shield

    1. TheGT

      Transporter radar ping and more versatile boarding

      Simple, as a transporter is activated, It will generate a navigation item which, once the ship's shields are down, can be transported to. This would have all the downfalls of transporting to an allied ship, (i.e. no shields for a period of time) but could allow you to place boarders on an enemy...
    2. starhaiden

      Read by Council shield overcharge block

      very basic description has 100x the storage of the shield capacitor. ( a lot higher capacity) Can be toggled off and on When on it acts like a second shield and it loses 1% of it's charge every 2 seconds When off it loses 1% of it's charge everyone minute The lose of charge is to prevent it...
    3. Cudgeon Kurosaki

      Bug Shield won't break [Resolved]

      [RESOLVED] For some reason, my ship seems to be unable to destroy the shields of an online blueprint. Instead of the shields being destroyed, the shield value stays at 1.0/11k shields. The percentage is at 0.0%, but is unable to break through the value, despite the damage of most ships easily...
    4. DuckyQuacks

      Use-Explorer (Old old old) 2016-08-16

      Hiya, This is the first of many many old designs. These weren't made to look as beautiful as possible. They are more practical than anything... Capacitor many not be stable with the updates... This was made around a year ago...
    5. KuramaFox

      Directional Shields (does NOT replace current shields)

      Edit: Due to a request of interest from someone, I will start this post with a version of the idea that requires No New Blocks, which had initially appeared a few posts down. He suggested a separate topic for the idea, but I think its close enough to the current topic that I will simply move a...
    6. Paullus

      Heavy Isanth 2016-07-18

      This Isanth will be an excellent addition to your fleet, capable of outrunning and outgunning the standard Isanth model while maintaining that sleek Isanth look and feel you've always wanted.
    7. downedpilot

      New game mechanics that would diversify combat

      As we all know, combat in StarMade is very bland and seems to repeat the same formula, fire all your weapons as fast as you can and if your shields go down, give up, but I believe with the addition of some new features as well as the upcoming crewsystem will allow combat in StarMade to become...
    8. Lone_Puppy

      Shield Emitter Block Alternative Idea

      Just read an interesting idea for shield emitters by apelsinsaft. Shield Emitter Blocks: The solution for "Gigantism" and fighters. I like the idea of an emitter, but I thought of a different implentation. If it were me, I would use the same principle as the area activation blocks. This...
    9. J

      New Jobs (Shop and Ship tradement)

      Ship Salesman: When I sell my blueprint to the Trade federation (aka anyone can get the blueprint) I think I should get 20% of whatever the price the ship is from the trade federation (everytime it gets bought), this would lead to a new market where people build certain ships for people...
    10. Tunk

      Logic tool - State probe

      It would be useful to have a logic element that probes the state of another block. Rotatable like computers, it probes the state of the block in front of it when the probe receives a high signal. If the block in front of it is active it will emit a high signal. If the block in front of it is...
    11. MossyStone48

      Autolinking wireless and swaping/upgrading weapons.

      Closely related to a previous post made : https://starmadedock.net/threads/wireless-logic-to-display-and-hotbar-interaction.21854/ A wireless autolink: Link a wireless logic block to a single rail dock. The wireless would then be linked to an internal remote. When an entity docks to that...
    12. TFlok

      Need to re-route Shield Capacity and Shield Recharge functions to a new ID

      Just like the title says. Look let's just skip the bullcrap and just tell me upfront straight. My reasons for doing this is to be the only one with the shield tech in my singleplayer world and I need to build ships that are smaller with more interior. Essentially yes it's cheating but then again...
    13. Master_Artificer

      RSI - Really Simple Injector 2015-12-17

      plug it into a standard dock and it auto-activates. Make it pretty or something I guess. What you get is on the left. What you could use this for is on the right. Now you too can use this to be like the starwars. (warning. being like the starwars is not included) (because it SUCKS)...
    14. N

      Shield Shape Bonuses

      This is an entirely new idea that has never come up before on forums, as far as I can tell, so I'm starting a thread about it, with my own ideas. The Issue Currently in starmade if you take a ship and only show certain parts, most parts show dynamic infrastructures, grids running across the...
    15. Eruadan

      Polywog 2015-12-08

      The Polywog is a non-combat law enforcement spacecraft. It has 9 anti-missile turrets, and two forward-facing beam weapons, one with an EMP effect, and the other with a stopping effect. It uses the official UDS on both of its docking ports, and includes a transporter (automatically set to public...
    16. Andale The Great

      Andale’s Shield Designs (adds the need to think)

      While this is made of several small ideas I will be presenting it as a single suggestion to give a better impression of what will be the overall method for shields using my methods. The only new block I suggest is a connector that I will call the Cable Module. A multipurpose block used for...
    17. P

      Shield efficiency as an optional config value

      I suggest adding a shield efficiency value in config. It would define how much damage is absorbed by shield and how much will pass through. Value should be between 0.01 and 1 (1% and 100%) So 0.95 would mean that 95% of the damage is done to shield and 5% will be done to blocks. Some hardcode...
    18. Cheapskate

      Implemented Weapon, Shield, and Effect config server-side

      One of the things I know I'd be most interested to see [just below AI fleet controls] is server-side config to manipulate weapons, ships, and effect modules. I've noticed that there's been a lot of tweaking going on within StarMade. Cannons nerfed, cannons un-nerfed, weapon effects...