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2 | Q&A #2 | |
3 | 1 Q: Is player rotation planned A: Yes | |
4 | - | Q: Is player rotation planned A: Yes |
4 | + | 2 Q: Will default speed of astronauts change A: Customizable gearing will be enabled, different kinds of shoes and jetpacks will allow different movement. Also Slow walk, duck crawl will be possible. |
5 | - | Q: Will default speed of astronauts change A: Customizable gearing will be enabled, different kinds of shoes and jetpacks will allow different movement. Also Slow walk, duck crawl will be possible. |
5 | + | 3 Q: Will it be possible to control turrets with a mouse A: Yes this is a planned feature |
6 | - | Q: Will it be possible to control turrets with a mouse A: Yes this is a planned feature |
6 | + | 4 Q: When will we get a new weapons system A: Soon^TM. Its about 40% done, but it's hard to say. I (schema) will try to complete it within 1-3 weeks, but stuff sometimes gets in between. |
7 | 5 Q: when will we get hostile NPCs A: Normal NPCs will happen first (I assume improvements) and then critters, hostile and otherwise | |
8 | - | Q: When will we get a new weapons system A: Soon^TM. Its about 40% done, but it's hard to say. I (schema) will try to complete it within 1-3 weeks, but stuff sometimes gets in between. |
8 | + | 6 Q: Why Dodrahegon planets A: It had a really clean way of implementation, less problems than other possibilities. |
9 | - | Q: when will we get hostile NPCs A: Normal NPCs will happen first (I assume improvements) and then critters, hostile and otherwise |
9 | + | 7 Q: When will there be a creative mode A: Only thing that we need is a GUI for admin commands and some additional admin commands. |
10 | 8 Q: Are we going to get a new inventory system for holding equipment A: We are going to rework the inventory system, making it more a part of the game. It becomes more of a cargo space where you put items. | |
11 | - | Q: Why Dodrahegon planets A: It had a really clean way of implementation, less problems than other possibilities. |
11 | + | 9 Q: Will there be more security systems A: We are looking into a system with different tiers of security for factions, such as an officer only chat. Also possibly a password activation block. |
12 | 10 Q: Would it be possible to have minecraft style signs A: Yes, there will be a new system for custom blocks like signs or chairs etc. But they may be limited due to performance reasons. | |
13 | - | Q: When will there be a creative mode A: Only thing that we need is a GUI for admin commands and some additional admin commands. |
13 | + | 11 Q: When can we expect the new planets A: Basic structure is done, what we are missing are a future-proof system so that planets can be defined more than by type but also by what they spawn in terms of resources, AI etc. and other dynamic options. |
14 | 12 Can you make hands and feet visible, and move the camera to the eyes of the player model. It is planned but it requires some work on new models for arms and legs etc. | |
15 | - | Q: Are we going to get a new inventory system for holding equipment A: We are going to rework the inventory system, making it more a part of the game. It becomes more of a cargo space where you put items. |
15 | + | 13 Q: Will be there be a quick way to change color of blocks A: We want to do a paint system. So to recolor something blue to red you have to have some "red paint" and you get the "blue paint" back. |
16 | 14 Q: Will there be new tiers of energy, thrust shields etc A: Yes, that will come together with the weapons system for example emp blocks will change what type of shields you have. Other blocks may give more armor hull and stuff like that. | |
17 | - | Q: Will there be more security systems A: We are looking into a system with different tiers of security for factions, such as an officer only chat. Also possibly a password activation block. |
17 | + | 15 Q: Will docking space be changed, for example sliders for relative size A: we are looking into it. Perhaps making it mass dependant or having sliders are possible, but docking changes have to be backwards compatible. |
18 | 16 Q: Will we be able to blueprint stations A: Yes, later an overhaul is planned making blueprint spawning will not be instant, it will require the resources for the blueprint also, and if you are missing some resources, blocks will be randomly missing from the station/ship. | |
19 | - | Q: Would it be possible to have minecraft style signs A: Yes, there will be a new system for custom blocks like signs or chairs etc. But they may be limited due to performance reasons. |
19 | + | 17 Q: Whats the ultimate plan for the gameplay A: We want it to be fun! We will sacrifice realism for fun if it makes sense. Stuff like campaign and custom lore for servers and random quests etc. |
20 | 18 Q: Will there be more exploration and survival features A: We want to do a survival system, but those are dangerous as they may become tedious, such as eating every 10 minutes will become a chore. | |
