Ship Systems Reboot:
StarMade has all of the systems that you could hope for in a Sci-Fi, however, I feel that some implementations of this tech was done improperly or unfinished. I collaborated with siblings and friends who play the game to come up with this list of suggestions to make the overall StarMade ship experience better.
Power Generation:
Currently, the best power gen. system we could come up with is a "rod" of power or a spatially-inefficient square (which is a pain to setup.) We recommend a reactor of sorts which is expensive/hard to manage that can output massive amounts of power. This would be the most delicate part of the ship (comparable to Star Trek's warp core), meaning it has very low resistance to damage. And, based off of the size and stability of the reactor, if it was damaged critically, it could blow a huge hole in the ship and give off damage to nearby entities. In addition, ships could have a solar array where the output is proportional to the distance to the sun.
Shield Systems:
Shields are pretty straight-forward (regen/cap), and we thought it should be kept that way, however we weren't fans to the shields staying up continuously. When shut off, ships should keep the shield cap, and when they turn on, keep that cap. We played around with ideas regarding regen. and thought that the gen should increase when the shields are off, and in turn, decrease when up. Also, we found it difficult to give smaller ships shields, no matter how much R&D you did, so maybe add increased effectiveness shield regen/cap blocks. And as a final addition, we liked the idea of bubble shields rather than the current "masking" shields, as to give a better visual of incoming fire/effects. (effects being sun damage, energy drain, etc.)
Thrust:
Similar to Power Generation, thrusters should come in multi-block structures for increased effectiveness. (Maybe even capable of low FTL?)
FTL:
Rather than having FTL regulated by modules and their respective recharge, we thought FTL should be like RadarJammer, moving at FTL Speeds rather that FTL Jumps. So, altogether, you keep the modules, but it isn't based off of recharge, but a matter of energy. The amount of modules would be proportional to speed/power input.
Deflector
Referring again to Star Trek, we liked the idea of a deflector, being a common tool for administering shield drain and other effects to other ships while acting as a sensor array. In Star Trek, it simply acts as a scientific tool that could be re-utilized for tactical purposes.
So, the main stress of this is on the power and FTL systems, but the other ideas are also highly recommended. Let me know about any ideas/updates you have regarding ships' systems.
Thanks
-naperone
StarMade has all of the systems that you could hope for in a Sci-Fi, however, I feel that some implementations of this tech was done improperly or unfinished. I collaborated with siblings and friends who play the game to come up with this list of suggestions to make the overall StarMade ship experience better.
Power Generation:
Currently, the best power gen. system we could come up with is a "rod" of power or a spatially-inefficient square (which is a pain to setup.) We recommend a reactor of sorts which is expensive/hard to manage that can output massive amounts of power. This would be the most delicate part of the ship (comparable to Star Trek's warp core), meaning it has very low resistance to damage. And, based off of the size and stability of the reactor, if it was damaged critically, it could blow a huge hole in the ship and give off damage to nearby entities. In addition, ships could have a solar array where the output is proportional to the distance to the sun.
Shield Systems:
Shields are pretty straight-forward (regen/cap), and we thought it should be kept that way, however we weren't fans to the shields staying up continuously. When shut off, ships should keep the shield cap, and when they turn on, keep that cap. We played around with ideas regarding regen. and thought that the gen should increase when the shields are off, and in turn, decrease when up. Also, we found it difficult to give smaller ships shields, no matter how much R&D you did, so maybe add increased effectiveness shield regen/cap blocks. And as a final addition, we liked the idea of bubble shields rather than the current "masking" shields, as to give a better visual of incoming fire/effects. (effects being sun damage, energy drain, etc.)
Thrust:
Similar to Power Generation, thrusters should come in multi-block structures for increased effectiveness. (Maybe even capable of low FTL?)
FTL:
Rather than having FTL regulated by modules and their respective recharge, we thought FTL should be like RadarJammer, moving at FTL Speeds rather that FTL Jumps. So, altogether, you keep the modules, but it isn't based off of recharge, but a matter of energy. The amount of modules would be proportional to speed/power input.
Deflector
Referring again to Star Trek, we liked the idea of a deflector, being a common tool for administering shield drain and other effects to other ships while acting as a sensor array. In Star Trek, it simply acts as a scientific tool that could be re-utilized for tactical purposes.
So, the main stress of this is on the power and FTL systems, but the other ideas are also highly recommended. Let me know about any ideas/updates you have regarding ships' systems.
Thanks
-naperone
Last edited: