Hello, here's the answers from the last QA.
A: You will be able to control most of your ships and stations in some sort of remote commands, like fleets for example. However, some actions may still require your personal presence to be properly executed. - AndyP
A: We’ve sort of replied to this question already in a previous QA. - DukeofRealms
A: We will likely do a lot of that towards the middle/end of the universe update. - schema
A: Yes, we currently have an invite-only community Discord, which we’ve used as a limited test trial. It’s done well and we will be opening it up to the public not too long from now. (We are not currently adding any new members.) - DukeofRealms
A: We are always looking for skilled people. However, since we are a small company we always want to make sure to ensure longevity and financial stability, it isn’t easy to find and especially keep people in this market. Especially since there is a lot of initial investment in time to work them into the code. - schema
A: There’s one already on our main site: StarMade - DukeofRealms
A: It is unlikely. Maybe something incredibly simple, like seeing a weapon in your hand. But beyond that there are no plans to focus on first person animation like that. - Criss
A: Planetary mining will be altered with the universe update. We plan quite a lot of changes to the resource gathering and automating it for the late-game, especially asteroids, planets and so-called points-of-interest that provide resources. - AndyP
A: They are planned for visuals and effect modifications, for example nebulae that influence shields, sensors or other systems of your ship. Full handling of life-support, oxygen or pressure management would require a ton of calculations and may restrict the building options and designs. - AndyP
A: They allow comparing systems that counter each other (like scan and cloak) to be compared in defined steps instead of long floating point numbers based on block count. It also prevents the need to reconfigure and adjust chambers every single change to the reactor block count. - AndyP
A: Not in the sense that without it you would die. We want to focus on the larger aspects of galactic adventures and these elements are best reserved for a game that is much smaller in scale. With NPC populations, we may need to look into arbitrary resources that will sustain them, but not much beyond that. - Criss
A: The plan is to avoid any further changes to the reactor, stabilizer numbers after finishing the weapons update. Integrity may go through small changes to adjust it to the weapon-damage-model that may need its own slight changes to balance them. So ideally, they will only require small adjustments from now and then stay the way they are for a very long time. - AndyP
A: Likely as a followup update to the weapons update. We are planning to do some completion of items on our todo list and some cleanup, while we already start with the universe update - schema
A: Part of this decision was to uncertainty of the overall performance for stabilizer distance calculation. If there is no issue in terms of it being exploitable, it should be no problem to implement. - schema
A: The weapons is mostly done the dev build is in a functional state. We might do a preview that hits all the important points. - schema
A: We have no completed major refits for our in game fleets. With the weapons update, we will have to strip ships down again and start the process over, so any work we did with our ships beforehand was for testing purposes. In the future there will absolutely be a chance for players to contribute designs to the game. We will do these through community contracts. We have talked about these contracts a bit on our livestream, and are ready to test out the contest when the weapons update drops. - Criss
A: We will definitely further work on the current state of the game while we start on the universe update to have it in a good playable state while the universe update commences. - schema
A: Most of it should already be in the blockBehaviorConfig in the general section. If there is a particular wish or missing value, I’ll gladly add it to the config. - schema
A: We are definitely looking into having the ability to switch power consumers on/off. It will either be in the weapons update or in the follow-up updates - schema
A: I’ll do my best when they are reported, but unfortunately a lot of the bugs cannot be fixed since they are in the drivers themselves. The only alternative a lot of times is to switch off some optimization and graphics elements, which will put additional strain on the card. - schema
A: Tertiary weapon effects are being replaced with various options in your chamber trees. Other effects such as stop, push, and pull will be implemented with the new tractor beam systems. - Criss
StarMade News - StarMade v0.200.311 - Power 2.0
A: originally it was meant to balance with flying speed. The weapon update will already balance a lot of these factors, but ill definitely look into the config option to make distances a fixed amount. - schema
A: Hello. I’m good, thank you :D - schema
A: Most definitely - schema
Are you going to force players into running around as characters or can we play the game entirely from our cockpits?
A: You will be able to control most of your ships and stations in some sort of remote commands, like fleets for example. However, some actions may still require your personal presence to be properly executed. - AndyP
What exactly are you visions for this game in the aspects of pvp, pve, exploration, suvival aspects, optimization, and planets respectively.
A: We’ve sort of replied to this question already in a previous QA. - DukeofRealms
This answer would be a bit long to answer here. We will introduce how the endgame will look like with the universe update - schema
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We do have an end goals document here: StarMade Endgoals (All Parts)
That might answer (or partially) answer your question. - DukeofRealms
Is there any plans to make teasers for every item in development? (Cause teasers get me excited)
A: We will likely do a lot of that towards the middle/end of the universe update. - schema
Are there any plans to make an official discord server?
A: Yes, we currently have an invite-only community Discord, which we’ve used as a limited test trial. It’s done well and we will be opening it up to the public not too long from now. (We are not currently adding any new members.) - DukeofRealms
Is there any chance of getting more developers in the group to help with the speed if updates?
A: We are always looking for skilled people. However, since we are a small company we always want to make sure to ensure longevity and financial stability, it isn’t easy to find and especially keep people in this market. Especially since there is a lot of initial investment in time to work them into the code. - schema
Are there any plans to add a donation button somewhere on the website? If not, why?
A: There’s one already on our main site: StarMade - DukeofRealms
Are there any plans to add arm actions that are visible in first person mode? (Not important)
A: It is unlikely. Maybe something incredibly simple, like seeing a weapon in your hand. But beyond that there are no plans to focus on first person animation like that. - Criss
Are there any plans to increase the importance of planets? For example, adding a block that allows players to yeild resources over time when placed on a planet.