21 | - | Q: When can we expect the new planets A: Basic structure is done, what we are missing are a future-proof system so that planets can be defined more than by type but also by what they spawn in terms of resources, AI etc. and other dynamic options. |
21 | + | 19 Q: What does the current roadmap look like for upcoming features A: Underlying mechanics for logic and weapons, particle system, planet generation -> new crafting and resources. These things are all complicated to implement so they will take some time to make proper dynamic systems. In general we want to make all systems very adjustable and moddable, so we can learn from the community. Theorycrafting can only get you so far. |
22 | 20 Q: Will bigger ships require bigger crew-sizes for maximum effeciency A: NPC and player crew will greatly add to your ships, and expect players to be better crew-members than AI. For example someone responsible for shields could have a GUI with an overview of where the ship is taking damage and change shielding to respond. | |
23 | - | Can you make hands and feet visible, and move the camera to the eyes of the player model. It is planned but it requires some work on new models for arms and legs etc. |
23 | + | 21 Q: Will there be a selection of different armor, weapons and other logistics equipment A: Yes, it is already possible to add lots of models to the player model. |
24 | 22 Q: What are the ideal extend to which players will be able to adjust things like AI factions, goals adventures etc A: We want to build in a default set of AI factions and background fluff, but we are also focusing on making this highly customizable per server. | |
25 | - | Q: Will be there be a quick way to change color of blocks A: We want to do a paint system. So to recolor something blue to red you have to have some "red paint" and you get the "blue paint" back. |
25 | + | 23 Q: Which systems can we expect to change, and which will even change dramatically A: We don't want to say that we're finished with any system. Weapons system will change dramatically obv. |
26 | 24 Q: Will there be a way to have centralized controls, remotely controlling turrets, self construct systems etc A: Yes the logic system should be able to handle most of that. | |
27 | - | Q: Will there be new tiers of energy, thrust shields etc A: Yes, that will come together with the weapons system for example emp blocks will change what type of shields you have. Other blocks may give more armor hull and stuff like that. |
27 | + | 25 What does a regular starmade dev day look like: |
28 | 26 Schema - First replying to any urgent messages that has come during the night, and when possible answering other messages in batches. Communication with other members come next and after that as much programming as can be done in the day. | |
29 | - | Q: Will docking space be changed, for example sliders for relative size A: we are looking into it. Perhaps making it mass dependant or having sliders are possible, but docking changes have to be backwards compatible. |
29 | + | 27 Calibri - Talking to lots of people, helping with problems people have, helping schema with conceptualization and development of ideas. |
30 | 28 Q: ETA on balanced economy A: It wont be the focus until the game is closer to beta, but the basic steps to help servers balance economies are being worked on currently, for example the new crafting system. The balance will be better after the next few updates. | |
31 | - | Q: Will we be able to blueprint stations A: Yes, later an overhaul is planned making blueprint spawning will not be instant, it will require the resources for the blueprint also, and if you are missing some resources, blocks will be randomly missing from the station/ship. |
31 | + | 29 Q: What is the ETA of warpgates/FTL etc A: This is one of the things I'm actively holding back on. I (schema) could implement this now but I want to make sure i have the necessary information about how everything else will work first. (I recommend watching the last Q&A for info on FTL) |
32 | 30 When will you start development on gameplay features instead of just graphics (wut?): Even for the last update which may have seemed to be almost exclusively graphics, only 10% of the actual work that was put in there was related to aesthetics. The rest was building up the foundations for future features and optimizations. | |
33 | - | Q: Whats the ultimate plan for the gameplay A: We want it to be fun! We will sacrifice realism for fun if it makes sense. Stuff like campaign and custom lore for servers and random quests etc. |
33 | + | 31 Q: What changes will make hte gameplay more engaging A: We announced most of these already. Quest system, faction system upgrade, new planets, new AI, balance, weapons system, spacewhales etc. Better universe generation, also bringing players closer together in space somehow. |
34 | 32 Q: How will you support different playstyles, some people may want to be a pirate, others may want to build an empire A: Faction system will allow players to diverge, such as faction points to allow empires, while pirates will want to hide in the darkness. The new faction system will change a lot of things. | |
