Starmade; a place where long sticks generate power, weapons poke holes through solid blocks of steel, and detached objects can magically move alongside the object they fell off without any evident form of propulsion.
Hello, I am Crusade. This document will provide an insight into my playstyle and the issues I have encountered. Please be aware that this document will be mostly subjective, and my opinion is not that of Schine, the admin/mod team, or anyone except myself.
Alrighty, so as a lot of you know, I am an RP builder/player in Starmade.
However this has not always been the case. Once upon a time I pushed the limits of Starmade, building PVP focused ships/turrets and accidentally destroying servers in the process. Over time I have shifted from building weapons and getting the biggest stats possible, to settling for smaller, more detailed ships containing full interiors and asymmetrical elements. I chose this path because I have an artistic and creative mind. I produce music, 3d model, and mess around with graphic design - my choice to move to RP builds only seemed natural.
After shifting to a more RP focused playstyle, I started noticing issues with Starmade. Mostly minor things, like thrust plumes not rotating with the block, transparency being 27 different kinds of broken, LOD models not orienting with their collision mesh correctly, dark interiors not actually being dark, gravity/player desyncs on servers, wall clipping making prisons impossible, bad AI pathfinding around stars (there is none), turrets attempting to fire through the ship they’re attached to, or through allied ships, destroying them in the process. The list goes on, but as you can see, there are issues that I, as an RP player find rather annoying. I’m sure the more major issues, such as turrets ignoring line of sight are an issue to PVP players as well.
When I play Starmade, I tend to focus on building. Usually utilising commands to remove any hostiles that come near me while doing so. One day this backfired on me, when another player on a server arrived in the sector I was building in, and unknowingly fired upon me with turrets that were meant to be inactive. I simply el deleto’d the ‘hostile’ ship as i would any other.
I had my destroy_entity privileges removed. RIP NFD.
RIP Turretbro. You shall be missed.
In my opinion, there are a few glaring issues with Starmade;
ACCIDENTAL DAMAGE:
A ‘time revert’ option in-game for entities, to remove accidental damage from pirates or hostile players, perhaps saving the state of active entities 5-10 server saves to avoid mishaps, accessible with a command such as “entity_restore_state [number 1 - 10]” With 1 being the most recent restore state. Restore states may only save segments that have been edited/changed to save on performance overhead.
BUILDING:
Setting wedges in wedges on rails is a pain. You need to move the rail entity to place the wedges you want flush against other wedges. Being able to place wedges flush against others would be a lifesaver. Same goes for heptas, tetras, corners and slabs!
BREAK-OFF
Restoring this to the partially working state it once was in will be a godsend for cinematic pictures, as well as a massive creative boost for 3d exports and renders. Export the parts of a broken-up ship and render them in blender/3ds/maya? Yes please.
IN-GAME NORMAL MAP COMBINER
This one is a little out there - but sort of necessary.
Having a tool to combine a normal map + emissive map + specular map into one TGA from 3 PNG files would be a very useful addition. An option to separate them back into separate maps would also be useful for editing/rendering/3d exports.
DIRECT SMENT INTERACTION
A folder that the game scans, installs all valid blueprints and moves the SMENTS to a ‘installed’ folder at game runtime will save new players a bit of hassle dealing with the cryptic renamed ZIP files.
RAIL ENTITY PLACEMENT
The options to load blueprints to place on rails would save the average user 900 trillion hours of rail entity placement time. Loading a blueprint would preview the loaded entity much like a copy/paste area. However, scrolling would cycle the dockers the ‘paste’ area is located on, since dockers can only have one valid orientation when first placed on a rail, scrolling would instead cycle the docker selected.
RAIL ADDITIONS
Hinges: Free spinning rail dockers that move through physics interaction, and not directly powered by the rail, this would allow wheels, turnstyles, flaps, etc
Sliders: Free-moving basic rails, physics based interaction much like a hinge, except it has linear motion instead of rotational. This would allow collision detectors/dampeners and cool motion based effects
Intangible dockers:
An invisible rail docker. Come on.
Hinges, sliders, and rotators should also all have intangible options. Currently it’s impossible to create a rotating warp ring and that really annoys me.
