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      Time to Talk..

      This is really what confounds me. Schema tries all this wacky stuff with power streams and integrity and stabilizers and convex hulls, but completely ignores the simple, obvious, logical things like system disabling and hull-to-system ratio. Things that would be super easy to implement, yet...
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      Beam / Beam penalty mechanic.

      You can charge beam/beam while cloaked, so it makes for a good stealth alpha weapon. That's about it besides drones and some exploits. Not a fun mechanic. That being said, I wouldn't discount armor too much since the goal seems to be to make it a viable alternative to shields. If the repair...
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      Is 2.0 power optimization actually meta?

      Every time I read your posts, I try very hard to not respond to your drivel. This time I lost, unfortunately. This shows just how ignorant you are. He's not talking about using a single stabilizer, and if you weren't so pretentious you might realize that. And yes, it's the meta. Vertical...
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      StarMade - PvP & PvE balance, Perspective & Direction

      Just forget integrity. It was never a good solution to low-density systems, and there are now other game mechanics which adequately address this issue. Forget the power stream too. Unless stabilizer distance is excessively large, like it was in the early dev builds, island ships aren't worth it...
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      Thruster Update or Revamp

      This fixes multiple problems and seems like it would be fun to use. Great idea. One benefit not mentioned is rotatable thrusters. Since the current recoil mechanic takes into account the direction of docked entities, rotatable thrusters would be possible even without any additional coding.
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      Do not make this game die

      Nearly everything you've complained about misses the mark entirely. Too complicated? No, too simple. The stealth improvements are good. Targeting systems is good. Armor has been improved. You've raised non-issues and ignored the true problems. The old power system definitely had room for...
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      Beta systems reward redundancy

      This is not the case. I'm not sure why anyone thinks it is. Chambers continue to function even when completely destroyed.
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      [21st of June] Schine Bi-weekly Q&A

      Permacloakers are still impossible. Intentional? Fixed, thanks! Is the disabling of specific chambers and other systems when sufficiently damaged still planned? It's been stated that reactor capacity was added so that other power consumers (weapons, shields, thrusters, etc) would not impact...
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      [24th of May] Schine Q&A Answers

      This is incredible.
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      StarMade Weapons Update Prebuild

      I am talking about ships with optimal power systems. If your ship is mostly full of systems, adding nacelles does almost nothing. Stabilizers might be 1/5 the size of your reactor, and your reactor might be 1/5 the size of all your systems. Moving half of your stabilizers to nacelles could...
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      StarMade Weapons Update Prebuild

      Stabilizers are supposed to promote empty space within ships and tie power generation directly to ship size. The former doesn't actually happen and the latter is a bad idea. The power stream is intended to prevent exploitation of the stabilizer system using "island" ships, where the empty space...
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      How to make Weapons 3.0 Modular

      Why would a power-flux module decrease power consumption for beams and cannons but increase damage and decrease speed for missiles? Make power-flux behave the same for all weapons, then the missile damage increase and speed decrease can be moved to the charge module. Missile blast radius should...
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      How to make Weapons 3.0 Modular

      There's nothing preventing you from using a default weapon with no modifiers. It's as complex as you want to make it. It's easy to determine what a range upgrade or damage upgrade does. The result of attaching a beam to a cannon is what is unclear. How does that make sense to new players?
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      How to make Weapons 3.0 Modular

      Weapon system improvements Obviously something like this should be done, but I think your method isn't as flexible and is more complicated than it needs to be. What if you want a long-range cannon but a slow projectile, or a short-range cannon with a fast projectile? How do you decrease cannon...
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      Starmade configs and you - bending the laws of nature.

      Changing a few config values will not do much to improve the situation, especially if those changes are not made default. Most people who disliked it left, so now most people like it, so it's a good update? Come on.
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      Weapon system improvements

      It would be more like a very wide projectile than a beam. Yeah I agree. Firing arc should still be changeable though, if it's kept at all.
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      Weapon system improvements

      Instead of the primary/secondary slave system, have weapon attributes modifiable by connecting groups of upgrade blocks to the base weapon group via conduits. Effectiveness and added power consumption would be in relation to the base weapon size. Each weapon upgrade would increase its own...
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      [12th of May] Schine Q&A Answers

      In-combat regen appears to have been reenabled in the dev build.
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      [24th of May] Schine Bi-weekly Q&A

      Integrity is no longer needed to combat low-density systems after the weapons update. Why not remove it? Why do you think so many people dislike Power 2.0?
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      A revelation on the redundancy of System Integrity

      I think we can all agree, even the devs, that integrity is way too harsh at the moment. Its primary purpose was to discourage low-density ships, which it doesn't actually do effectively and which is now accomplished by the weapons update. Its secondary purpose was to encourage system blocks to...