35 | - | Q: Will there be more exploration and survival features A: We want to do a survival system, but those are dangerous as they may become tedious, such as eating every 10 minutes will become a chore. |
35 | + | 33 Q: How do you plan to balance ship size A: We have been working to optimize the game, issues arise with bigger and bigger ships. We want a good balance between big and small ships, lots of ideas are being thrown around. We realize atm that bigger ships have a large advantage atm. We don't want to limit ship size artificially, altough perhaps this could be up to server admins. |
36 | 34 Q: How do you go about competing with space engineers A: Real simple, we don't feel the need to compete, different design aspects and different gameplay. Competition is healthy, but really space engineers is on a different trajectory. | |
37 | - | Q: What does the current roadmap look like for upcoming features A: Underlying mechanics for logic and weapons, particle system, planet generation -> new crafting and resources. These things are all complicated to implement so they will take some time to make proper dynamic systems. In general we want to make all systems very adjustable and moddable, so we can learn from the community. Theorycrafting can only get you so far. |
37 | + | 35 Q: Why are updates so few and far between A: He wants to do more frequent updates, but I (schema) started a lot of features at the same time so things are taking a bit longer to get out. Again, things can get a bit repetitive and you can get stuck with one system so it helps to diversify a bit. However with the new site, it's easier to put out updates and I do plan to push updates faster, the current work is just really large changes which takes time! |
38 | 36 Q: Are you planning on extending advanced build mode A: Yes, redo and undo and Copy paste system are planned. We dont want it to be a shipbuilding simulator like 3ds max. We want it to be a natural part of the game and it shouldn't feel detached. | |
39 | - | Q: Will bigger ships require bigger crew-sizes for maximum effeciency A: NPC and player crew will greatly add to your ships, and expect players to be better crew-members than AI. For example someone responsible for shields could have a GUI with an overview of where the ship is taking damage and change shielding to respond. |
39 | + | 37 Q: Server side scripting? A: Lua may not be the best to use with Java, but other languages such as actionscript are also being looked into. |
40 | 38 Q: If an object rams/hit another object, will there be an option to remove artificial dampening A: It will/is avaliable in the server config. | |
41 | - | Q: Will there be a selection of different armor, weapons and other logistics equipment A: Yes, it is already possible to add lots of models to the player model. |
41 | + | 39 Q: Will there be an SDK, and/or plugins A: I (schema) want to do this. The problem is that it opens up for hacks, we have an idea of a system for servers to verify mods and clients. Sort of like a greenlight system for mods/modded clients for servers who only allow greenlighted mods. |
42 | 40 Q: Will there be an official smeddit A: I want to make this, but it will take some time and is not a priority atm. | |
43 | - | Q: What are the ideal extend to which players will be able to adjust things like AI factions, goals adventures etc A: We want to build in a default set of AI factions and background fluff, but we are also focusing on making this highly customizable per server. |
43 | + | 41 Q: Will there be an implementation of custom encounters, such as emergency beacons that lead into a trap and other events A: We try to incoorporate this into the quest system and have servers setup these kinds of events. |
44 | 42 Q: Will formations be an options with fleets A: Yes, there are plans for a fleet tab for ship formations, maybe the formations could be possible, but it is yet unclear. | |
45 | - | Which |
45 | + | 43 Q: Will stars become more dynamic, such as major and special effects in the surrounding area A: Yes will have a more dynamic role in the universe. |
46 | 44 Q: Can we expect modding to be accessible to novice modders A: Yes, the new weapons systems (the modding of xml files for it) will be quite simply. It's pretty clear what you will be doing. Even implementing it into a GUI. We're trying to make the custimizations very streamlined, but there will also be the option to go hardcore scripting modding. | |
47 | - | Q: Which systems can we expect to change, and which will even change dramatically A: We don't want to say that we're finished with any system. Weapons system will change dramatically obv. |
47 | + | 45 Q: Will we have more options to customize our player model and equipment A: No, that could be exploitable. However we will be doing a character designer, different type of torso, head etc. |
48 | 46 Q: What are the plans for hand held weapons, what will they be like and how can they be costumized A: We are looking into it, but nothing concrete to say yet, there will be multiple types. It could be a system where you add modules to weapons. | |
