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    1. madmann135

      Ship AI Companion

      Personally I like the idea. Especially if the AI offers features that makes piloting and combat easier for the pilot. Ideas I have are Giving the AI control of some weapons. If a hostile or enemy gets within the firing arc of said weapon then the AI will fire upon them or the AI may act as an...
    2. madmann135

      Armor vs Shields

      There are hundreds of thoughts on the relationship between armor and shields. I agree that armor is underpowered when it comes in comparison to shields. How to help alleviate it is severely up in the air. My first thought was installed into the game, adding armor buffs. My second thought was...
    3. madmann135

      Long Range Gunnery

      As much as I like this idea it does have numerous faults to it. First and foremost being how easy it is to destroy the AI and potentially hours of work that can never be recovered. My concept is a bit different yet more forgiving to block destruction. Simply put have the AI optimized for a...
    4. madmann135

      Heatseekers, whyyyyyyyy?

      Personally I think heat-seekers should react closer to lock-on missiles but very differently. Lock-on missiles lock onto a specific target, acquiring a target lock over a specific amount of time before launching. Heat-seekers in my opinion should be similar, they should lock onto a specific...
    5. madmann135

      Turrets shooting turrets

      Using plexdoors as a barrier in idea sounds good but in practice I have seen that plexdoors absorb cannon and beam shots regardless if they are open or closed. Missiles tend to go through without a problem. Open plexdoors will not offer one way defense but instead offer a two way barrier to...
    6. madmann135

      Suggestions for making good turrets - post them here!

      There are as many arguments for adding slaves and effects to turrets as their are for not adding slaves and effects. Personally with the current AI inaccuracy I say add AMC cannon as a slave so that you can help mitigate AI inaccuracy with volume of fire. In addition adding guided missiles to...
    7. madmann135

      Hardcore Survival Series One

      funny. That's the only way to describe the series, funny. Ships being devoured by planets. Running from the invading pirate fleets. Epic takeoff and epic takeoff failures.
    8. madmann135

      Suggestions for making good turrets - post them here!

      Personally I think that turrets should share the Parent ship shields and defensive effects. With deadly missiles a turret's shields can be depleted in one shot. I know my train of thought is unpopular but as I stated it is my personal opinion. Suggestion 1 - Build ratios My suggestion for...
    9. madmann135

      Nerf the Stop effect (offensive)

      To my knowledge the motion effects are currently in the balancing stage. The developers, to my knowledge, are working on balancing the motion effects to the targets engine block count.
    10. madmann135

      Turrets shooting turrets

      Currently the AI will target and engage an enemy regardless if line of sight is obtained. If you have a turret docked to a station, the turret will engage the enemy through the station. While (guided) missiles will still engage and hit cannon types (beams and cannons) will engage but hit the...
    11. madmann135

      How do you want Dis-integrators to be?

      When I originally saw the Disintegrators I thought, "Maybe I can make an AI controlled super-missile ship." First time I tried it, no avail, then I completely forgot about them. What I would like to see are Disintegrators that work similar to other blocks, more Disintegrators blocks the bigger...
    12. madmann135

      D1000 Nuke

      This is a pretty interesting question as I use this weapon combo for base turrets. Ion is what I use in a 75% ratio. It offers exelent shield damage and good damage, even if the ratio was 99% the block damage would be good. Punch through (I think that's it, I get it confused with piercing)...
    13. madmann135

      D1000 Nuke

      There are super-weapon combinations with the D1000 but they are limited by both power and imagination. D1000 + Damage pulse = Torpedo. In big enough arrays, it will consume an insane amount of power and can easily vaporize any ship under 100 blocks with one shot. Give it the right effect module...
    14. madmann135

      game crashes at loaded 100%

      Attached "Info.txt" is the file generated from StarmadeChecker.exe After the game loads 100% I get a critical error, I copied it and here it is If it is possible for me to repair the problem I would like to know what must be done.
    15. madmann135

      Docked turrets get parent ships sheild coverage.

      There are many reasons to want turrets protected by the parent shield/station and there are many reasons to not want it. I say give them both, make it an option for servers. I am for the idea of turrets using the parent shields, I have many reasons why I want it but a simple reason is that not...
    16. madmann135

      Captain Log and address book.

      This suggestion is small but in my opinion needed considering how large the world can be, in short a way to record data. What I want is a way to record data a player considers reverent, A captain's log of sorts but more importantly an address book. Lets say you find a nice planet near by that...
    17. madmann135

      FTL Discussion Reboot

      I have always wondered how would one develop a FTL system. In ships we have the overdrive module that can boost a ship's top speed. I find this to be a good short range FTL system as it can double the ship's top speed to 2x the server. Now for the long distance FTL. I was thinking of "how can...
    18. madmann135

      Turrets: Things to lookout for...

      Damage pulse also damages the parent ship. I had a ship that I mastered D1000, Slave Damage pulse, and Ion effect on a turret. For a while the weapon was fine until my ship was destroyed. When I saw the wreckage of the ship I initially thought I was hit by a doomsday weapon. Then I realized...
    19. madmann135

      Guided D1000 combo

      A little information on weapons. Master controls the weapon type, slave modifies features of the weapon, while effect blocks give the weapon different attributes. Missile weapons are the most drastically changed when given a slave system. For reference I am going to use Master + slave = weapon...
    20. madmann135

      Docked turrets get parent ships sheild coverage.

      There are a lot of pluses and minuses to turrets sharing shields of the parent ship, and each advantage and disadvantage can go either way. With the current system small ships can get in between the fire arcs of turrets and disable the turrets. This promotes fleet mechanics, namely smaller...