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

      I seem to have failed to properly convey my idea of Farming.... Please let me know what part of my idea I need to elaborate on.
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      Devblog 18th July, 2017 - End Goal Document Part 2

      Mining is a Chore, but I do it anyway. You talk about Trade Mechanics, but there is currently nothing in the game worth trading. Adding Optional Consumables which are produced from Farmed resources is an Excellent way to Encourage & Expand Trading. The optional tediousness of Farming is what...
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      Devblog 18th July, 2017 - End Goal Document Part 2

      The game lacks content and options. Farming has the potential to positively impact and expand every aspect of the game, except, perhaps; PvP. I have already built farming areas into my space station. I have reserved areas on my starting planet for agriculture. I would like to be able to grow...
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      Devblog 11th July 2017 - End Goal Document Part 1

      What ships do we build now? Mining Ships Cargo & Passenger Ships Military Ships Exploration Ships Decorative Ships What stations do we build now? Industrial Stations Military Stations Trading Stations Decorative Stations What planet bases do we build now? Industrial Bases Military Bases...
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      Devblog 18th July, 2017 - End Goal Document Part 2

      You forgot to mention: "Farmer" and "Rancher" There is a tremendous amount of interactable content that could easily be added to StarMade without having to worry about any outside dependencies or thought-intensive balance issues. One Planet type at a time: Add inventory items: "Seeds"...
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      StarMade Devblog - Endgame Document Pt. 3

      You forgot "Farmer" and "Rancher" How would these roles help? -> Builder - Builds Farms and Ranches on Planets and Stations. -> Explorer - Looks for rare Plants and Animals. -> Industrialist - Mass produces Consumable items which are produced from Animal and Plant products. -> Trader -...
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      StarMade Dev Blog 17 November 2017

      We can both get what we want: 1. Create balanced higher performing systems for PvP players. (power systems 2.0, etc.) 2. Create parallel lower performing systems for other players. (power system 1.0, etc.) I can have my increasing variety and you can have your PvP balance. We all win. Don't...
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      StarMade Dev Blog 17 November 2017

      1. I stated that the name does not matter. You may call the individual block (power reactor) whatever you want to call it just so long as it remains a part of the game. 2. Other forum posters have noted that you can not eliminate spaghetti ships by changing power generation systems. 3. Creating...
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      StarMade Dev Blog 17 November 2017

      It think it would be best to preserve both power 1.0 and power 2.0 options in future versions of StarMade. We can think of (and possibly rebuild) power 1.0 as: Radioisotope Thermoelectric Generators (RTG, RITEG for short) Radioisotope thermoelectric generator - Wikipedia All that we have to do...
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      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      My opinion is based on the fact that I would use crew on my ships even if there were ZERO benefits. I currently attempt to place interior on my ships for the distant future when crew becomes an option. Even though interior is purely cosmetic at this point, I still build interiors. Forcing...
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      The Power Overhaul that won't break your entire game...

      Let's try to create a power system (or systems) which allows a very simple start, and a slow progression to a more complex state. Let's then allow players who love complexity a chance to make their power system(s) incredibly complex and reward them for their effort. My favorite thing(s) about...
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      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      There are many ways to implement or utilize crew. My favorite is the Dwarf Fortress style: Give each crew member a role and a shift rotation then let the Crew-AI take care of the rest. As the crew member does his/her assigned task, he/she gains experience and does a better job. The exact...
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      Give Astrotech beams piercing.

      How am I supposed to repair my Station? Without Astrotech Beams I can't easily repair my damaged station. Also, If Astrotech Beams had both Penetration and the ability to replace missing blocks (from a specified blueprint) then we would be fully able to repair Stations which have been damaged...
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      Shop Module Difficulties

      Hello Everyone, I have recently (28 Dec 2016) been toying around with the shop module block on my planet base, and it doesn't seem to be working right. 1. I can connect it to cargo modules and storage blocks (which have their own cargo modules and contained items), but I cannot pull anything...