49 | - | Q: Will there be a way to have centralized controls, remotely controlling turrets, self construct systems etc A: Yes the logic system should be able to handle most of that. |
49 | + | 47 Q: What will happen to the resource economy, how easy it will be to get resources A: The build block will no longer be what it is right now, it will be used on structures that you already "own". When working on a structure you slowly gain permission to modify the structure, so in the beginning you can only add/remove 1 block at a time, after having worked at it for X hours you can do 2 blocks at a time. Faction system will also come into play here. |
50 | 48 Q: What happens to player who haven't bought the game A: There will be a free to play version but it will be limited, max. 1 blueprint for example. | |
51 | - | What does a regular starmade dev day look like: |
51 | + | 49 Q: New blocks? A: Lots will be coming, especially support blocks, the logic blocks, new weapon combinations. A light next to a weapon block will change its colour. |
52 | - | Schema - First replying to any urgent messages that has come during the night, and when possible answering other messages in batches. Communication with other members come next and after that as much programming as can be done in the day. |
52 | + | 50 Q: More condences astroid fields A: Sector sizes can be changed easily, only a few rendering things need to be changed. |
53 | - | Calibri - Talking to lots of people, helping with problems people have, helping schema with conceptualization and development of ideas. |
53 | + | 51 Q: Abandoned ships with monsters randomly spawning A: It has been talked about, but yeah it will be possible with the custimization system. |
54 | 52 Q: Block holes A: planned | |
55 | - | Q: ETA on balanced economy A: It wont be the focus until the game is closer to beta, but the basic steps to help servers balance economies are being worked on currently, for example the new crafting system. The balance will be better after the next few updates. |
55 | + | 53 Q: Better space station A: Custimizable |
56 | 54 Q: Debree fields A: planned | |
57 | - | Q: What is the ETA of warpgates/FTL etc A: This is one of the things I'm actively holding back on. I (schema) could implement this now but I want to make sure i have the necessary information about how everything else will work first. (I recommend watching the last Q&A for info on FTL) |
57 | + | 55 Q: Differing planet sizes A: The server can defined |
58 | 56 Q: Gas giants A: planned | |
59 | - | When will you start development on gameplay features instead of just graphics (wut?): Even for the last update which may have seemed to be almost exclusively graphics, only 10% of the actual work that was put in there was related to aesthetics. The rest was building up the foundations for future features and optimizations. |
59 | + | 57 Q: moons A: planned |
60 | 58 Q: planet rings A: maybe | |
61 | - | Q: What changes will make hte gameplay more engaging A: We announced most of these already. Quest system, faction system upgrade, new planets, new AI, balance, weapons system, spacewhales etc. Better universe generation, also bringing players closer together in space somehow. |
61 | + | 59 Q: Astroid generation improvements A: possible |
62 | 60 Q: Random and rare space anamolies A: Planning gas giants that will have a round shape, also nebulas unstead of stars at the center of systems (wat) | |
63 | - | Q: How will you support different playstyles, some people may want to be a pirate, others may want to build an empire A: Faction system will allow players to diverge, such as faction points to allow empires, while pirates will want to hide in the darkness. The new faction system will change a lot of things. |
63 | + | 61 SECTION NPCS |
64 | 62 Q: NPC that inhabit astroids A: We try to make the astroids play a bigger role | |
65 | - | Q: How do you plan to balance ship size A: We have been working to optimize the game, issues arise with bigger and bigger ships. We want a good balance between big and small ships, lots of ideas are being thrown around. We realize atm that bigger ships have a large advantage atm. We don't want to limit ship size artificially, altough perhaps this could be up to server admins. |
65 | + | 63 Q: NPCS that float around space, spacewhales!!! A: We can do that, it's planned. |
66 | 64 Q: Sun gravity A: Will be difficult in sectors that the sun isn't in, will look into it | |
67 | - | Q: How do you go about competing with space engineers A: Real simple, we don't feel the need to compete, different design aspects and different gameplay. Competition is healthy, but really space engineers is on a different trajectory. |
67 | + | 65 Q: Remnants of blown up planets A: We can do that |
68 | 66 Q: Disentegrator block missiles that works with a bobby A: That will be worked into the logic system. | |
