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    1. akimzav

      Disable Homebase Invincibility if Mass/Person > X

      It won't if some parameter of the station scales non-linearly with it's mass. In terms of this suggestion, the "X" from "max_mass/num_members<X" should be a function of num_members. For example, it could be something like "X=A*num_members" where "A" is constant. Then the max_mass will be a power...
    2. akimzav

      StarMade Dev Blog - The Weapons Update

      So much yes for new armor mechanic.
    3. akimzav

      [31st of March] Schine Q&A Answers

      That's the real question being asked by @Raisinbat here. What reference values everything is going to be balanced around? Here are some examples of these 'reference values': What will be the main parameters of a ship/station to estimate their survivability and firepower...
    4. akimzav

      Unloaded combat lazy solution

      Soo i heard that unloaded combat is not planned right now, and for me the main reason for it seems to be the complexity of such mechanic. As it was mentioned in comments on the last newspost, player-built ships can have complex structure, thus having largely varying efficiency of blocks, which...
    5. akimzav

      Devblog 18th July, 2017 - End Goal Document Part 2

      I tried to tell that in discussion on the previous part of this document, too. I have a feeling that some just can't into theories which disagree with their internal feelings/assumptions.
    6. akimzav

      Devblog 11th July 2017 - End Goal Document Part 1

      The fact that you're using these words means that it is either me who explained my point not deeply enouhg, or you who didn't read carefully enough. I will try my best to re-explain my point. In the first part of the document about final goals there were presented so-called 'roles'. As the word...
    7. akimzav

      Devblog 11th July 2017 - End Goal Document Part 1

      Yes you can! *starmade anthem intensifies* The only limitation i had in my mind is pure human skill -- it would require much time and dedication, though.
    8. akimzav

      Devblog 11th July 2017 - End Goal Document Part 1

      Completely agree. The "lazy solution" would be having peaks of distribution of some types of resources in some selected systems (one mineral type per 'rich' system), while leaving ~80% of systems with deposits of minerals of all types, but so scarce, that they would be insufficient for...
    9. akimzav

      Devblog 11th July 2017 - End Goal Document Part 1

      Not really. The roles listed appear to be in direct connection with current game mechanics, so these roles are likely to be a orthonormal basis in the space of player activities. Assume a game where only placing/removing blocks is possible (like minecraft classic). The builder would be the only...
    10. akimzav

      Overheated ships - Turn to derelict if not rebooted

      Sorry if it sounded in the wrong way. English isn't my native. Wasn't going to sound demanding in any way.
    11. akimzav

      Overheated ships - Turn to derelict if not rebooted

      This place is a suggestion forum, where players make suggestions, discuss them, and evaluate the usefulness of suggestions. Why is that a problem for you? That's your opinion. And this is mine. If to take only objective factors, the pros of the mechanic suggested in this thread are: increased...
    12. akimzav

      Overheated ships - Turn to derelict if not rebooted

      Why isn't it in the game yet, this is so far the most logical and balanced feature i've seen here on the suggestion forum.
    13. akimzav

      Suggestions: armor and penetrating

      Got little carried away while typing previous reply, so here i go again. It's difficult to transfer my own vision directly to your brain, so i will try my best to explain main idea. Take a look at this pseudo-algorithm, which devs would have to go through if they were to implement my suggestion...
    14. akimzav

      Suggestions: armor and penetrating

      As of now, there is no need of nerfing large guns at all. I agree with you when you say that it would be a bad decision, but it is only true in the scope of current game state. You certainly know that any more-or-less gameplay-affecting problem is usually hard to be covered within a single...
    15. akimzav

      Suggestions: armor and penetrating

      Both jijiji's (non-linear) and mine suggestions assumed that the resistance of armor increases at least faster than linearly. Also, it was at least in my suggestion that there may be a threshold which allows armor to completely absorb incoming damage. As i (probably) explained in my own post...
    16. akimzav

      Trivial but effective boosts to station survivability

      Turrets in ground/station combat can be countered with some kind of hand-held only EMP device that could disable BOBBY AI (or screw up its targeting, making turret fire chaoticaly 360deg round) or blocking turret axis, or disabling (overheating) turret's weapons for, say, 10 seconds. That would...
    17. akimzav

      Suggestions: armor and penetrating

      No need to be rude, people. There clearly is a misunderstanding, probably caused by language barrier. The more i think of it, the more obvious it is to me that the effectiveness (in terms of providing a fun and challenging gameplay) of armor mechanics is widely connected with weapon mechanics...
    18. akimzav

      Suggestions: armor and penetrating

      The potential balance problem with large ships being absolutely invulnerable to small ships can be solved by altering weapons' mechanic a bit. For example, we can make beam weapons only consider 5 blocks surrounding targeted block, instead of a whole line of blocks which stand in it's way (so it...
    19. akimzav

      Suggestions: armor and penetrating

      it might be my fault to putting it unclear, but i was saying that it usually deals very minor damage to the armor blocks tested against, and, on occasion of shot being too weak (there should be some threshold), it deals no damage. Also, i would like to suggest a both creative and productive (in...
    20. akimzav

      Armor, damage and penetration

      As far as i know, there already are similar calculations when the projectile has punch-trough or piercing effect, so i think that won't be an issue. Well, yes, why not. I would be grateful if you did it.