As the description says.
I kept cosmetic changes to as minimal as I could and (mostly) kept them working as the original versions (mostly, I've made some slight changes). The stations have been included in the updates, but I haven't made anything new so all the temporary stations are slightly...
As the description says.
I kept cosmetic changes to as minimal as I could and (mostly) kept them working as the original versions (mostly, I've made some slight changes). The stations have been included in the updates, but I haven't made anything new so all the temporary stations are slightly...
As the description says.
I kept cosmetic changes to as minimal as I could and (mostly) kept them working as the original versions (mostly, I've made some slight changes). The stations have been included in the updates, but I haven't made anything new so all the temporary stations are slightly...
I don't think there's any real populated servers right now, and single player is as lacking as ever. Possibly even worse than ever in some respects, as the various NPC assets are all holdovers from different versions of the game. It's also looking increasingly like the universe updates and...
Reverting is a poor solution because going forward the game is going to be using the QuickFire balances. You just need to accept that old ships either need refitting or scrapping, such is the nature of a game in alpha.
The weapons etc on docked ships (not including turrets) should honestly be disabled outright, non-functional and not drawing power until they're undocked.
Apologies if this is a dumb question, but I've had a weird visual bug (or maybe effect?) and I can't for the life of me figure out how to get rid of it. I tried making a new universe, and if it's a setting I can't figure out what I changed. Any help would be appreciated.
If you attach it to a weapon (like you would with punch-through) it gives bonus damage to shields (likewise Heat gives bonus against armour and kinetic against system blocks)
"playable" doesn't just mean performance. We could do with bigger planets for the sake of more building room/places to explore, but all full sized planets would accomplish is giving an unnecessary amount of travel time between locations. And that's a problem that gets worse with the distances...
The universe update will almost definitely not make Star Made to scale. And the laws of physics aren't changed, you near instantly teleport halfway across a solar system with the default settings. It's just that for the purposes of the game being playable the size of the universe has been toned...
Momentum recoil makes much more sense (not that either are remotely necessary). Aiming recall is especially a bad idea, engagements in Starmade can happen over some pretty long distances, and keeping to that reduces the chance of big ships colliding into each other.
This is as poor an idea as it always has been, smaller ships already have so many advantages. Recent changes to shielding already make it so your recharge rate under fire is nonexistent, which when you combine with the extra speed and mobility smaller ships get you can already theoretically beat...
I actually kinda like the recent mechanics changes now I've had time to play around with them, especially once Stabilizers got tweaked. There's still a fair amount of balancing and similar tweaks that need to go in, but overall the newer mechanics seem promising. The biggest complaint I have...
This should definitely be implemented once crews and NPCs become actually viable. Though as said the way in which FP is generated should be totally overhauled.
The problem with the systems overhaul isn't so much that the systems themselves are beyond saving. Before stabilization was pretty bad, but the new fix makes it work, and with similar fixing integrity could work nicely. The main problem is that it came out at a time that completely killed any...
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