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    1. Valiant70

      CS: Quickfire Initiative: Rebalancing StarMade

      There isn't any problem with having a R/P/S mechanic. The problem comes when it trumps all other factors. As others have suggested, 15% seems like a good sweet spot for making the bonuses meaningful but not overwhelming. Following R/P/S should not turn the tide of battle 100% of the time. It's a...
    2. Valiant70

      Small Status Update

      I still don't understand why we have "systems" as such. Sectors are the mechanic used for segmenting the world. Systems don't appear to serve any purpose outside of world generation.
    3. Valiant70

      Small Status Update

      schema you mentioned "Void system" in the universe recreation section. Does that mean you're spacing out stars with starless "systems" like the early pre-alpha days? I was actually hoping you'd be able to do away with the system "grid" altogether and just place a star in an arbitrary sector...
    4. Valiant70

      Immersion.

      The best way I can explain it is that when you place a light on a wall, the resulting areas of light and shadow often do not make sense, particularly around angles and details on the walls and ceiling. It makes interior spaces unpleasant to look at.
    5. Valiant70

      Immersion.

      It's a compilation of several suggested areas for improvement. Yes, because apparently lighting hurts my brain. If by jetpacks, you mean the character flies in space rather than... whatever he does now, yes. I don't want or care about flying within gravity. I'm aware that sound is currently...
    6. Valiant70

      Immersion.

      These days Starmade seems to almost give me a headache when I try to play it. My brain is trying to be immersed, but fails utterly and it's just unpleasant to the point that I can't enjoy the game. I want to like this game. I really do. Right now a combination of things just makes it unpleasant...
    7. Valiant70

      Why does flying still suck so bad?

      The best system I've seen in a space game used Newtonian mechanics under the hood, but automatically changed course for you (using the thrusters) when you rotated the ship. It also let you turn off the automatic course correction to perform a "Shelton slide" as they called it, and fly sideways...
    8. Valiant70

      Bring Back Ship/Structure HP

      My experience with reactor HP has been that is has the opposite issue that coreing did. It is very difficult to actually kill a ship under the RHP system. It's weird and annoying to have shredded fragments of ships flying around bumping into things, especially if they're still under AI control...
    9. Valiant70

      Bring Back Ship/Structure HP

      This... doesn't make any sense to me at all.
    10. Valiant70

      What if RHP had been an addition instead of a replacement for SHP...

      What if RHP had been an addition instead of a replacement for SHP? https://starmadedock.net/threads/bring-back-ship-structure-hp.31168/
    11. Valiant70

      Bring Back Ship/Structure HP

      TL;DR: SHP is how you kill ships, but hitting the reactor kills it faster like a headshot. It'll be more fun than what we have now. This is an idea for bringing back a ship-wide HP pool like we had before the power update, and turning reactor HP into a sort of "critical hit" system that could...
    12. Valiant70

      StarMade v0.201.337 LOD Blocks, Rule System, Balance, Fixes

      Interiors weren't terrible pre-power update. The ship HP system helped them to at least make the ship more survivable in return for the extra weight. Roleplay ships ususally took a lot of pounding to kill. Sadly, Schema has yet to implement an equivalent mechanic under the new system.
    13. Valiant70

      New Planet Speculation Thread

      Recently posted elsewhere on the forums: seemingly spherical planets hidden in Starmade's code are revealed by a glitch Could this be real? Could it be a hoax? Let's look at the screenshots and see how the images line up with the clues from the last teaser. For convenience, here are the...
    14. Valiant70

      What the universe update needs most

      Air has been a missing feature since the beginning of the game. If it is not added, it will always feel like it's missing. Maybe food and drinks could be developed into a buff system with multiple tiers. You get tier 1 buffs for eating certain foods. You get tier 2 buffs for eating combinations...
    15. Valiant70

      StarMade - PvP & PvE balance, Perspective & Direction

      When the hype train starts up over the removal of a feature, you know it needed to go. Haha.
    16. Valiant70

      StarMade - PvP & PvE balance, Perspective & Direction

      As a server admin, I'm very happy to see this. We already have certain rules about ship sizes for the sake of server stability, but we have to police and enforce these rules manually, which isn't ideal. Being able to write most of our ship rules into the game engine itself is a much better...
    17. Valiant70

      Logic System Rework

      No. If anything, just give the block a fairly high mass and HP to start with. I don't want the mass of a shuttle suddenly shooting up when I decide to change the pattern its marker lights blink.
    18. Valiant70

      Suggested weapons tweaking from a PVP player’s standpoint

      Thrust needs to change even if projectile speeds go up. If every ship dodge like a rabbit on amphetamines, there's not going to be a lot of variety. On the flip side, it's amost as boring if building a "rabbit on amphetamines" ship is impossible. There needs to be a proper tank <---> dodge...
    19. Valiant70

      Alternative Missile Combination Ideas

      That would be all right. A barrage of 50% dumbfire at close range could (at least theoretically) work pretty well to tear up a shield tank if it doesn't have enough armor. Dumbfire/bomb already goes through shields, which is more interesting, so it would probably be better to come up with an...
    20. Valiant70

      Alternative Missile Combination Ideas

      PD is absolutely nuts. Don’t worry. I heard someone suggest making missiles ignore shields. That way shields counter beams and guns, while PD counters missiles. I think that would be interesting. In certain regards it might be easier to balance, and in other ways harder. “Missiles are useless!”...