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Starmade derelict station6/8/2023 ![]() I've got an old server box sitting in my basement doing nothing so I figured I'd setup a dedi on it for my friend and I to derp around on, but I don't want to go through all the trouble of formating & reinstalling everything on it if its not even in the ball park of the system requirements. I wouldn't mind agreeing not to shoot spacesuits in infinite death scenarios either.Īlso you should spam shields on anything and everything even if its a home base, just in case :Pĭoes anyone know what the hardware requirements are for setting up a dedicated server for this shit? Can't find any specs listed on the forums and my weak ass google-fu hasn't turned up anything of note. Making sure everything important is officially docked, even stuff "docked" inside the station, is also a good start.Īlso, I'd be willing to help figure out work arounds to various issues, especially how thick a wall needs to be that it can't reliably be shot through, etc. If I can't sit there soaking up damage like it doesn't exist and I can't snipe the turret off because it's invincible, I'm not station camping for ~1.5 hours while shooting their new ship attempts through walls. For example, they have totally 100% invincible turrets and yet the ones they have placed are a complete joke. In spite of all these exploitable bugs, though, there's a lot N³ could be doing that they aren't. On the other hand, I wouldn't trust main ships to them on the basis of not being smart, just spam them in unimportant ships as an annoyance. This means you respawn exactly where you die if on grid with your Undeathinator, so losing your ship can lead to being locked down by some dickhead (read: me) constantly shooting the point you're respawning at.ĪI drones get weird sometimes, but I wouldn't say they're completely bugged out to the point of not using them. On the other hand, it seems high speed(?) projectiles can phase through at least a 1 layer thick wall (bug!), so it's possible to kill undocked ships hiding inside a closed hangar anyway.Īnother annoyance for defenders is it seems respawning only adjusts your sector but not local position (bug?). Missile splash does go through walls (bug?) as Calb noted, but they're rarely strong enough to break any ship's shields and so are only good for harassing spacesuits. Yes, the structure is invincible and so are any docked ships/turrets, but anything NOT docked is vulnerable and will die, period. Sort of, home worlds/stations aren't as glamorous as they seem because of weird cases and bugs. Even regulating just capacitor potential would go a long way towards curbing most of the problem.Ĭongratulations the building is now invulnerable Not only does it not have any at current, but it actually has stacking BONUSES on just about everything, which forces players to trend towards super blobs of literally tens of thousands of each module. Honestly, the main issue is the game desperately needs stacking penalties. For instance, the reactor for my Lighthugger is going to be a single string of power blocks that runs the entire length of the ship, with a second and third single-block string that runs along the widest point of the other two axes. Bonus points for layering that shit like those russian doll things, just make sure the seperate reactor structures do not touch. Now knock out all but three of the edges (arranged so they intersect at one vertex) and you've still got the same cap regen as the full block.īranch into multiple dimensions using the smallest number of blocks to maximize cap regen take that 27x1x1 and add a single block on top of it and you get a huge bump in cap recharge. Knock out all the non-edge blocks and you've got the same cap regen as the full block. The way he demonstrates in the video is with a solid 5x5x5 reactor. A 3x3x3 gigantocube reactor has the same pool but much less cap regen than a 27x1x1 stick-shaped reactor. Tl dr capacitor pool is a function of how many blocks you have, whereas regen is a function of the cubic volume of space those blocks collectively occupy. Youre seriously not going to post the link and leave us all in the dark too? I had to pause and think before I realized that he must not have heard the word "volume" before).Īre there any other blocks that benefit from adjacency and volume, in similar or different ways? You'd think this would be something covered in the in-game tutorial but eh, why write a tutorial when you can pass the work on to the playerbase? I guess there's only so much I can expect from a free game.Īlso is there seriously no cruise control function? ![]() Okay so I stumbled across a video tutorial that finally explained how power block adjacency works (though he muddled around and used terms like, I kid you not, "box dimension".
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