69 | - | Q: Why are updates so few and far between A: He wants to do more frequent updates, but I (schema) started a lot of features at the same time so things are taking a bit longer to get out. Again, things can get a bit repetitive and you can get stuck with one system so it helps to diversify a bit. However with the new site, it's easier to put out updates and I do plan to push updates faster, the current work is just really large changes which takes time! |
69 | + | 67 New HP system, how would it work? HP based on blocks. Decorative hull blocks (like wings) will add HP and not just look pretty. Destroying the core wont be the way to destroy the ship. |
70 | 68 Q: Water and lava physics A: Planned | |
71 | - | Q: Are you planning on extending advanced build mode A: Yes, redo and undo and Copy paste system are planned. We dont want it to be a shipbuilding simulator like 3ds max. We want it to be a natural part of the game and it shouldn't feel detached. |
71 | + | 69 Q: Make sectors bigger A: We plan to make it per server custimizable. Servers will also be able to set limits on ships. |
72 | 70 Q: Plans for mechanical blocks, which sorts. Flashy stuff, moving parts etc A: A lot of this stuff would be significant performance problems. | |
73 | - | Q: Server side scripting? A: Lua may not be the best to use with Java, but other languages such as actionscript are also being looked into. |
73 | + | 71 Q: Any plans for special powerup blocks to increase stats A: We're looking into ways to have different styles to power connections, solar blocks which regenerates based on star distance or other blocks like that. |
74 | 72 Q: Any work done on new energy mechanics A: see right above. | |
75 | - | Q: If an object rams/hit another object, will there be an option to remove artificial dampening A: It will/is avaliable in the server config. |
75 | + | 73 Q: Will breakoff debree be stable in the future A: We're working on making this. Its a bit difficult to do it without performance problems, but it's not impossible. |
76 | 74 Q: Are we going to be able to move ship core position A: It is not as easy as you might think. Planning an external tool for this. | |
77 | - | Q: Will there be an SDK, and/or plugins A: I (schema) want to do this. The problem is that it opens up for hacks, we have an idea of a system for servers to verify mods and clients. Sort of like a greenlight system for mods/modded clients for servers who only allow greenlighted mods. |
77 | + | 75 Q: For faction points, what would be the benefit of claiming additional planets/stations A: If you try to hunker down at a single point, all the resources around you will get drained really fast. You will have to expand and possibly build a new base or outposts. |
78 | 76 Things inside faction controlled planets/stations will have some protection. Faction points will determine how much you can dock to a planet/station. | |
79 | - | Q: Will there be an official smeddit A: I want to make this, but it will take some time and is not a priority atm. |
79 | + | 77 Q: Are there going to be official polls for decision making A: Yes we will be doing polls, but the result will NOT be binding for us to follow, sometimes other factors can affect the decision. |
80 | 78 Q: Do the devs prefer specialized or do-it-all ships A: We want specialization ships. | |
81 | - | Q: Will there be an implementation of custom encounters, such as emergency beacons that lead into a trap and other events A: We try to incoorporate this into the quest system and have servers setup these kinds of events. |
81 | + | 79 Q: How will you make small fighters more important A: We have to try and do it without hurt bigger ships, we just want fighters to have a bigger role. The thrust system overhaul will make agility a bigger factor. We also want to do similar things with turrets. As a side note turret rotation will/could drain power based on their rotation. |
82 | 80 Some ships will be able to fly faster than other ships! | |
83 | - | Q: Will formations be an options with fleets A: Yes, there are plans for a fleet tab for ship formations, maybe the formations could be possible, but it is yet unclear. |
83 | + | 81 Q: For the faction points, I like building on planets but why would I spend soo many faction points on a planet when I can just get a station A: This is a misunderstanding, the point system doesnt care about blocks count but rather size. Over time you will pay for how big the entity is. |
84 | 82 Q: Will the new planets be filled with blocks or have precious materials inside A: The core will be hollow for block overlapping reasons. We are putting in a "planet core" which counts as lava, which is also the resource for the plants HP, so blowing up the core will disperse the plates. Contact with the core will work like stars does currently. | |
85 | - | Q: Will stars become more dynamic, such as major and special effects in the surrounding area A: Yes will have a more dynamic role in the universe. |
85 | + | 83 Q: Plex lifters on ships A: Its no problem, but they have become obsolete with the gravity elevators. But they will be avaliable for ships also. |
86 | 84 Side note, there will be methods to move items around, at least with linking stuff. | |
