technically? nothing, this game had great playability and good balance as even before the rail system.
what is needed is to make the universe alive. a detailed economy where every block built need to came from some mine somewhere. more factions and subfactions. alliances and war. dynamic...
the Power "let's make jumping from one faction to another a chore for anything but dedicated jump ship" Update
the Power "we can't balance cloak so fuck it" Update
the Power "it's released but all the content is broken" Update
the Power "but maybe weapons not" Update
it's a workaround, the opposite of good, and the result of their absurd goal of making the universe seamless, which has only gave us bugs, lag and ruin (goal they didn't even ever reach, as combat near sector boundaries demonstrates)
> As a solution to both, we decided to handle destruction over a period of time, something we currently call the “acid” damage model.
and here we thought the new power model was bad enough!
to be honest five years ago when the project started and there was no competition in this space I'd be far more vocal about the update. as it is, I'm mostly "meh", there are plenty games to choose from in this exact space.
it sucks, because starmade was the only one with a purely block based...
ah and the next best issue is that since everyone will mod stabilizer to this or that distance and reactor instability to this or that percentage, migrating ships across servers will be night impossible
by the way, on the side of the generic stabilizer/chamber system hate, can we get some hate directed toward shield bubbles too?
don't wan't that reading this thread schema gets the impression that shield bubbles were a good idea or even salvageable.
basically you included everything this system brought on the plate... chambers have no in-game difference than the block based system, except not working proportionally to their size (they only either work or don't)
oh, and now we have dozen hidden healthbars, ypeee
LOL what's the point of them then? "We have to connect chambers but only to annoy builders because they mean nothing in combat, give no additional depth and only represent link on an imaginary skill tree"
Good thing this was done to add 'depth', I'd be confused otherwise.
there's very little to save in this power 2.0 system. the only interesting thing I saw out of it was this suggestion
Brainstorm This: Crew Chambers (no crew)
and that could have been done completely without the power 2.0 rework, and would actually have been load better under the old system...
well, drama aside stable is quite good. if there was a way to remove shop outside of faction stations and have the universe economy rely on npc/player faction mining/production/trading it'd be already great
unpowered docking is a necessity of the chamber as fixed percentage system (and it also comes with the ship/reactor configuration menu getting confused as hell when docked to a station)
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