors but I think energy cost should be dependent on distance.
    20. NeonSturm

      More types of engines and energy generators

      I agree with @Byamarro But I think generators should also be partially unique. Solar power sources should work near stars (good if you have enough storage for a 12..16 sector jump or install them on a gate). Other could use energy cells (a tiny bit like Star-Gates Zero-point-modules) which...