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      Power System Overhaul Proposal

      Alright. I read the first post only, and would like to throw in some points. The ideas are basically great... which basically are one approach to solve the issue. The goal is to have much free room within the ship without the need to fill it. On bigger ships, 5-10% system blocks is a good ratio...
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      Bigger beams/shots/missiles.

      See this thread http://starmadedock.net/threads/weapons-and-modifiers.19982/ regarding weapons and their projectiles. It's main focus is although on weapon systems itself. I will add the text below as a post. The easiest and possibly the best solution for projectile sizes would be to let them...
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      Weapons and modifiers

      Regarding projectile sizes based on weapon sizes (big cannons big shots, small cannons small shots): The easiest and possibly the best solution for projectile sizes would be to let them scale depending on block amount. This renders their output area irrelevant and focuses on only one question...
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      Turret Shielding

      Quite not a fitting analogy. 1. it is a decision, which you do not have in StarMade. It's a setting for all. 2. The decision is horribly bad (regarding StarMade), because why would you sacrifice the only thing which protects you the best from the danger? You would want it to survive for the...
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      Weapons and modifiers

      Also there is another thing about firing modes. As of now all weapons fire at once. If there is not enough power, less will fire. A firing mode which is alternating could be useful or at least interesting. How to do that? Well, there is the way of allowing that passively: If the energy...
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      Turret Shielding

      I see the following analogy: You work in a business. Because you cannot fulfil the amount of work you are supposed to do each day, instead of (for example) reducing your income by that deficite percent, your boss tells you, you may not go to the park with your kids. -> Because turrets are AI...
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      Cloaking and radar jamming rework - with computer and modules

      Radar jamming alone has the flaw, that seeing enemies is restricted to pure vision, which is restricted by technical displaying methods. For example, in a car you have much better controls and view than in a virtual car. Reallife view is superior to a singular 2D monitor. And having the display...
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      Turret Shielding

      You said, turrets are kind of overpowered because they do not anything else than weapon systems unlike regular ships. Absolutely wrong view. I don't mean slightly missed the point, I mean really really failed to understand gameplay mechanics or what I was trying to say. Maybe it was my fault...
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      Jumpdrive rework.

      I think it would be quite nice if just warp would be activatable or deactivatable, and the amount of warp modules determines the distance travelled also. Greater ships should also travel much further with higher activation times, however with net efficiency (distance / downtime) going upwards...
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      Cloaking and radar jamming rework - with computer and modules

      Well, I think the main issue is to make them viable without horrendous energy consumption, rather than discussing detection mechanisms in case they are made viable.
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      Turret Shielding

      Alright. 1. Turrets should be as effective as possible. Forcing players to give them own shield systems is already a problem, as that makes them unnecessarily clumsy and big -- also possibly making them look ugly. 2. The order matters a lot. Assuming you fire at the turret while the main ship...
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      Turret Shielding

      Wrong. Turret shields are the first to be drained, and as soon as they are depleted, the main ship's shields. Even if it worked vice versa (how it should), it would still leave gameplay flaws. So basically it is neither working, nor balanced and legit. Sure it works in *some* way, however that's...
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      Weapons and modifiers

      Hi Today I wanted to speak about weapons, their combinations and effects. There are quite a few things which bother me about how they work, especially how penetration and AoE works. 1. Cannons (and Beams): With increasing size the following should happen: Damage and power consumption...
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      Cloaking and radar jamming rework - with computer and modules

      This sounds reasonably, but I didn't count that part as very important... but it looks like it deserves some more thought. Also invincibility should be impossible, as combat will reveal you and keep you revealed. You may stay stealthed permanently however... but maybe an unmanned ship will...
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      Turret Shielding

      If you amass enough small ships, which are AI controlled and controllable by the player with commands, they become useful. If not, you won't put players in small ships anyways. As of now, there is no such AI control mechanic, right? To deal damage to a capital ship you will need so much...
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      Turret Shielding

      Who said irrelevant? You obviously did not even read what I wrote. If proper AI and controlling possibilities would exist, small ships would have their use. But it makes rather no sense to put a player in a small ship to shoot down turrets of a capital ship, which are solely there to shoot down...
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      Cloaking and radar jamming rework - with computer and modules

      Hi Cloaking is really weird, and the main criteria of cloaking shouldn't be having absurd power requirements and rather having to have cloaking blocks with efficiency placed in the ship. How I think it should be: Cloaking and radar jamming should be fused together. Radar jammer is just an...
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      Read by Schine Design mode for the upcoming shipyard update

      I heard"repair crews" - people... please don't try to bring in random Star Trek fantasies into the game. It does not fit. It is counterproductive. The restoration of a damaged ships needs to happen automatically. There is no human on the world willing to work hard to repair a virtual ship (which...
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      Turret Shielding

      There are several flaws with the idea. Capping the amount in absolutes is not conform with the main idea of the game. The players define what is huge and small based on how big they build their ships and stations. It would have to be relative. Jaaskinal The difference is, each turret has its...
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      Hitpoints rework

      Well anyways, there are 2 possibilities. 1: You take a hitpoint system like mentioned above to prevent block damage until the point starts, where your ship gets in the phase of being demolished (0 shields, 0 armor) and having blocks malfunctioning temporarily to compensate for their destruction...