StarMade University - Data Collection and Revision

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    klawxx

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    Regarding your latest entry: I am one of the hull first builders, that only roughly outlines the interiours requirements. I strongly recommend to rephrase that part. Building half of the interiours first is only one approach, and not the best one. The best one is that, that fits the individual players style. The way you write it hinders people that have other creative approaches to building their ship. I suggest you say "there are several ways to build a ship, building interiours first is one, many people just outline what they want and then they build the hull first". Some people ignore interiours completely when they build the ship.

    I just think you should try to compell to all playstyles Starmade offers. And I really think that building interiours first is a bad way to build a ship. Never have built even one ship like that. Allways have built exteriours first. Just thinking that alot of players can get discouraged if they build that way. The only requirement to build a thought out ship is to roughly outline and know, if you want to have certain interiour elements in your ship (good examples is to decide beforehand if you want a hangar or even more, size of bridge). If you want for example a certain cockpit its mandatory to know how big you want it.

    But only IF you want certain interiour elements, building interiour first is a good approach. And even then outlining them can be enough. Building interiour first if you want your ship for example because of alot of turrets is a really bad approach then. Be a little more distinct imo.
    Hey.
    Ok. Thanks for the heads-up I will expand on this topic and add more build style choices as soon as I can.
     
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    Regarding your latest entry: I am one of the hull first builders, that only roughly outlines the interiours requirements. I strongly recommend to rephrase that part. Building half of the interiours first is only one approach, and not the best one. The best one is that, that fits the individual players style. The way you write it hinders people that have other creative approaches to building their ship. I suggest you say "there are several ways to build a ship, building interiours first is one, many people just outline what they want and then they build the hull first". Some people ignore interiours completely when they build the ship.

    I just think you should try to compell to all playstyles Starmade offers. And I really think that building interiours first is a bad way to build a ship. Never have built even one ship like that. Allways have built exteriours first. Just thinking that alot of players can get discouraged if they build that way. The only requirement to build a thought out ship is to roughly outline and know, if you want to have certain interiour elements in your ship (good examples is to decide beforehand if you want a hangar or even more, size of bridge). If you want for example a certain cockpit its mandatory to know how big you want it.

    But only IF you want certain interiour elements, building interiour first is a good approach. And even then outlining them can be enough. Building interiour first if you want your ship for example because of alot of turrets is a really bad approach then. Be a little more distinct imo.
    As much as I agree for the multiple buildstyles, building the interior first is the best way to get the ship stats you want. Unless you already have some modular templates for your systems, you'll often end up with a mess if you build the hull first. But I think it's easier for most replicas and esthetic ships to build them hull first (or spend a lot of time organizing systems to fit the general shape of the hull, then build the hull).
     
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    building the interior first is the best way to get the ship stats you want
    Yeah if you need stats for pvp its true. If you don't really care for battle performance and more for questions like "do 3 of this 40m long ships fit into my station's hangar", this interiour or systems first thing is really irrelevant.
     
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    klawxx

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    JinM Alphajim

    What if keep what has already been written and add this:

    "When you get used to building ships and feel ready, you can try the reverse procedure. Try to build the hull first and then the Interior and add the systems at the end. The beauty of StarMade is that you can do whatever you want and in any way you like.

    Building the hull first can even make sense if you have a size constraint, such as fit an specific hangar or if you are trying to create a replica from another game or movie. Star Wars, Star Trek and Warhammer ships are very popular in StarMade."

    Please, let me know what you think.
     
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    klawxx

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    nulitor
    As you suggested, I added what you said about expensive armor blocks, with some minor adjustments:

    "Just one last tip: You can do exterior design without wasting too many credits on Advanced Armor Blocks. There are lots of decorative blocks that can be used and are either cheaper or lighter than the overrated advanced armor. Be creative!"
     
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    klawxx That sounds good, maybe you can add one or two sentences about the limitations / downsides of each method.

    I wanted to ask something too. I sometimes translate the update news and some devblogs for the french community, and some guys found your StarMade University very nice. Can I translate it on my free time ?
    Of course all credits would be yours.
     

    klawxx

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    klawxx That sounds good, maybe you can add one or two sentences about the limitations / downsides of each method.

    I wanted to ask something too. I sometimes translate the update news and some devblogs for the french community, and some guys found your StarMade University very nice. Can I translate it on my free time ?
    Of course all credits would be yours.
    Sure thing! no worries with credit or anything, I just want to help the community.
     
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    klawxx

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    Hey guys,

    I just added two more sections the University Official Thread, I would love if anyone could take a look and tell me if there's any grammatical errors or inconsistencies.

    Thanks.
     

    jayman38

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    No grammar errors jumped out at me from either post #6 or #8. Very nice.
     
