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      What actually failed in Starmade - if you care to listen.

      Assumptions and miscommunications. RPers assuming PvPers built newb cubes. PvPers assuming RPers had no idea how systems worked. Reality never saw anything approaching a newb cube while in vayger or fighting vayger opponents. RPers built more to aesthetics and with all that interior and focus...
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      The Quickfire Initiative: Rebalancing StarMade.

      I said venting frustration. Not aimed at this group or anyone in particular. Has for the AI was hoping that maybe this team had tweaked with the AI aim distance a bit in the config and got it to hit a little more often. Oh well. Feel free to ignore this rambling.
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      The Quickfire Initiative: Rebalancing StarMade.

      So sad... not going to turn this into another how starmade regressed... but really annoying seeing the difference between weapons 1.0 cannon/beam/pulse.. explosive/ion/pierce/punch being degrees of useful on turrets and all the ship side effects... to now this. Sorry just a little venting no...
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      The Quickfire Initiative: Rebalancing StarMade.

      In testing for the config changes in quickfire. Did this team get any weapons to reliably hit on a BobbyAI turret? Some testing shows beams try to always aim for the target lead indicator. Even the lockon beam spends maybe 1 or 2 ticks then fires well ahead off a strafing isanth. Like it was...
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      The Quickfire Initiative: Rebalancing StarMade.

      Does the dev build use the latest version of the quickfire config? Wondering if i should be just using the latest stable release and updating quickfire config or just keeping up to the latest dev build. Also armor in the quickfire config for latest dev build is crazy strong. Can upload...
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      Hyper Light Starmade | Pre-Power 2.0 Server

      Just a suggestion. 1. Drop the per member cost down a bit, but not to low the extra space required for more faction member is not a bad idea. 2. Drop lose of FP due to death to 0, but up lose of FP to claim. Makes loosing peeps not a big deal but losing territory very bad. Helps force combat...
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      Opinions On Starmades Combat

      Since large ship combat for all purposes is derpy-ish dog fighting (being that hull mounted weapons are better then turrets). Why not just implement a scaling system on energy usage per block in the primary weapon computer. For example (just random numbers not real figures). Primary Weapons...
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      Coolant? Coolant. Coolin' it.

      So seems I am not 100% crazy and other people are thinking on coolant aspect. This one seems a lot less complex them my suggestion so probably a better path. Now confused why this constant defending of the current docked power supply method? The current system requires adding in docked...
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      Power Generators/Cooling System

      If this is a completely crazy idea fine, but have no idea how this would impact any new user. If power reactor modules stay the exact same and keep the 1mil gen soft cap, why would this have any impact on any new player. This only comes up when attempting to design a ship that requires more...
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      Power Generators/Cooling System

      Sorry if i did not state it. This is not a replacement for the current power reactor module setup or grouping function. I only suggest this instead of trying to do a docked power generator with logic power drain weapons like is common now. So a new person can still make a working ship with...
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      Power Generators/Cooling System

      Suggestion: Create 3 new blocks to emulate a power reactor with active cooling requirements Purpose: Allow power generation above the 1mil soft cap without resorting to chained logic weapons and docked ship entities Proposal: Add in the following blocks: A. Power Reactor Core (act as primary...