Here are some of my user-interface suggestions. It is quite lengthy, so I'll just post a link to the google doc containing them.
Starmade UX Suggestions
Starmade UX Suggestions
yeah, like if the build mode outline changed color based on in use or not. would help for sure.I would like an easy visual shorthand of some sort telling me where my unlinked chambers are. There is already a grid point labeled, but I'm a visual person, and so some sort of highlight, or glowing incorporeal box on that particular grid point would be immensely helpful
That would require mechanical changes to transporters... also, I thought this was a game about spaceships, not magically teleporting between planets/stations?I don't think this has been mentioned before, but since there's going to be chamber upgrades for warp gates on stations, how about upgrades for transporter range - up to a whole system-wise transporter system or even further? Instead of needing this chamber on every entity with a transporter to be able to use the system, we could have one station/planet transporter hub that projects an increased-transporter-range aura around it over the system it's in.
Hm, that's something we haven't considered but in theory should be possible. Not sure how much effort has to be put in this to make it work though.Lancake, will the power update affect all systems on an entity?
In particular illumination for anything like logic, lights, display blocks, emmissive etc. I would find it more immersive to enter a dead ship that is completely dark, forcing me to use my flashlight. Perhaps using a portable healing/energy supply beam to power systems locally. Perhaps for a length of time befitting the mass of the individual thing, like an array of lights, logic or a system with a group of modules.
Gmodism i really like your videos in general. but this one is really hard to follow.Greetings folks,
these are my suggestions for the chambers and the reactorsystem itself.
Pleas feel free to leave feedback on it.
Thank you, You are right that is a better formate for this, just so used making videos for everything. About the FTL (just was your yt comment as well) I failed somehow so I thought it was missing, and the handguns are a bit mundane and expensive right now for letting one drop them in death beeing an option (maybe that is setable as well IDK) but would be nice having it as default!Gmodism i really like your videos in general. but this one is really hard to follow.
multiple suggestions you made are already implemented (and were even before you uploaded the video)
it would really be good if you write the suggestions down in the forum becouse watching a 35min Video for something i could read in about 5min is a bit annoying.
Power efficiency chambers seem like they're both unnecessary and uninteresting, since if you need more power you can just make a bigger reactor, and they could introduce balance issues with combat systems and weaponry. For that reason, I'm going to oppose the idea of power efficiency chambers categorically, for mostly the same reasons that I'm opposed to offense chambers categorically.(everything)
I kind of wish you could, but no. There's a maximum reactor output associated with the dimensions (and possibly configuration, if you want to avoid silly reactor placements) of your hull.Power efficiency chambers seem like they're both unnecessary and uninteresting, since if you need more power you can just make a bigger reactor
where?I kind of wish you could, but no. There's a maximum reactor output associated with the dimensions (and possibly configuration, if you want to avoid silly reactor placements) of your hull.
If that's the case, that's a change post-200.151 that I haven't checked out yet (I'm about to launch the newest build). In everything I've tested, after the free 10 blocks, reactors give you nothing without stabilizers. Could it be that you were only testing with a 40-block reactor, or do I just need to check out the build... we'll see in a minute.where?
you get "unstabilized" min 25 e/s per Reactor block. ther is no upper limmit as far as i have seen.
100% stabilized you get 100 e/s per Reactor block.... 4 times smaller reactor and i think it was 2/3 or 1/2 amount of used Reactor blocks needed as Stabilizers... also no upper limmit.
My guess is this will be one of the last things that get added for fine-tuning balance. It just doesn't make sense right now.Do chambers still all have the same cost?