So we need the code to shoot down cannon projectiles and beams, we need cannon and beam capacity models to treat them like missiles? If all weapon types had the same coding they would be balanced because they would be identical and therefor having different weapons would be pointless.to balance all three weapons they all need the same coding that brings them in-line somewhere.
Directing a coding question at a project focused on configs is pointless.That was a very serious game-coding question...
Simplistic? Not really. I'd say it's easily accessible and has a low barrier of entrance, which certainly is/was a considerable factor in Minecraft's success, but certainly not the only difference.The reason minecraft is so successful is its simplicity.
This statement of yours is where I find the word simplistic far more fitting. Seeing Starmade as "Minecraft in space" for me only works as a first introduction for a new player, "Minecraft in space, but..." would be far more fitting. Aspiring to "only" be Minecraft in space would make very little sense to me, because what reason to buy Starmade would exist then, in a world where you can just get Minecraft? Buildmode? Buildable moving entities that interact with each other? At that point a hypothetical release version (something I don't expect any time before the middle of the decade tbh) of Starmade would just be a glorified Minecraft mod you have to pay for. I'm not saying that there's no overlap between the games btw.Stop trying to turn a great game into an EliteEpeenBuffingMachine, (wrong league for minecraft in space).
Two things.3) ...there isn't undocumented, independent QF testing being done by other players outside of their group.
- Undocumented testing, whether independent or not would be pointless, because without documenting your test results they can't be used to improve the project.
- The guys running a project do the vast majority of the testing required for said project, colour me surprised.
On a somewhat less meta-plane (and this is not the for some reason hated meta as in most effective tactic available), one change I really like is the removal of stab distance requirements, due to it effectively eliminating an annoying, unreproduceable bug I had with the distance shown when trying to place a stabilizer. The stabilizer changes in general seem to make the system more intuitive and by that lowering the barrier of entrance. Another change that appears to make the power system more intuitive is the way the reactor levels behave.
I haven't done the testing required for commenting on the other changes in a meaningful manner.