Search results

    1. apelsinsaft

      What happened to Starmade?

      Simple reason why this game got nowhere is because it got nowhere. Boot up the version of starmade from 2013 and it's exactly the same as today, minus a ton features that don't add up to an actual game. Shipyards, factories and production chains, logic, rails and new weapons and new power...
    2. apelsinsaft

      A revelation on the redundancy of System Integrity

      This is a tremendously logical solution. Unfortunately in isolation it feels like a trip back to core drilling simulator 2013. After all the best weapon to beat armor that protects a very vulnerable part is to find a way to quickly bypass it. Lets take another look at it and incorporate some...
    3. apelsinsaft

      Shields, regen and bypassing

      I think this is a backwards way of thinking. If repairs were much easier, we wouldn't be so bummed when a few blocks were missing, and it follows that we wouldn't think shields are so essential. It then follows that shields could be made to let a percent of damage through proportional to how...
    4. apelsinsaft

      Dimensional Power Gen: The Bane of Starmade Ship Design

      Super controversial as this is, i ultimately have to agree with this. Haters will hate, complexers will have their complexity complex, but the game would be much more easy to keep balanced and aesthetic if the player had to do basically nothing to get a ship working. Whether or not it's more fun...
    5. apelsinsaft

      Dimensional Power Gen: The Bane of Starmade Ship Design

      So far there isn't a single suggestion that isn't riddled with issues. Any single solution that anybody has put forwards has always had something that makes it require "something else" to work fully. Different methods of implementing stabilizers or dimensional scaling seem to always need to turn...
    6. apelsinsaft

      Missiles and PD 2.0, Less spam moar balance

      A. So let's make them have an actual model and grow in size as they do more damage, too! B. But the anti-missile group shouldn't need to be the same size as the missile group it's intended to shoot down. It should be able to be much smaller, like 1/3 or 1/4 the size of the intended target...
    7. apelsinsaft

      Missiles and PD 2.0, Less spam moar balance

      Dual USE turrets. As in, a turret that will fire both like a main weapon and like an anti-missile system, depending of various factors. That could be great, so long as they don't make it overly complicated. There's not a lot of factors that go into whether i want to shoot down a missile or not...
    8. apelsinsaft

      Dimensional Power Gen: The Bane of Starmade Ship Design

      Can you link the thread where you discuss these systems? lmao
    9. apelsinsaft

      New Power DEV Thread

      Avorion is remarkably well optimised for an indie game. Ships can be built of anything from ten to several thousand scalable blocks at any size. It features parts breaking off ships and ships breaking in half. Every big fight is a lag fest because of this. And yet, it's not like spaghetti ships...
    10. apelsinsaft

      Dimensional Power Gen: The Bane of Starmade Ship Design

      OK, i think i'm starting to understand where all these misunderstandings are coming from. In most suggestions where it's implied your power will be balanced by "silhouette" or "dimensions" or even stabilizers, the power itself is still based on the amount of reactor blocks you have. It's just...
    11. apelsinsaft

      Missiles and PD 2.0, Less spam moar balance

      Great suggestions. I'm not completely sold on the nonlinear growth of missile health though. Surely, the more obscenely large a missile gets, the more HP it should have in perfectly linear proportion? What could be done is make so that the size of weapon you need to shoot down a beam-missile is...
    12. apelsinsaft

      Dimensional Power Gen: The Bane of Starmade Ship Design

      Im going to assume by this you meant "you can solve the problem and leave space for interiors by simply adjusting some values", to which i call bullshit. You'll always want to fill in your hulls, and until crews are completely necessary or have enough impact that they're basically mandatory...
    13. apelsinsaft

      Dimensional Power Gen: The Bane of Starmade Ship Design

      Schine wants to give builders the freedom to put empty spaces in their hulls. Whether its for crew areas or to decrease the amount of blocks you need to place. They want to accomplish this by limiting power output to size or a range of sizes. This is the basic assumption you have to have before...
    14. apelsinsaft

      A Solution To Flying Spaghetti Monsters

      Yes, IF it can power them, that's the point. And you're right, this discussion is way off topic at this point. That discussion should probably go here God damnit, the topic was reactor output.
    15. apelsinsaft

      A Solution To Flying Spaghetti Monsters

      I think you're blowing this out of proportion. Especially when compared to a "fill er up" situation where you'd be even more fucked if you wanted to make your ship longer or shorter. Besides, it's not like power scaling from silhouette needs to be super absolute either, there could be a range of...
    16. apelsinsaft

      A Solution To Flying Spaghetti Monsters

      Provide arguments please. Why is it better to go by block count or mass? Keep in mind i was arguing specifically in favor of balancing by silhouette. Not dimensions.
    17. apelsinsaft

      A Solution To Flying Spaghetti Monsters

      Do you think any of my points refer to the people who have stuck around the game for 4 years? Of course you build your ship with revisions in mind. The game has been forcing you to for years, because finding blobs of systems is hard otherwise. If advanced build mode also featured click-and-drag...
    18. apelsinsaft

      A Solution To Flying Spaghetti Monsters

      Im going to list down the reasons why filling ships to the brim with systems is bad design. Its too many blocks. On the scale of some of the bigger ships, its way way too many blocks. And on the smaller scales, you're often forced to leave some systems exposed or it would take too much...
    19. apelsinsaft

      A Solution To Flying Spaghetti Monsters

      This could definitely help with a few issues: Spaghetti monsters are easier to hit, making them less viable Microdrone spam is easier to combat, while doing no real difference to crafts that have a proper silhouette Missiles easier to hit, meaning anti-missile systems could be tweaked...
    20. apelsinsaft

      A Solution To Flying Spaghetti Monsters

      Yeah that's almost like the shape i had in mind. The ship shape in the video could still be done, it's just instead of there being 1-thick lines of shields and thrusters and whatnot, it'd be 2+ thick conduit+system lines and a reactor "heart" somewhere. A lot more vulnerable and probably not as...