87 | - | Q: Can we expect modding to be accessible to novice modders A: Yes, the new weapons systems (the modding of xml files for it) will be quite simply. It's pretty clear what you will be doing. Even implementing it into a GUI. We're trying to make the custimizations very streamlined, but there will also be the option to go hardcore scripting modding. |
87 | + | 85 Recipy system will be a new system with the new crafting system, but the old system will still be available. You may be able to program factories to produce how much of what. |
88 | 86 Q: Will there be more decorative blocks A: Yes, lots of extra stuff like that is already being actively worked on. They may also have special mechanics. | |
89 | - | Q: Will we have more options to customize our player model and equipment A: No, that could be exploitable. However we will be doing a character designer, different type of torso, head etc. |
89 | + | 87 Q: Will there be non-cubed shops A: There may very well be more sprite style stuff (like plants). |
90 | 88 Q: Will be able to orient block textures A: Depends on block functionality, there is limited memory available per block. | |
91 | - | Q: What are the plans for hand held weapons, what will they be like and how can they be costumized A: We are looking into it, but nothing concrete to say yet, there will be multiple types. It could be a system where you add modules to weapons. |
91 | + | 89 Q: Plex glass doors A: would be easy to do, so yeah! |
92 | 90 Q: Two types of AI crew explained A: There isn't actually two types, there is two settings, "player active" which is like followers and perform actions, the other option is to go into a ship and perform a more static function there. | |
93 | - | Q: What will happen to the resource economy, how easy it will be to get resources A: The build block will no longer be what it is right now, it will be used on structures that you already "own". When working on a structure you slowly gain permission to modify the structure, so in the beginning you can only add/remove 1 block at a time, after having worked at it for X hours you can do 2 blocks at a time. Faction system will also come into play here. |
93 | + | 91 Q: Will inventory stacks soon be limited A: It will obviously be necessary for balancing, but that kind of balancing will come later. |
94 | 92 Q: Will boarding ships become a function A: Yes. There will be push and grab blocks that can be combined with weapons. Stuff like a grappling hook both for ships and astronauts. It will kinda put you or your ship in gravity/relative position locking for an amount of time. | |
95 | - | Q: What happens to player who haven't bought the game A: There will be a free to play version but it will be limited, max. 1 blueprint for example. |
95 | + | 93 Q: Will there be civilized planets A: Yes we will have stuff like inhabited cities on planets tied into faction AI expanding dynamically. |
96 | 94 Q: Is there possibilities for stuff like faction banners and icons, maybe on the HUD as well A: A block that displays the factions banner would be possible, it has to be limited. Also name of factions could be replaced with a graphic for your faction. | |
97 | - | Q: New blocks? A: Lots will be coming, especially support blocks, the logic blocks, new weapon combinations. A light next to a weapon block will change its colour. |
97 | + | 95 Q: Will the AI factions control planets and stations and territory in general, like players do A: We plan to have territories for AI. |
98 | 96 Q: Side note A: We also plan to have pirates be more frequent and powerful the further into space you get. | |
99 | - | Q: More condences astroid fields A: Sector sizes can be changed easily, only a few rendering things need to be changed. |
99 | + | 97 Q: Side note A: Faction points could be physical items that can be stolen or lost. |
100 | 98 Q: Side note A: Information could be sold by AI, for example telling where players who just brough in a lot of faction points might be. | |
101 | - | Q: Abandoned ships with monsters randomly spawning A: It has been talked about, but yeah it will be possible with the custimization system. |
101 | + | 99 Q: Will creatures be moddable A: Customizable and anything can be modded really. Breeding and stuff for creatures to do controlled evolution using the modular system is an option. There will be lots of attributes to creatures. |
102 | 100Q: How close are you to fixing lighting with wedges/pentas/tetras A: Schema is soon entering bug-fixing phase and they will probably be fixed then, but first finishing some features. | |
103 | - | Q: Block holes A: planned |
103 | + | 101Q: Stealth mechanics, what will be possible A: It's tricky to balance. Calibri has a viable game mechanic but its not ready to be talked about. Schema adds that stealth mechanics have to have a big trade-off. titans should be able to stealth. |
104 | 102Q: Side note A: Ammo and fuel could be implemented, so that stealth could be based on fuel. | |
105 | - | Q: Better space station A: Custimizable |
