I understand why the devs arent posting the devblogs on a strict schedule right now. especially with the large updates they are currently working on a devblog about how they completed half a feature would be a bit underwhelming, but I would really like to hear from them more often.
I am sure the devs already have this information but here is what I have noticed.
I have seen this issue with thrust, jump drives, power reactors, salvagers, and even salvagers. It seems like anything with a computer controlling modules can be effected but i havent tested anything. If it...
Hello all this isn't really going to be a suggestion but rather a collection of them. I want to put together a list of the bugs currently in the game that are happening to the most people to the most degree. This way the devs know which bugs need fixing first from a players standpoint.
To be...
I like the idea of some form of fuel, however fuel seems to be the most controvertial of mechanics and if implemented it will need to strike the balance perfectly to work. If it is implemented there will need to be some why to automate it to some degree. (biomass fuel farms?)(energy condensers?)...
I think that would be really cool however it would probably be a performance hog. as long as it only applies to planets in a single system at a time that wouldnt be a problem (i think). as far as style go's starmade made a big step toward realistic phisics with the thrust update.
I could see the ability abused by someone looking to cause lag for some reason. I dont know about the whole idea but i do have an idea for how to limit it. perhaps the mass production could be set us as more of a (maintain this many ships here) kind of thing that would be limeted by block count...
First off I love the idea of astrotech beams having an area of effect. Perhaps explosive effect could be slaved to the astrotech to give that functionality without changing astrotech by itself? Personally I wish astrotech worked more like it does in robocraft where a beam can heal the entire...
Pretty simple idea for a simple annoyance. On the map the options for what to display should either be persistant meaning their values stay the same when logging back into a server. Or at the very least make the default for "faction territory" to be off. I don't see much use for it normally...
Are jump drives possibly going to be looked at/changed in the future? I noticed looking up the jump drive suggestions on the forum they don't seem to get much attention. There doesnt seem to be any in the frequent suggestions thread as well. Anyone have some insite?
So the mechanics would be what? I get the idea not the implementation. So there will be a new block that can dock to any flat surface, and it would require that the docked ship would have to have mass enhancers depending on its own mass in order to successfully dock. what would stop a big ship...
Would be pretty cool. I would love to see something for combat as well I could see an npc typing furiouslly on one of the console blocks during a fight. Or changing from a walk to a run when enemy ships are nearby.
ahh ok. I get it. As a side note radar jammer just reI smoves the targeting blip as well as removing it from navigation. Cloaker makes the ships blocks themselves invisible, those two I can garuntee. If i remember correctly AI will shoot a radar jammed ship, but not a cloaked ship regardless of...
I should clarify, someone could place a core inside the shipyard bounds and it would automatically be a separate design. However this could not leave the shipyard bounds. an astronaught would have to leave the bounds of the shipyard to place a real core.
Otherwise I really dont know what you...
Explain what you mean by this? I like having separate cloaking and radar jamming capabilities.
I do agree cloaker/jammer should have modules that change the effect (jammer could use the antenna block), but I am on the fence about the power consumption change.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.