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    1. Q

      i Have two questions on Missile Capacity and the link for Cannon + Missile

      I just tested (by slapping a small number of missile capacity blocks onto the rear end of an little Isanth, starting with a few hundred and going up to about 1200) and as far as I can tell this is pure nonsense and there is nothing at all wrong with the game's default settings for missile...
    2. Q

      Do not make this game die

      The blueprint system (click a few buttons and a ship magically appears) was always a temporary placeholder; back then repairing ships was painful (easier to scrap it and buy a whole new ship) so most people didn't want to risk getting damaged; there was no "design mode" so ship designers had to...
    3. Q

      Universe Patch Brainstorming: Incentives Against Turtling?

      Making home bases vulnerable does nothing more than encourage people to stay at their home base so they can help defend it if it's attacked. It's not a solution to anything. What this game needs is reason/s for larger factions to build outposts. For example, what if there was food (needed to...
    4. Q

      [28th of April] Schine Q&A Answers

      I also noticed that it was very hard to figure things out when I first started playing. I had to search through forum posts and try different things, and hope someone somewhere had provided good advice, or figured out and described the game mechanics and its formulas. Some parts of the game...
    5. Q

      Thoughts of a returning player

      I'd assume that complaints about "salvager integrity" are actually about cannon modules used as a gap filler between the lines of salvager modules. If the lines of cannon modules touch anywhere then you end up with a single group of blocks with extremely bad integrity. Of course the solution...
    6. Q

      What do you guys think about a legacy server?

      Hi, The "good old days" was a game with a lot of missing features, performance problems, stability problems, etc; mixed with anticipation of what the game could become. It's the anticipation that's responsible for fond memories, not the missing features and other problems. You can install an...
    7. Q

      Thoughts of a returning player

      In the long run? Nothing actually moves, at least not in the "normal physics" way. Instead, each tick things teleport from one place to another. If a tick is 1/60th of a second, then a missile moving at 2000 m/s will teleport 33 blocks per tick. It seems like things move because of "persistence...
    8. Q

      Structural Integrity??? How does that work?

      Oh, yeah - once your shields are down and your hull no longer effective, a cube might let you live for a whole 4 milliseconds longer!
    9. Q

      Structural Integrity??? How does that work?

      How integrity works: for each block that's part of the structure, determine how many faces it shares with other blocks in that structure to get a number from 0 to 6. Use that number in a table to find a score (which will be negative when the number of faces is small). The sum of these scores is...
    10. Q

      Shield Bubbles, Integrity Fields, Shield Frequencies, and Weapons

      Um, strong magnetic fields would attract missiles to the ship. It's the opposite of a shield.
    11. Q

      Shield Bubbles, Integrity Fields, Shield Frequencies, and Weapons

      In my opinion, most "science fiction" is 99% fiction where anything resembling science is accidental. As an exercise it might be fun to ask: If someone (Ol' Musky?) wanted to make real shields, how would they actually work? The first idea that comes to mind is "ferro fluids" (Ferrofluid -...
    12. Q

      StarMade Dev Blog 15 March 2018

      * Me opens up calender * * Me crosses out "Easter" * *Me pencils in "Starmade" * :LOL:
    13. Q

      What exactly are the penalities of low stabilization?

      That sounds a whole lot more useful! :) To double check.... If I have a "class 37" reactor with 199999 reactor blocks; if I only used one side then I could have: 199999 stabilisers at a distance of 1186.7 meters for 100% stabilisation 50000 stabilisers at a distance of 1186.7 meters for 25%...
    14. Q

      Shield Chambers

      I don't know (and it's probably all going to change when the weapon update arrives anyway so I don't see the point in testing to find out); but I'd be tempted to assume that it depends on the type of weapon and nothing else. For example, maybe all "missile:pulse" weapons (with 90 second reload...
    15. Q

      What exactly are the penalities of low stabilization?

      The stabilisation needed to get "max. power" from a reactor has changed again (it's not ">= 30% stabilisation" anymore). Now can be as low as 20% (stabilisers on all sides) and as high as 100% (stabilisers on one side only). For actual info; see StarMade News - StarMade v0.200.332 - Reactor...
    16. Q

      V2.(2?) Reactor Size / Chamber Size Optimization

      As far as I know, as long as integrity is not negative it's completely irrelevant. A 4*4*108 shape has positive integrity and is the same as a 12*12*12 cube that also has positive integrity. By focusing on cubes you ruin efficiency for "number of chamber blocks" for no reason at all.
    17. Q

      V2.(2?) Reactor Size / Chamber Size Optimization

      Why?!? The most efficient sizes are all "1 less block than the next reactor level", like 59999 reactor blocks, 69999 reactor blocks, ...
    18. Q

      Stabilizer Poll

      In my opinion; currently the big problems are that shield bubbles are both too big (for some things) and too small (for other things), the "turning speed" formula is bad, half the chamber effects don't work (especially for stations), the balance between game performance and ship size is very...
    19. Q

      Make the shield bubble radius increase bigger per recharger

      For stations (especially those that allow medium or large ships to dock) the shield bubbles are far too small. For insanely long ships (e.g. > 500 meters) the shield bubbles are too small (but honestly, these abominations deserve a nerf to offset the reactor/stabiliser bonuses). For large...
    20. Q

      Hover craft on stations

      I hope not. It doesn't make any sense for a hovering entity to have enough grip/friction to stick to whatever it's hovering over. Maybe (if there's some kind of ceiling) you can put the repulsors upside-down so that they push the ship down and increase grip/friction; but in that case I'd...