105 | + | 103Q: Will there ever be an end goal in starmade A: It's a sandbox game so it doesn't really have a defined end, but we are planning on making campaigns, multi- and single-player, possible. |
106 | 104Q: Will you be posting content regularly or will it be more random A: More can be done in this regard, we have more people working on starmade that can organize stuff. | |
107 | - | Q: Debree fields A: planned |
107 | + | 105Q: How soon until we get an NPC/AI update A: There is a lot of things to do still, we have a basic system which has the core functionality to do lots of stuff, but it's not ready to be finalized. |
108 | 106Q: Side note A: Sometimes it looks like Schema is starting features but not finishing them, but often they have dependencies that force that. | |
109 | - | Q: Differing planet sizes A: The server can defined |
109 | + | 107Q: Pulsator weapon A: The pulsar is being repurposed entirely with the weapons update (the push effect will apparently stay contrary to what was previously said). The old push system will still be work. |
110 | 108Q: Will planets have limited resource types A: yes. The planet system will be overhauled. For example a red planet might have ice crystals on it, if its far away from its star. Lots of things will be procedurally generated. Scanning planets may also be possible to find what is avaliable. | |
111 | - | Q: Gas giants A: planned |
111 | + | 109Q: Without scripting will it be possible to have AI follow you around as an escort A: This is planned. Probably using the fleet panel. |
112 | 110Q: Will AI be able to redock to carriers A: It's not the docking that is the problem, path finding however is a problem with player ships. Options are being discussed but its lower priority. | |
113 | - | Q: moons A: planned |
113 | + | 111Q: Are there plans to have players start on a planet and have to visit a shop to build your first ship A: This may become possible after the next patch, for servers. |
114 | 112Q: What can be said about the games future on steam A: Steam integration is on the works and its making progress. | |
115 | - | Q: planet rings A: maybe |
115 | + | 113Q: Will there be promotion campaigns for the game and/or kickstarter A: Schema doesn't like putting it on kickstarter. Making promises for money is not what the project is about. |
116 | 114Q: Could you change docking to be dependant on mass instead of size A: It could be a possibility for servers. | |
117 | - | Q: Astroid generation improvements A: possible |
117 | + | 115Q: When obfuscate the server code and will there be an API A: API in the beta is planned. It will probably be based on pieces of deobfuscated code. |
118 | 116Q: When will we get new generated stations A: At the same time as the NPC faction update. Some servers are already working on including player stations. It is also planned to have scripts that can be used by the server to generate stations. | |
119 | - | Q: Random and rare space anamolies A: Planning gas giants that will have a round shape, also nebulas unstead of stars at the center of systems (wat) |
119 | + | 117Q: Side note A: Server admins may be able to browse user "universe generation" scripts/parts through the forums and easily integrate them in their own servers. |
120 | 118Q: What are the plans for the cubatom and factory system and what about random crafting A: It will be less random and more logical. All three crafting systems will be combined with a new resource systems. Stuff like farming plants can become as important as mining. | |
121 | - | SECTION NPCS |
121 | + | 119Q: With logic gates, will it only be the fundamental gates A: You can build anything from the fundamental gates, but if something is heavily used it could be added. |
122 | 120Q: Will half second delays be the smallest possible delays A: We wont do this to avoid lag. | |
123 | - | Q: NPC that inhabit astroids A: We try to make the astroids play a bigger role |
123 | + | 121Q: If you can link inputs to multiple outputs will there be a limit A: The system is linear so there is no difference between how many blocks is linked to each other. |
124 | 122Q: Could logic gates become one block in the ship hotbar A: We don't think this is a good idea. but it can be revisited | |
125 | - | Q: NPCS that float around space, spacewhales!!! A: We can do that, it's planned. |
125 | + | 123Q: Will there be visual confirmation for what is connected with the logic system A: yes |
126 | 124Q: Will there be life-support systems on ships like oxygen and depressuration A: This is a complicated system to do, it would be easier on a fixed structure. It would be nice to get to but its hard. | |
127 | - | Q: Sun gravity A: Will be difficult in sectors that the sun isn't in, will look into it |
127 | + | 125Q: Blackouts and brownouts was mentioned as being possible from damaging other ships, any details on that A: The ship HP system will have effects like this but it will become more concrete later. |
128 | 126Q: What do you plan to make building easier A: We are considering a lot of options. Stuff like dry-docks on stations but we don't want the building isolated from the rest of the game. | |
129 | - | Q: Remnants of blown up planets A: We can do that |
