Search results

    1. jayman38

      Reverse Connection Block

      I haven't heard anything about multi-C-selection being implemented, so in case that is too hard to implement, I wanted to recommend a new logic block that implements an alternative way to connect multiple masters to a single slave block with less effort. You slave this connection-reversal block...
    2. jayman38

      Half-buried derelicts as exploration features

      I saw a fun video that, towards the end, shows a half-buried derelict in an overgrown crater. It would be fun if the planet (and even asteroid) spawning routines would take a NPC craft, rip out the critical parts, lights, and the core, and maybe rip up some of the outer parts, and just place...
    3. jayman38

      Improve advanced build mode tools

      Repeating the typical request for the game's strongest suite: Improve advanced build mode tools to improve build flow. For this suggestion, I am focused on the selection, removal, and pasting of parts/clipboards/templates. 1. The dimension-based advanced removal process (normally right-click)...
    4. jayman38

      Limit System Group Bonus

      Thinking about how ships should be built in a game, I decided that system groups should get a tight grouping bonus, but only up to a specific size, to simulate bigger, better components. However, beyond some arbitrary size, improved efficiency encourages weird design decisions or gigantism...
    5. jayman38

      Ships on Loan

      Summary: Starmade should probably have a way to "rent" or loan out a ship to any given player for a specific purpose. For example, for a mining tutorial, the neophyte player should receive a temporary ship that is not his to keep or modify, but only he can enter the core/pilot's seat. Enforce...
    6. jayman38

      Improve the Catalog Manager to handle multiple worlds

      I use multiple single-player "worlds" to keep my designs organized into different universes. However, the blueprint catalog manager doesn't work well with multiple worlds. I think it should be able to shuffle any blueprint saved from any "world" to any other "worlds" on the same server. In...
    7. jayman38

      Spherical System Group Efficiency Bonus

      To reduce spaghetti ship systems, I recommend a slight bonus with a group of system blocks grouped tightly inside a sphere containing the entire system group. The bonus should be pretty small, to avoid unnecessary restriction on ship system design. To avoid combat-lag, I recommend that the...
    8. jayman38

      Various Surprise "Achievements" during gameplay

      Simple idea to directly manipulate the pleasure centers of various players. Random achievements based on activity in the game. They don't change the game in any way. The game client simply tracks some statistics, and if some things add up, bingo! A simple message box reward message. Example...
    9. jayman38

      Yet another Shotgun suggestion: seeker shots

      Similar to other suggestions, instead of specifically tightening the spread of the shotgun effect, make it similar to the missile swarm effect in that, using the shotgun spread "cone", select a random block on a random target (friend or foe) in the cone, and shoot at it with one of the shotgun...
    10. jayman38

      Non-turret docked entities should be streamlined

      Ever since I started playing Starmade, I have been wanting to build modular ships and ships I can control by docking a shuttle and the shuttle becomes the control center of the entire ship. With rail-docked entities, I was hoping that would come true, but weird rules have prevented proper...
    11. jayman38

      Inherent limited Stop Effect on all entities with thrusters

      Ships with any amount of thrusters should get an automatic stop/hover effect for small gravity wells (E.g. planets.) Passive Stop Effect can still be used for larger gravity wells, like black holes, or maybe stars, if we ever want to have ships fall down into a star's damage area...
    12. jayman38

      Left-Field Block-Based changes

      I was laying down some storage-room cargo storage last night, and I got to thinking back on the cargo update. It was pretty revolutionary. I don't think anyone had made a suggestion for that kind of cargo handling. It was really nice. Plus, I have seen a shortage of suggestions on the forum...
    13. jayman38

      Specific new decoration blocks

      There are a few, very generic decoration blocks that could be useful. Naturally, they should be drawn as compatible as possible with wedges and slabs in mind. Wedge with a grid pattern on the hypotenuse side. (No text, or even text-like glyphs. Just generic "buttons" in a grid pattern. Good for...
    14. jayman38

      Quake-2-Style Pulse Primary Weapon Behavior

      The Quake 2 BFG10K was a fascinating megaweapon in its time. It performed damage in a number of ways, including direct contact damage, explosive damage, and two unusual forms of damage involving not only energy beams projected from the BFG projectile (not the gun), but also a special...
    15. jayman38

      Universe Enhancement: Tougher Pirates in Void Space

      The primary thrust of this suggestion is to have the "Alpha" Pirate station spawn only in void space between galaxies, as it produces problems for players that don't want to deal with heavy-hitting pirate threats. However, in general, it would be better if tougher pirates were spawned in void...
    16. jayman38

      Dual Distribution Model

      I recommend having two different downloads for Starmade. They will both have the same resources. The difference will be in the configuration files. 1. Roleplay/Builder Edition 2. Combat Edition I say the game absolutely needs to be distributed in at least two forms, because of the disparity...
    17. jayman38

      Proximity-based, dust-heavy landing command

      When a Starmade pilot has maneuvered their ship within a slightly-extended bounding box around an entity (other ship, station, planet, asteroid, whatever), and the relative speeds are within 5 blocks/s, present the pilot with a message (maybe a simple message box on the HUD), with a character...
    18. jayman38

      Linked, Branching Mission System for Pilots

      To help keep the game feeling fresh, I propose a procedurally generated mission/quest system that generates new missions for the player in real time while they fly, preferably with branching relationships between missions, so that while everything looks the same, it "feels" different, depending...
    19. jayman38

      Slight Alteration to Missile Slave effect

      I was thinking about the other recent missile-slave thread, and looked back at what missile slaving is supposed to accomplish. In a space game, conventional shotgun spread doesn't really make sense, for the same reason that most players dislike missile slaving in the first place: in the context...
    20. jayman38

      Role-play trade stations

      I see these wonderful ships introduced to Community Content as Roleplay ships, and I do! I want to play with them. But how? Well, I can explore them and look at designs and improve my building. But this game needs more. Right now, Starmade scratches the itch for 2 of the 4 standard space...