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    klawxx

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    Hey guys,

    I was thinking and came to the conclusion that to effective fill its role, the Starmade University, on its "fundamentals" course need to be a little more newbie friendly. I will add a few more lines on keybindings and on basic concepts before proceeding to the other more in-dept topics. This will take a little more time, since its easy to forget how the game concepts can be strange and scary to the average new player, probably coming from a minecraft background. My real objective is to help players from all levels and not just gather metas and features that constant change from one game version to another, not implying here that anyone here said so, anyways.
     
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    Armor and unarmored defenses are both fleeting meta based stuff: armor's efficiency depends massively on its cost and on its resiliency and unarmored defense(such as capsule and/or drone chaff) depends on the automatic targeting of the varied weapons.
    In fact any form of defense is useful or useless depending on the current state of the game.
    So if you only want to cover the things that does not depends on the meta you should speak of none of the ways of defense of the ships but of stuff such as what does powergen does and how it works as well as the way thrusters works and how to travel fast and other stuff like that.

    So I think all the mentions to "armor" (save for the one about armor wrapping systems)should be replaced by "decorative blocs you like" and mention that hulls can be made with any bloc you would find beautiful on the borders of a ship

    Armor wrapping systems is good right now but it might stop being good a few patches later(for example if acid damage mechanics change maybe it will be replaced by "wrap with a layer of air then a layer of armor" or even "make sure nothing close to the system gets hit" or weirder: "dock a ship to a stationary rail and have that ship place armor around the system of the ship to which it is docked").
    Capsule chaff might stop being useful if a patch change targeting but on the other hand the change needed for targeting would kill the frame-rate forever.(since many people use redundant powergen)
    Drone chaff on the other hand will probably stay useful way longer due to the intrinsic way ship fights works.(basically they would need to overhaul many things for drone chaff to stop being useful)
     
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    klawxx

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    hum... =/
    I was only trying to explain that I will prioritize newbie support on the FUNDAMENTALS course by add information on hotkeys and well... more fundamental concepts like what the two core modes are and stuff. I won`t be removing anything just adding.
     
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    Hi, I'm fairly new to the game (like 2 weeks, feels like 1000 hours though ) I'll append this post with just a few random things I've noted that might be useful to know as i get time to / as i find new things:

    With the new patch where beams are subject to armour bonusses like cannons this is more relevant. Armour bonus value (currently) stacks for each touching armoured block behind the first, 2 touching basic hulls have a larger effective armour than if there were a gap / air / non armored block between them.

    The bonus increases cumulatively, the 3rd block adds a bigger bonus than the second block.

    Because of the above, the order in which you place armour of different strengths also matters; the stronger armor gains a larger bonus when its placed deeper behind other blocks.

    <insert pics with values here>.

    When using for example 3 blocks deep, 2 layers basic and 1 standard armour, the total armor will be lowest when the standard armour is on the "outside" (first point of contact) and be highest when the deepest layer is standard. Having standard armour sandwiched between two layers of basic hull gives an armour value between the other two cases.

    With weapons/turrets: weapons especially turrets can hit other entities they are docked to but wont cause damage. It will however prevent the weapon from reaching its target.

    Weapons can however shoot through blocks (armoured and decorative) of the entity they are placed on, and travel on to affect their target. <need to confirm if this holds for blocks where an air gap is present between weapon output and "outside"> This means that the barrel of a turret can have decorative or armored blocks covering all its weapon modules and still function correctly, but will be blocked if either the turret base or mothership obstruct the line of fire.
     
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    klawxx

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    Hi, I'm fairly new to the game (like 2 weeks, feels like 1000 hours though ) I'll append this post with just a few random things I've noted that might be useful to know as i get time to / as i find new things:

    With the new patch where beams are subject to armour bonusses like cannons this is more relevant. Armour bonus value (currently) stacks for each touching armoured block behind the first, 2 touching basic hulls have a larger effective armour than if there were a gap / air / non armored block between them.

    The bonus increases cumulatively, the 3rd block adds a bigger bonus than the second block.

    Because of the above, the order in which you place armour of different strengths also matters; the stronger armor gains a larger bonus when its placed deeper behind other blocks.

    <insert pics with values here>.

    When using for example 3 blocks deep, 2 layers basic and 1 standard armour, the total armor will be lowest when the standard armour is on the "outside" (first point of contact) and be highest when the deepest layer is standard. Having standard armour sandwiched between two layers of basic hull gives an armour value between the other two cases.

    With weapons/turrets: weapons especially turrets can hit other entities they are docked to but wont cause damage. It will however prevent the weapon from reaching its target.