A: Planetary mining will be altered with the universe update. We plan quite a lot of changes to the resource gathering and automating it for the late-game, especially asteroids, planets and so-called points-of-interest that provide resources. - AndyP
Will there be gasses in the game? Like nebulas and oxygen?
A: They are planned for visuals and effect modifications, for example nebulae that influence shields, sensors or other systems of your ship. Full handling of life-support, oxygen or pressure management would require a ton of calculations and may restrict the building options and designs. - AndyP
What's the purpose of levels for a reactor?
A: They allow comparing systems that counter each other (like scan and cloak) to be compared in defined steps instead of long floating point numbers based on block count. It also prevents the need to reconfigure and adjust chambers every single change to the reactor block count. - AndyP
Will food, hydration, or life support nessesity ever be added?
A: Not in the sense that without it you would die. We want to focus on the larger aspects of galactic adventures and these elements are best reserved for a game that is much smaller in scale. With NPC populations, we may need to look into arbitrary resources that will sustain them, but not much beyond that. - Criss
Will there be substantial changes to reactors, stabilizers, integrity, or the chamber system in the future? Substantial enough to require ship redesigns?
A: The plan is to avoid any further changes to the reactor, stabilizer numbers after finishing the weapons update. Integrity may go through small changes to adjust it to the weapon-damage-model that may need its own slight changes to balance them. So ideally, they will only require small adjustments from now and then stay the way they are for a very long time. - AndyP
When is logic interaction with reactors and chambers planned to be implemented?
A: Likely as a followup update to the weapons update. We are planning to do some completion of items on our todo list and some cleanup, while we already start with the universe update - schema
I felt like secondary power generators were somewhat encouraged so it is irritating how inactive power generators play a part in the efficiency by range calculations for all stabilizers - is this a bug/oversight or by design?
And even if it is by design, can we have that fixed soon? (btw. switching power generators also feels very clunky with the chamber and weapons recharge)
A: Part of this decision was to uncertainty of the overall performance for stabilizer distance calculation. If there is no issue in terms of it being exploitable, it should be no problem to implement. - schema
There once was talk about adjustments and balancing to chambers but nothing ever happened as far as i saw, now with the weapons update balance will change and ship building start again -> do we get some solid information on balance (dev blog or patch notes) or even a discussion (preferably an official one) before the update hits?
A: The weapons is mostly done the dev build is in a functional state. We might do a preview that hits all the important points. - schema
Would Schine be open to uploading the blueprints of the ships used to test the dev builds, particularly the ones used for the recent power and weapon updates? I think it'd be interesting to see what the devs consider an ideal ship, the kind of characteristics that the game is currently focusing on and just generally how well the somewhat-divisive components of updates work with the ship they were designed around.
Alternatively, would there be a chance for the community to design a few test ships that could be used alongside the current test ships when balancing future builds?
A: We have no completed major refits for our in game fleets. With the weapons update, we will have to strip ships down again and start the process over, so any work we did with our ships beforehand was for testing purposes. In the future there will absolutely be a chance for players to contribute designs to the game. We will do these through community contracts. We have talked about these contracts a bit on our livestream, and are ready to test out the contest when the weapons update drops. - Criss
Based on what has been announced so far I would guess the universe update will probably be the most feature-full update this game ever received. Since the power and weapon systems revamp already took a lot of time and will probably still take some till they are fully realized I would also guess the universe update will probably take the longest development time before a release in the history of StarMade.
Are there any plans on making sure the game is in a semi-playable state with an amount of fixes (considerable optimizations for example of integrity calculation, band-aid fixes to certain features like shipyards, extra quality assurances, etc.) after the realization of the new power and weapon systems but before the universe update?
Is home station invulnerability a feature which is planned to be removed/changed in the future and if so will it be part of the universe update? (Asking in name of MacThule as well.)
A: We will definitely further work on the current state of the game while we start on the universe update to have it in a good playable state while the universe update commences. - schema
When will i be able to have access to formulas of the game through configs, like the stab one for example ?
A: Most of it should already be in the blockBehaviorConfig in the general section. If there is a particular wish or missing value, I’ll gladly add it to the config. - schema
Are you going to implement a battery feature and the option to turn systems on/off during combat so we can build alpha oriented ships again?
A: We are definitely looking into having the ability to switch power consumers on/off. It will either be in the weapons update or in the follow-up updates - schema
Will some of the graphical bugs with intel graphics be fixed?
A: I’ll do my best when they are reported, but unfortunately a lot of the bugs cannot be fixed since they are in the drivers themselves. The only alternative a lot of times is to switch off some optimization and graphics elements, which will put additional strain on the card. - schema
What happened to the tertiary effects? In the dev build v201.029 I can't find them. Are they still on the workbench or abandoned?
A: Tertiary weapon effects are being replaced with various options in your chamber trees. Other effects such as stop, push, and pull will be implemented with the new tractor beam systems. - Criss
StarMade News - StarMade v0.200.311 - Power 2.0
Why are all the weapons ranges still tied to sector range? It makes combat inconsistent. For example if I play in very small sectors (like 2km) cannons are pretty much on par with missiles and beams. If I play with moderately large sectors like 10km cannons fall behind missiles and beams. And finally if I play with very big sectors (20km or more) beams fall behind missiles. How is that possible for you to balance weapons on top of that? I'd like to know your plans about that.
A: originally it was meant to balance with flying speed. The weapon update will already balance a lot of these factors, but ill definitely look into the config option to make distances a fixed amount. - schema
Hello, how are you?
A: Hello. I’m good, thank you :D - schema
Will AI controlled ships - player coordinated, or from the NPCs - get the ability to use their FTL drives in future updates?
A: Most definitely - schema