129 | + | 127Q: Will there be changes to missile damage vs shields with the new weapons system A: The AoE will be changed to punchthrough damage. We have changed some things that made the system exploitable vs shields. EMP effects can be added to missile for extra shield damage. |
130 | 128Q: Will we get the coloured crystals that we saw a couple months back A: They are part of the new resource system. | |
131 | - | Q: Disentegrator block missiles that works with a bobby A: That will be worked into the logic system. |
131 | + | 129Q: Side note A: New hull colors will be possible later |
132 | 130Q: When will we have the fleet tab and how will it work A: Similarly to the NPC system, a certain amount of ships that you can have follow you or have them fly in a certain formation and have them attack etc. A control planel for ships in your fleet. | |
133 | - | New HP system, how would it work? HP based on blocks. Decorative hull blocks (like wings) will add HP and not just look pretty. Destroying the core wont be the way to destroy the ship. |
133 | + | 131Q: Will astronaut/ground based gameplay be more developed A: More and better handheld weapons, vehicle stuff is also being worked on but it has to be done right and not a half-assed solution. |
134 | 132Q: Will the launcher be improved A: yes, choosing version and other special options. The launcher will download only files that changes so updates will be faster. | |
135 | - | Q: Water and lava physics A: Planned |
135 | + | 133Q: Will there be an official bugtracker A: Yes, you can ask questions now on the website help.starmade.org which is connected with the upcoming bugtracker. We are making a very throught out bugtracker for bugs and other problems. |
136 | 134Q: Will AI get line of sight mechanics A: Yes, it's a bug currently. | |
137 | - | Q: Make sectors bigger A: We plan to make it per server custimizable. Servers will also be able to set limits on ships. |
137 | + | 135Q: Will two different kinds of wedges/corners be able to occupy the same space A: Schema said it would be practically impossible without sacrificing massive performance. |
138 | 136Q: Are there plans to change missile targeting A: Yes, stuff like tracking the back of the ship isntead of the core would be nice. | |
139 | - | Q: Plans for mechanical blocks, which sorts. Flashy stuff, moving parts etc A: A lot of this stuff would be significant performance problems. |
139 | + | 137Q: Can you said a cockpit somewhere for weapons computers A: It would be possible. |
140 | 138Q: Will old ship weapons still work after the update A: Yes, but they might not be as effective as before. | |
141 | - | Q: Any plans for special powerup blocks to increase stats A: We're looking into ways to have different styles to power connections, solar blocks which regenerates based on star distance or other blocks like that. |
141 | + | 139Q: Will the thruster changes make it to the next update A: Calibri Hoping but it depends on how big a hurdle it is. Schema says probably not |
142 | - | Q: Any work done on new energy mechanics A: see right above. |
142 | + | 140Q: Moving parts like a minecraft piston A: It's not a high priority but we're trying to do it. |
143 | 141Q: Side note A: We talked about rails, such as moving a dock along a rail and stuff like that. | |
144 | - | Q: Will breakoff debree be stable in the future A: We're working on making this. Its a bit difficult to do it without performance problems, but it's not impossible. |
144 | + | 142Q: Will crew be able to repair ships and stations and use gravity A: Yes and yes |
145 | 143Q: What are the plans for adding more sounds to the game, also dynamic sounds like a larger ship having a higher sound/pitch A: yes. | |
146 | - | Q: Are we going to be able to move ship core position A: It is not as easy as you might think. Planning an external tool for this. |
146 | + | 144Q: Will we see more tactical depth to combat like distributing shields A: Yes there will be more depth, the weapon system specialization will help. |
147 | 145Q: Looong question A: There will be lots of new GUI functionality that can create bigger variety in how ships are controlled. | |
148 | - | Q: For faction points, what would be the benefit of claiming additional planets/stations A: If you try to hunker down at a single point, all the resources around you will get drained really fast. You will have to expand and possibly build a new base or outposts. |
148 | + | 146Q: Can we expect more complicated building structures such as power conduits and reactors A: We're planning stuff like that. but perhaps not to a large extent. |
149 | - | Things inside faction controlled planets/stations will have some protection. Faction points will determine how much you can dock to a planet/station. |
149 | + | 147Q: Will it be possible to build ships without the blocks and then fill it out later A: Build it in creative and use the blueprint changes mentioned further up. It may also be possible to build it without blocks in a drydock. Drydocks may couple into the faction points system. |
150 | 148 |