weapon

    1. A

      detectable weapon fire for cosmetic reasons

      There needs to be a way to use the Starmade logic system to check to see if a weapon is 'charging'. This would allow you to make cool effects with lights and the rail system. For example, having a mini gun type weapon 'spin' while it fires. (Without having it spin all the time) or having a...
    2. davedumas0

      Weapon colors

      is it possible to give weapon computers(including salvage computers) a GUI that has an RGB color chooser and can display its status(master or slave and number of blocks connected) maybe even have a different color for the other firing modes(like the wide beam vs tight beam)
    3. E

      [Weapons Update] Missile Turning Rate inverse to damage

      With the new Cannon penetration mechanics intended to encourage the use of weapons that are appropriate to the target being fired on, I'd like to suggest something similar for missiles: Turning rate and velocity that is inversely proportional to the missile's damage (another way to describe it...
    4. C

      Beam width depends on weapon block size?

      Hi, does anyone know if the width of the turret beams will depend on the block group size at sometime in the future? Just like the stream of the reactors, the same only with the weapons. In other words, bigger weapons block module sizes have a bigger beam. For example, if a Death Star fires...
    5. petlahk

      Comprehensive General Feedback and Suggestions as of Dev Build 0.200.188

      This post is intended to offer constructive criticism, feedback, and suggestions to the Developers about the approaching power update. Please read the entire post before commenting, and please keep discussion civil. This post is specifically related to my observations of the power system...
    6. Coyote27

      Dealing with "cloaked alpha OP" fears for the coming meta...

      Several people have pointed out that, with the new power system, cloaked warships with high-damage one-shot weapons could well be extremely powerful and unbalanced, since they can strike without warning with oversized weaponry and the opponent could do very little to defend against it. What can...
    7. Amadeus

      An Immersive Astronaut Weapon/Item System

      While thinking about a more immersive astronaut weapon system, most individuals agree that customizable weapons are ideal, but there isn't a consensus on how to create a reasonable system to make this possible. I think the answer lies in a system similar to one found a longtime RPG favorite...
    8. Koloss_Meshuggah

      Support Weapon: Effect Field Generator

      I have an idea for an AOE support system/weapon. This system could cause buffs to all allied ships within a certain distance based on effect modules slaved to it. It would basically work like having defensive effect moduals on each ship, but instead the moduals would be on one ship and be...
    9. jayman38

      Quake-2-Style Pulse Primary Weapon Behavior

      The Quake 2 BFG10K was a fascinating megaweapon in its time. It performed damage in a number of ways, including direct contact damage, explosive damage, and two unusual forms of damage involving not only energy beams projected from the BFG projectile (not the gun), but also a special...
    10. Master_chief_150

      Damage Pulse, the forgotten weapon

      We all know the damage pulse, it's the most commonly used block in starmade, every starship has one as a necessity and it's the wrath of all stellar empires. No... in reality, it's not. It's ignored, it's that system that's there, for mostly slaving with other weapons. Do you think there's a...
    11. WalkerGain

      Cannon/Explosive Viability

      Hey everyone! I'm just wondering if anyone has had the chance/inclination to play around with the new(ish) weapon mechanics introduced earlier in the year, specifically, the Explosive effect slaved to cannons. I'm designing some cruiser cannons and I really haven't the first idea about which...
    12. JNC

      BOBBY AI unfocused

      Can we get the option to allow AI modules controlling weapons to fire unfocused? Doesnt seem right to me when a Bobby has a large weapon/salvage bank and they always fire it focused onto one block. Could be a check box or something?
    13. G

      Swarm Missles radius to small

      Good evening ! Im currently trying to implement an Swarm Missle as an Anti-Fighter Weapon, the only problem is, that the radius of explosion is to low (only 6 meters). So i added 100% explosion Modules to it and it went to 14 meters radius. But its still to small. Is there a way to push the...
    14. Tunk

      Display module colour linking

      Came up in chat just now, Basically would be nice if linking a display module to a weapon or other colourable block/device that it takes on the colour specified on the display module. I'd suggest a color tag using RGB hex values. For example, linking a module with \[color=#FF0000\] gives you...
    15. jijiji

      General weapon balance suggestion

      Greetings! //Introduction (not necessary to read, you can pass it) //Hello! I am not a gamer, but my friend talked me to test this game. Friend told me that some //time ago more people played this game. I tested this game and I guess why. Now I am developer (of some //plugins of Minecraft...
    16. D

      Weapon systems acting weird

      I came back to this game after maybe 2 weeks only to notice a new patch and later that my weapons on my ship weren't functioning properly. But it turns out that the problem runs much deeper and is alot worse that i thought to begin with.. Anti matter cannons won't fire regardless how i place...
    17. Ultragamer2000

      Interstellar Weaponry

      Interstellar Weaponry Is there any possible way to create a weapon that can shoot across a star system or two? A AI torpedo? A big gun? No I don't mean shooting across the very edge of a system to another system's blocks that are only 1k away. I mean big bad weapons that shoot all across one...
    18. Gmodism

      GI_Turret Cc-ION Terra Mk7

      The Gmodism Industries Proudly Brings you: GI Turret Cc Terra Mark 7 The Mark 7 was developed beside the Mark 6, however, in cooperation with the shields research department. The structure has been made lighter and the barrels more compact as the calibre has been much decreased, however the...
    19. Gmodism

      GI_Turret Cp-OD Terra Mk8

      The Gmodism Industries Proudly Brings you: GI Turret Cp Terra Mark 8 The Terra Autocannon Turret was first developed for the Terrasonister by master engineer Xaubercrow, after long time of battle testing it has been improved. The Mark 8 is heavier using light-howitzers and the cannon barrels...
    20. Malacodor

      Make weapon range independent of sector size

      It's difficult, if not impossible to balance a weapon, whose range is dependent on sector size for both vanilla settings and servers with larger sectors. Default beams only have 1km range, which I'd consider almost useless. They might be useful for very small and hard to hit targets, if AI...