I may add more to this document, though it’s unlikely because i’m 80% laziness, and i’ll probably forget.
Hello, I am Crusade. This document will provide an insight into my playstyle and the issues I have encountered. Please be aware that this document will be mostly subjective, and my opinion is not that of Schine, the admin/mod team, or anyone except myself.
Alrighty, so as a lot of you know, I am an RP builder/player in Starmade.
However this has not always been the case. Once upon a time I pushed the limits of Starmade, building PVP focused ships/turrets and accidentally destroying servers in the process. Over time I have shifted from building weapons and getting the biggest stats possible, to settling for smaller, more detailed ships containing full interiors and asymmetrical elements. I chose this path because I have an artistic and creative mind. I produce music, 3d model, and mess around with graphic design - my choice to move to RP builds only seemed natural.
After shifting to a more RP focused playstyle, I started noticing issues with Starmade. Mostly minor things, like thrust plumes not rotating with the block, transparency being 27 different kinds of broken, LOD models not orienting with their collision mesh correctly, dark interiors not actually being dark, gravity/player desyncs on servers, wall clipping making prisons impossible, bad AI pathfinding around stars (there is none), turrets attempting to fire through the ship they’re attached to, or through allied ships, destroying them in the process. The list goes on, but as you can see, there are issues that I, as an RP player find rather annoying. I’m sure the more major issues, such as turrets ignoring line of sight are an issue to PVP players as well.
When I play Starmade, I tend to focus on building. Usually utilising commands to remove any hostiles that come near me while doing so. One day this backfired on me, when another player on a server arrived in the sector I was building in, and unknowingly fired upon me with turrets that were meant to be inactive. I simply el deleto’d the ‘hostile’ ship as i would any other.
I had my destroy_entity privileges removed. RIP NFD.
RIP Turretbro. You shall be missed.
In my opinion, there are a few glaring issues with Starmade;
ACCIDENTAL DAMAGE:
A ‘time revert’ option in-game for entities, to remove accidental damage from pirates or hostile players, perhaps saving the state of active entities 5-10 server saves to avoid mishaps, accessible with a command such as “entity_restore_state [number 1 - 10]” With 1 being the most recent restore state. Restore states may only save segments that have been edited/changed to save on performance overhead.
BUILDING:
Setting wedges in wedges on rails is a pain. You need to move the rail entity to place the wedges you want flush against other wedges. Being able to place wedges flush against others would be a lifesaver. Same goes for heptas, tetras, corners and slabs!
BREAK-OFF
Restoring this to the partially working state it once was in will be a godsend for cinematic pictures, as well as a massive creative boost for 3d exports and renders. Export the parts of a broken-up ship and render them in blender/3ds/maya? Yes please.
IN-GAME NORMAL MAP COMBINER
This one is a little out there - but sort of necessary.
Having a tool to combine a normal map + emissive map + specular map into one TGA from 3 PNG files would be a very useful addition. An option to separate them back into separate maps would also be useful for editing/rendering/3d exports.
DIRECT SMENT INTERACTION
A folder that the game scans, installs all valid blueprints and moves the SMENTS to a ‘installed’ folder at game runtime will save new players a bit of hassle dealing with the cryptic renamed ZIP files.
RAIL ENTITY PLACEMENT
The options to load blueprints to place on rails would save the average user 900 trillion hours of rail entity placement time. Loading a blueprint would preview the loaded entity much like a copy/paste area. However, scrolling would cycle the dockers the ‘paste’ area is located on, since dockers can only have one valid orientation when first placed on a rail, scrolling would instead cycle the docker selected.
RAIL ADDITIONS
Hinges: Free spinning rail dockers that move through physics interaction, and not directly powered by the rail, this would allow wheels, turnstyles, flaps, etc
Sliders: Free-moving basic rails, physics based interaction much like a hinge, except it has linear motion instead of rotational. This would allow collision detectors/dampeners and cool motion based effects
Intangible dockers:
An invisible rail docker. Come on.
Hinges, sliders, and rotators should also all have intangible options. Currently it’s impossible to create a rotating warp ring and that really annoys me.
I may add more to this document, though it’s unlikely because i’m 80% laziness, and i’ll probably forget.