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Fix missiles so they are actually useful.

Currently on StarMade, since the past two or so updates ago, a "fix" was implemented that "re-instated" group penalty power costs for weapons. However, this had a very adverse affect on both beams and...

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Orbital settings

This game needs some positional settings such as the ability to set an entity into orbit with a planet or sun

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Questions about warheads

Was thinking about how I might effectively weaponize warheads. I understand the basics of setting up torpedoes but I have no idea about the way warheads deal damage. If anyone can answer any of these...

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Crew teleporter

Astronaut weapons and tools were added but they were hard to make use of due to how hard it is to get into an enemy ship unless they left holes in their ship. Also pulse weapon was basicly useless so...

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Sinistar Industries: Babylon 5 ships and other work.

UPDATE: 25 * Now Adding Download Links under ship names * Redone Old Style Shield Effect (2 versions) now near the end of this post with instructions and example* * Sinistar Industries Ship...

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Liquid Systems Nano Yard (LSNY)

This is the fore-page for the Liquid Systems Nano Yard© ship showcase! Are you looking for a smaller ship that has all the things you need? Well, too bad, we specialize in making small ships that have...

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Missile ammo brainstorming

Missiles are, in most space games, considered a strong but costly weapon, and they are usually not costly by power consumption, but by being an exhaustible resource, just like grenades in FPS games....

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me wants [structurehp] and [armorhp]

you know these [shield] / [shieldCap] tags for the display module? yeah i want structurehp(Cap) and armorhp(Cap) as well please, thanks in advance

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NuclearFun's Ships

Hi there! Current Fleet: Spoiler: Capital Ships Big and massive, heavy shielding and armor, powerful weapon systems. They feature extensive interiors and hangars, multiple docked ships and a lot of...

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Crew: Stations, bonuses, specialties, experience & expense.

As has been generally suggested elsewhere: I'd like to see crew on my ships manning functional systems consoles, providing in-play bonuses. I'm starting a new thread to present some specific ideas that...

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The ultimate drone R&D thread

This post provides some insight on drone warfare and answers some fundamental questions on whether they should be used or not, as well as give some info on my personal experience with them. Drone...

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My Mech Build

Hi Everyone, I have been planning this build for a while now, but didn't have enough knowledge on how to. Last night, I started with the right hand. Here are some snaps and a video. ... My Mech Build

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Shop management - price scaling

Shop management is extremely tedious at the moment; so I suggest we add a 'Price scaling' feature: Scale the buy or sell price of all items - rather than setting 200-odd prices individually. Can select...

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The Great Novgorod Republic {RECRUITING!}

The Great Novgorod Republic {RECRUITING!}

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Solon Class Dreadnought (WIP)

I never seem to finish one of these behemoths so hopefully a post to update will keep me working on it. It also seems a waste of effort when I don't finish. Either way hopefully some of the systems...

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Whats the deal with asteroids not respawning?

The Shattered Skies server reset at the same time as an update over a month ago. Since that time, I've yet to see an asteroid respawn. The server admins do not believe it is a server setting, but I...

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Any servers having issues with the AI not Spawning?

Just wondering because since the update I haven't seen a single pirate or trading guild spawn and wanted to check if anyone else's servers had this issue. If you managed to fix it how'd you do so? In...

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Overwhelming point defense

So Im currently fiddling around with how to break through point defense (for missiles) and how to create a good point defense (against missiles) Obviously spamming tons of missiles might work, but how...

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Starmade is Awesome

Started exploring farther away from the home system. Found a binary star system. I sat here a while...

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logic on state reset and lock turret axis in default position.

In order to build manable turrets not haveing to deal with every possible angle the two axis can take it would be advantageous when you could by the activation of a module force a turret axis to turn...

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