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    1. Nebulon-B_Frigate_FTW

      Better Fire Focusing

      Basically, I think the following would make firing control much saner: Make volley fire focused, or split into focused and unfocused volley modes. Have focused and unfocused manual turret control. In all focused firing modes, if you are looking at empty space and have a target selected, fall...
    2. Nebulon-B_Frigate_FTW

      Shift to sprint while in gravity

      For the love of space, please give us this so there's some actual advantage to being in gravity and so going thru hallways doesn't feel like we're in one of those annoying tension-building scenes in a horror movie.
    3. Nebulon-B_Frigate_FTW

      Ideas on the Role of Crew

      Longwinded post, so tl;dr up front: Crew should be TOS redshirts for repairs, boarding, and defense from boarding. You should want interiors so that the crew can get around to defend and repair the ship. So, there's a lot of things crew could do, but I've thought a lot about it and I have some...
    4. Nebulon-B_Frigate_FTW

      Weapons testing yet again (Dev build 141)

      Information on what was actually changed was rather sparse, so I got back into singleplayer to shoot up the old 11,175 shield/s 263,250 shield target with the weapons test platforms (4x 3x5x10+1 weapon groups, 50/50 for slaves): Beam -: 6 volleys @10s reload with 7.5s burst, ~58 seconds beam...
    5. Nebulon-B_Frigate_FTW

      Jump Drive into Hyperspace Drive

      Basically, instead of Battlestar Galactica-like jumping, more Star Wars-like hyperspace (as the visuals would suggest). This would work as follows: It takes a certain amount of time to go a certain number of sectors. A minimap of the big map could show you changing sectors over time, and show...
    6. Nebulon-B_Frigate_FTW

      [Dev Build] Weapons 2.0 further testing impressions

      A lot has changed since my thread a few weeks back with the rapid pace of development. This is an update on the testing I'm doing. As usual, it's a 4x 3x5x10+1 testbed for everything but combinations, now with turreted cannons as well. Before getting into how the weapons behave, we have to talk...
    7. Nebulon-B_Frigate_FTW

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      Since beams are actually working now, unlike the last time I tried to compare weapons, I was able to compare missiles, beams, and cannons. Here's my impression of them (using testbeds with 4 groups of 3x5x10+1 weapons with a single computer, against a target <100m long with 10k reactor HP and...
    8. Nebulon-B_Frigate_FTW

      [Weapons Update] Missile capacity blocks should have inverse effect strength with missile strength

      Played around in the dev build a bit to determine if I can actually make a somewhat accurate replica of how the Defiant in Star Trek shoots. While I greatly appreciate not needing cannons slaved and like the new projectile (reminds me of the dumbfire missiles from Sword of the Stars), I found...
    9. Nebulon-B_Frigate_FTW

      System vulnerability (a proposal to replace more arbitrary restrictions)

      Tl;dr: Damage bleeds through to nearby systems at a distance scaling with ship mass and dimensions, so you can individually target engines or reactors or whatnot. You take out a ship by taking out its systems, not by taking out some abstract shipwide HP. This gives a reason to have layers of...
    10. Nebulon-B_Frigate_FTW

      Astronaut built-in jetpack, controls like ship, as fast as core.

      Astronaut mode controls are difficult to use (no ability to roll, looking around seems to rotate oddly) and painfully slow. Any time you really want to go somewhere, you use a core to spawn a new ship that needs to be deleted or left behind when you arrive. This is downright silly, and there's a...
    11. Nebulon-B_Frigate_FTW

      Bug Dev build:Segments of ship permanently invisible.

      I was building a ship in the second may 14th dev build earlier when, upon placing a block, parts of it became invisible (but completely interactible. Blocks can be placed/removed, damaged, and everything. They even show the name in build mode when looking at them). Repeated restarting of the...
    12. Nebulon-B_Frigate_FTW

      SotS 1 ships by Nebbie

      With all this replica shipbuilding going on, I'm a bit amazed that I've still yet to find anyone making Sword of the Stars ships. They're real beauties, even if most of the details are too small for StarMade. I've built a 1:1 scale SotS Human DE-class ship (Standard Command, Armor, Fission) and...
    13. Nebulon-B_Frigate_FTW

      Docking and the upcoming home base points system should use mass/block counts, not box sizes.

      Already with the current turning system, a ship's dimensions are counted against it rather than its block count (which AFAIK is just the mass times ten because all blocks have the same mass, so let's say mass from here on out); this encourages slightly designs where the full box is filled with...
    14. Nebulon-B_Frigate_FTW

      Better turret firing control:navigation & targeting selection separation and more options.

      I had some ideas a while back, but never got feedback on the old forum (must've been buried under other posts): I think we should be able to select two different radar targets. One for navigation purposes, and one for targeting purposes. The difference would be that the targeting selection...
    15. Nebulon-B_Frigate_FTW

      Generalized block shaping on placement.

      With the additions to hull shapes recently, I've found that I run out of inventory space a lot more often while building. Having 5 different blocks per color per hull type is a bit insane and can make building very tedious. Even the hotbar can get overwhelmed just with two colors of hull and...
    16. Nebulon-B_Frigate_FTW

      Control chairs:a replacement for ship cores to help solve core drilling w/out abstract ship health.

      Put simply, I think the abstract ship health idea is silly. The current system's main flaw is that an attacker only need drill one line into your ship to kill it. Instead of forcing them to somehow kill you by only stripping off your engines or some other block of your ship, I think it would be...
    17. Nebulon-B_Frigate_FTW

      Linux permissions problem. "EncryptionOperationNotPossibleException: null"

      Version: Launcher version 9 OS: Bodhi (based on Ubuntu 12.04 LTS) Problem: Every time I start the launcher, if I've saved login previously, I don't reuplink, and the launcher is not started with sudo, this error comes up apparently when the launcher attempts to decrypt login credentials. It is...
    18. Nebulon-B_Frigate_FTW

      Graphing shields over time in battle with the new shield recharge mechanic (theoretical).

      Shields recharging more when nearly down means that we can't just rely on shields just dropping linearly, so I set out to solve for s(t), the shield strength at time t of a ship under fire from a continous damage source having damage per second D. Something I missed initially was that the...
    19. Nebulon-B_Frigate_FTW

      2 old bugs that still need to be addressed.

      Two old bugs that continually annoy me and should really be squashed. I'm sure they've been brought up before multiple times, but I think it would be good to bring attention to them again since they happen day after day. 1-Advanced build mode size-by-axis settings don't stay between ships, but...
    20. Nebulon-B_Frigate_FTW

      Target/Select Separation and Turret Control Options

      Instead of just "Any" or "Selected Target", it would be nice if turrets could be set to "Enemies" (same as Any, but more clear on what it means), "Retaliate" (fires on anything that hits the ship with at least 100 damage), or "None" and have the Selected Target option be "Target Overrides" as a...