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      How the NPC update makes fuel (and money!) viable

      I think there an interesting way to approach this too (I've always been a proponent of fuel/munitions), instead of having a separate block for fuel meaning you now have to add fuel tanks (I'm so cool with that idea too, but I would make it an optional block in addition to below), you could...
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      Shoulder/Head Lamp and Ship Illumination

      A couple things occurred to me while I have been playing with the new update: 1) The player has a good flashlight but while it is out you cannot use any other of your tools. If you are investigating a potentially hazardous environment (with the spiders or especially sneaky other players), you...
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      Weapon projectile scale based on damage

      Just a quick idea/suggestion: Why not have it so that as the damage of a given weapon system increases, it's projectile gets gradually larger and more intense? By weapon: Cannon: The "bolt" gets longer and gradually thicker. Damage Beam: The beam gets drastically thicker as its damage...
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      New Weapon + Thruster + Shield + Generator + Fuel Generator, using resources

      Not to take things in a slightly different direction but instead of having a resources you need to operate well, you need to rid yourself of something accumulated? My understanding is that in the game starsector they have flux which is basically the equivalent of heat. From what I know about...
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      Brainstorm This Events

      I was thinking about this a little bit this morning and had a few things to throw in. I'll add in some details to some of the others suggested as well. Solar System/Galaxy Wise: - Anomaly Detected. Scan or interact with. Could have various effects ranging from warping somewhere random to...
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      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      I know what you mean by the crew bascially being reduced to another component that needs to be installed to tge ship. The problem with making them a bit more active is in the wayfinding problems I can forsee in a ship. No matter how carefully you build something in starmade there is always a bit...
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      New Weapon + Thruster + Shield + Generator + Fuel Generator, using resources

      Not to take this is a similar but different direction but to me this seems to be a discussion about logistics. What I mean is the supply that a ship requires in order to complete a mission. In real world naval situations ships are limited by their fuel supply (except with nuclear, but that has...
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      Read by Schine Fleets and what could be used to control them

      In the interim why not use commands like they have in so many flight simulators? Hit the ` key (or whatever works) and a menu pops up like: Fleet Operations 1. Fleet 2. Squadron 3. Ship And if you hit the number it brings up another menu Orders Menu 1. Regroup 2. Attack my target 3. Engage at...
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      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      Well that escalated quickly. Now I'll be credited with killing more redshirts than Kirk ever did. Anyway....I digest. I've been tweaking my designs to include interior spaces to accommodate this update. One thing worth discussing is to how to handle the crew moving from where you get them...
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      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      Hmm, it's definitely going to be an issue of figuring out what those conveniences are, which is probably what this topic was about originally. I did a little reading into what makes up an actual bridge crew (at least on world war II destroyers) and it's kind of interesting. You have your...
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      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      I like what you are saying about the carrot and not the stick but the only thing that comes to mind is smaller craft. I play on a server with a pretty low block cap (keeps fights from getting overkill and unbalanced) and adding a crew to a lot of the designs would require a lot of extra space...
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      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      I hope this discussion isn't totally dead, I know it's been since September... I was thinking about this a little more after reading some things on the other forum (the roadmap piece) and I think there may be a happy medium between the "sims in space" and the "another thing to worry about"...
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      Jamming and "Stealth" in space

      I understand that it is a game, but so is Call of Duty. You can have a "realistic" aspect without interfering with game play. In the case of the jamming, all you're doing is balancing/improving the jamming with a visual cue for the ships being jammed. My suggestion would be some random blips...
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      Jamming and "Stealth" in space

      I read through every topic on this topic before trying to post here, so I hope I got them all before throwing my idea out. Anyway, I've been playing this game for awhile and I finally bought it on steam to help support everybody and after playing with it even more I decided to join the forum...