Hello my fellow Starmadians, I patched together some roleplay building ideas. - They are suggestions I don't use all of them myself.
The very point of this thread is to share with you, about how I think building can happen. I try to impose some rules onto myself, to have a better gameplay...
I don't think it's a good idea for me to have so much space between systems it would make jumpdrive a must have and regular moving just boring as hell with pure empty systems like that
For me the universe update should make everything bigger with real planets that actually looks big and the...
Well wait, that's something i'm actually interested in. I've been trying to to refine my idea but have never gotten much constructive criticism. In what ways does my idea not discourage exploiters?
I don't see what's so confusing about my idea. There's nothing "circuitous" about it.
According to your original post, you want to remove the benefit of overlapping multiple blocks within the same physical space and thus, disincentivise people from doing it. Am I right?
With respect; my...
No.
Yes.
No. When the weapon hits, all four would take the full 1000 damage EACH. Blocks would not mitigate any of the damage since they all simultaneously take the same amount of damage. In your example, all four blocks would be destroyed. The point of this is to eliminate the armor...
Hm, isn't the only thing affected by mass basically just the turn rate of the ship (plus the dimensions?)?
I mean speed, shields, weapons etc mostly depend on the power avaiable to...well power them :D
That said I wish there'd be basically massless "deco armor" so interior wouldn't add much to...
It alls depends on what is your goal and how you manage it.
If you just look at power consumption the configs should'nt change much regarding that. Reactors/stabs will always produce the same amount and systems that draw power will always take the same amount per blocks.
However, of course we...
Greetings,
We've released a dev build that introduces two things:
Implemented QuickFire balancing project configs as default.
AND:
This build has been (mostly) unobfuscated, to reduce the barrier for our community to mod StarMade.
See image below for how to install the dev build.
In the...
They are still here so any build made with stabilizer distance should be able to function properly, aside from the fact that the configs asks for 100% stabilization rather than 25% to get full power generation. Plus, re-enabling stabs distance is pretty easy on the configs so anyone that wants...
It seems I have not been clear enough...
I have read enough of your obnoxious PvP-Elitist reasoning and petty attempts to pass this off as "creative friendliness".
You just don't seem to understand reality, your point of view is only one part of the whole.
Distraction, evasion and...
The Pitch:
Introducing for the first time available for the public to laugh at, Malum's Malignant Machineries proudly presents the DD Praetor!
Don't like blocky shaped craft? Need that coffee break room in your ship? Then go elsewhere because here at MMM we pride ourselves on building nothing...
I really have a hard time to get any clearer. Undermining Power 2.0 is the goal of this. It is a terrible system. It restricts creative building by making the ships ineffective if they don't follow obnauxious design rules and all the pvp ships don't care and just make their vertical power stick...
Then perhaps you can explain how reducing top speed and increasing already stringent power requirements for thrust on larger vessels, rather than simply doing something like making acceleration and maneuvering profiles change as dictated by mass and any reasonable facsimile of physics in this, a...
Swiftstone In response to your concerns about cooperative MP and mobile bases:
Long-range transportation is intended to be accomplished using jump drives, not engines. Jump drive balance is definitely an area where I - and hopefully the rest of the team - are open to discussion and adjustment...
I see i am needed.
Concerning thrusters. Every size of ships should be able to get the max tmr : 3.0.
However, this cannot be done without investing a large portion of your mass into it. For some numbers coming from my sheet : a 500k mass ship should invest 80% of its mass toward this goal. Aka...
This post is a Community Spotlight (CS), where we're bringing attention to cool community-driven projects for StarMade. We'll be posting some more of these in the near future.
Check out the "Discuss with the Devs" that happened in our official Discord last month here...
If a single central shield recharger's bubble doesn't cover a structure in its entirety, try increasing the shield recharger block count (sometimes a drastic increase is required, due to having been previously used to small amounts doing the job just fine, ie. from the times when shields didn't...
...However, there are several ways to play this.
You could also go full military with a lot less management and just take over by force.
The endgoal would be to gradually take over bigger and stronger regions as you expand your own territory.
Planets will be viable for reasources and...
Ah, that's a fair goal.
But this config did bring back the dreaded perma-cloaker, and made it easy to do at max stealth strength. And simultaneously run a permanent max strength scanner. And that combo doesnt even use more than 40% reactor power on the little test ship I made, no attempt to use...
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