    Weapons can however shoot through blocks (armoured and decorative) of the entity they are placed on, and travel on to affect their target. <need to confirm if this holds for blocks where an air gap is present between weapon output and "outside"> This means that the barrel of a turret can have decorative or armored blocks covering all its weapon modules and still function correctly, but will be blocked if either the turret base or mothership obstruct the line of fire.
    Thanks!
    I will still be some time till I hit the "Military Branch" but i will make sure to add these tips.
    Welcome to Starmade (y)
     
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    Thanks!
    I will still be some time till I hit the "Military Branch" but i will make sure to add these tips.
    Welcome to Starmade (y)
    Hey you could add some links to up to date pvp ships for each size class (<5k, 10k, 100k, +100k) (maybe 3 ships for each class). And explain why they are good right now in the current meta. But don't ask me I have no clue about such stuff. :D
     
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    Finally got around to doing some of the weapons testing. Here's some of what I've gathered (All were using 1:1 ratios):
    Note: For obvious reasons, shot speed does not increase linearly. 1 tick is 0.1 seconds.
    Cannon (Increases Linearly):
    Unslaved (Single-shot Cannon):
    Damage/Projectile: 13.5
    Penetration: 2 blocks
    Shot speed: 6750 m/s
    Range: 9000 m
    Shots/sec: 1
    Shots: 1
    Reload: 1000 ms (1 s)
    Power Consumption Resting (PCR): 25
    Power Consumption Firing (PCF): 100

    to Cannon (Machine Gun):
    Damage/Projectile: 4.1
    Penetration: 2 blocks
    Shot speed: 6750 m/s
    Range: 6000 m
    Shots/sec: 10
    Shots: 1
    Reload: 100 ms (0.1 s)
    Power Consumption Resting (PCR): 50
    Power Consumption Firing (PCF): 200

    to Missile (Charged Shot):
    Damage/Projectile: 257.3
    Penetration: 4 blocks
    Shot speed: 6750 m/s
    Range: 3000 m
    Shots/sec: 0.3
    Shots: 1
    Reload: 3000 ms (3 s)
    Power Consumption Resting (PCR): 50
    Power Consumption Firing (PCF): 200

    to Beam (Heavy Piercing shot):
    Damage/Projectile: 200
    Penetration: 4 blocks
    Shot speed: 6750 m/s
    Range: 12000 m
    Shots/sec: .1
    Shots: 1
    Reload: 10000 ms (10 s)
    Power Consumption Resting (PCR): 50
    Power Consumption Firing (PCF): 200


    Missile (Increases Linearly):
    Unslaved (Dumb-fire):
    Damage/Projectile: 82.8
    Shot speed: 750 m/s
    Range: 6000 m
    Shots: 1
    Reload: 2000 ms (2 s)
    Power Consumption Firing (PCF): 1500

    to Cannon (Heat-seeking):
    Damage/Projectile: 24.5
    Shot speed: 750 m/s
    Range: 9000 m
    Shots: 11
    Reload: 5000 ms (5 s)
    Power Consumption Firing (PCF): 3000

    to Missile (Bomb):
    Damage/Projectile: 13416
    Shot speed: 1500 m/s
    Range: 1000 m
    Shots: 1
    Reload: 40000 ms (40 s)
    Power Consumption Firing (PCF): 3000

    to Beam (Lock-On):
    Damage/Projectile: 200
    Shot speed: 750 m/s
    Range: 12000 m
    Shots: 1
    Reload: 5000 ms (5 s)
    Power Consumption Firing (PCF): 3000


    Beam (Increases Linearly) (40% dmg at max range, 100% at 50% range) (fires 5x/sec):
    Unslaved (Lock-On Beam. Breaks if no line of sight):
    Damage/Tick: 3.8
    Damage/sec: 19
    Range: 9000 m
    Cooldown: 10000 ms (10 s)
    Fire Time: 5000 ms (5 sec)
    Power Consumption Resting (PCR): 25
    Power Consumption Firing (PCF): 100

    to Cannon (Continuous fire lock-on):
    Damage/Tick: 5.8
    Damage/sec: 28.9
    Range: 6000 m
    Cooldown: 1000 ms (1.0 s)
    Fire Time: 1000 ms (1.0 sec)
    Power Consumption Resting (PCR): 50
    Power Consumption Firing (PCF): 200

    to Missile (Short-Range beam, no lock on):
    Damage/Tick: 24
    Damage/sec: 120.4
    Range: 3000 m
    Cooldown: 5000 ms (5 s)
    Fire Time: 2500 ms (2.5 sec)
    Power Consumption Resting (PCR): 50
    Power Consumption Firing (PCF): 200

    to Beam (Short-duration Pulse Laser):
    Damage/Tick: 35
    Damage/sec: 175.2
    Range: 11970 m
    Cooldown: 5000 ms (5 s)
    Fire Time: 400 ms (.4 sec)
    Power Consumption Resting (PCR): 50
    Power Consumption Firing (PCF): 200


    Missile Capacity Module:
    Capacity EQ: C=1.000652*m^.4791
     
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