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    1. YamiHikari

      [28th of April] Schine Bi-weekly Q&A

      I've spoken with a few casual players of Starmade who haven't touched the game since pre-power 2.0, and I've found that for people who only know the old system all of the new mechanics are a bit confusing at first, and many of the new features and equations are a bit hard to comprehend or figure...
    2. YamiHikari

      [14th of April] Schine Bi-weekly Q&A

      The universe update calls for a complete overhaul of the Starmade universe. What I'm wondering is whether this will include any changes in the way planets and systems perform or interact with each other. I'm thinking of something along the lines of what KSP does or what Elite: Dangerous has...
    3. YamiHikari

      Data Transmission Chamber

      Adonis0 The faction block idea isn't half bad. I mulled that over a little later, and I guess you and I have the same line of thinking. As for the chamber suggestion, that's pretty much what I'm suggesting. Whoever is in the vicinity receives the broadcasted signal containing the scan data...
    4. YamiHikari

      [31st of March] Schine Bi-weekly Q&A

      I've actually heard talk about major optimizations for planets. I'm not quite sure how much optimization will actually happen, but I've heard that it will happen.
    5. YamiHikari

      Data Transmission Chamber

      I never once said that the chamber would be used on combat ships. My idea was to make it so that a ship can be specialized for scanning and then be able to transmit that scan data to other entities. My thought for ignoring affiliation was because it would be difficult for the ship to specify...
    6. YamiHikari

      Data Transmission Chamber

      With the upcoming universe update, scanners are going to be getting another bump (particularly in the long-range department). My thought is, what if ships could transmit scanner information to other ships? My idea is to incorporate this in the form of a chamber (in the Logistics category)...
    7. YamiHikari

      Schine Q&A Answers - 15th of March

      My interpretation of it is something along the lines of "we know a lot needs to be done to make this better, but we're not quite sure what will work best to accomplish our goals effectively, so we're going to be playing around with this more in the future and adapting it to any changes that come...
    8. YamiHikari

      [31st of March] Schine Bi-weekly Q&A

      What are your plans for NPC's (ships, factions, characters, creatures, plants, etc.)? Right now we have factions and shop owners, but both are very minimal in function. I'd like some insight into what you have planned for the universe and how you are going to bring it to life. Will this...
    9. YamiHikari

      Schine Bi-weekly Q&A - 15th of March

      I'm not quite sure, but this question may have already been asked earlier in this thread. I'll have to read back through to make sure, though. APPEND: This question specifically has not yet been asked. I remembered reading something similar, but I was mistaken.
    10. YamiHikari

      Schine Bi-weekly Q&A - 15th of March

      What is the fate of AI/fleets? Currently, I think of fleet mechanics as one of the most buggy and nonfunctional features of the game. Should we expect some work to be done on this in the weapons update? Or will that wait until the universe update? Has any further work been done on the...
    11. YamiHikari

      Add Solar Power

      This is an interesting idea, but you have to consider the difference between solar power, which would only work well when the player is close to the sun, and reactors, which always work well. I think if such a thing were implemented, there would need to be a limit to reactors, as just the...
    12. YamiHikari

      Remove Shipyard Integrity

      Good point. I guess that explains why it has integrity. The devs may have not put much thought into that when deciding what is affected by integrity.
    13. YamiHikari

      Gate menu rework

      This sounds like a fairly reasonable suggestion. I don't know if the devs have thought about this option or not, but if they have and they had specific reasons for rejecting it, maybe they can take a second look at those reasons and the contents of this suggestion. It does feel more practical...
    14. YamiHikari

      Remove Shipyard Integrity

      Actually, why do shipyards have integrity? They're not exactly system blocks, nor is there any need to prevent them from being spaghetti. I think removing the integrity requirement for shipyards isn't a bad idea. Of course, there's no guarantee shipyards won't get a major overhaul in the...
    15. YamiHikari

      Individual chambers/effects toggleable by hotbar and logic.

      Yeah, but would it be the whole clump of chamber blocks? I feel like that kind of thing would be a bit awkward.
    16. YamiHikari

      Kupu's thread

      Well, what I'm talking about is an entirely non-functional button. It would be just like current decorative consoles. I just want some kind of generic switchboard or other mechanical/technical looking block to add to all the other ones.
    17. YamiHikari

      Individual chambers/effects toggleable by hotbar and logic.

      That actually sounds much better and really cool (having remote-operated scouts in mind). The problem I do have is how exactly the logic would activate the chamber effects. There really isn't an easy way to go about it as far as I know. What you're suggesting is basically along the lines of...
    18. YamiHikari

      Kupu's thread

      Hey kupu, what about some kind of decorative switch and/or button block that doesn't have functionality but can be used to improve various builds?
    19. YamiHikari

      More Reactor Functionality

      I like this idea, but how would you suggest configuring the switch? Also, what about really small reactors that don't have that kind of space for adding more conduits? Although not huge, this does give a disadvantage to smaller ships that can't afford the space of extra conduits running...
    20. YamiHikari

      Individual chambers/effects toggleable by hotbar and logic.

      So you're saying to use logic to remotely configure chambers? I REALLY don't like the idea of that. In terms of practicality it entirely defeats the purpose of chambers, which are intended to make the player choose between effects, not switch through them as they please. You also have to...