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  1. Poll: Camera

    I am opposed to the idea that every ship should have a specific, singular area where you need to focus your shots. I get the impression that those who are anti-camera are afraid of an armored cube with no singular feature that screams "shoot here". Ironically this highlights why I am opposed to...
  2. Instead of camera with arbitrary limitations: Lidar

    It sounds like you want to be able to "head-shot" a space ship, which I find utterly bizarre and inappropriate. I know head shots and big glowing weak-spots have been in computer games since the begining but I feel opposed to including them into Starbase. Even without a designated weak-spot each...
  3. Instead of camera with arbitrary limitations: Lidar

    I would rather just have the camera. Most people would prefer cameras where you can see things clearly. Seeing things as a series of dots, or ultra-low resolution would be annoying. People who want cameras wouldn't necessarily be content with a camera-ish "lidar". Note LIDAR exist in the real...
  4. Poll: Camera

    Adding options is better than not for this game. It would be silly to think that every avatar has a working example of camera technology inside their head but can't figure out how to replicate it. Using cameras for visibility should be an option. Cameras would be hard to hit but relatively...
  5. Big guns or not?

    Yes, eventually but not for a good while after the early access release. I think the current selection of weapons is good enough for now, though eventually they should introduce larger weapons. For one thing, people will simply lack the resources to create large ships early on. The in game...
  6. Will we be able to build bases on planets or in asteroid fields?

    Yes, probably. A boltcrackers episode shows then bolting a small asteroid to a ship, I think you could incorporate one into a station, however asteroids are relatively small espiecially compared to stations. The FAQ mentions that there will be a small terrestrial moon, but it will be extremely...
  7. How should respawning work in Starbase?

    It is an absolute requirement that any player can respawn from absolutely any circumstance. I have warmed up to Vexus' idea. The process for reviving players would be similar to reviving ships. You repair your ship, your ship repairs you. However it is still possible to imagine a scenario where...
  8. What will Ship weapon ammo storage look like?

    At the moment it seems that you have to physically grab an extra ammo magazine, detach the depleted magazine, and attach the new magazine it its place. The videos thus far seem to indicate that most of the things you might need to move around will need to be treated like a physical object. It is...
  9. Will one efficient design suppress all creativity?

    The reason you will see Box ships is because it simplifies design and development (which is complicated in the game). Somebody who wants to design their own ship, but doesn't want to be any effort into it, will make a Box ship. The only real advantage is maybe a smaller surface area means...
  10. Ship Armor

    While the game simulates armor better than almost any other it isn't a proper simulation. There is a page on the wiki that describes some simple formulas. Damage types merely alters the effect the projectile can have on the voxels when the object has low hipoints. If the object has low...
  11. Dev Question - What, Exactly, does "Safe Zone" Mean?

    The mechanics by which you disable a player made safe zone will probably be controversial regardless of how they handle it; however from the perspective of making the game actually fun, you want to design it so that the maximum number of players, who have a stake in the fight, can participate in...
  12. Ship Rotation.. How? Gyroscopes? Thrusters?

    Similar to real life, a thruster that is off from the center of mass will cause both rotation and movement. Example: An engine far to the right, pointed backward, will cause you to move forward but also turn to the left. So having the center of thrust match the center of mass will be important...
  13. Will one efficient design suppress all creativity?

    It think that this is a distinct possibility that will continue to haunt the devs for a long time. The biggest feature of the game is the ability to create any sort of spaceship or station you want. However that feature is greatly diminished if you realize that there are only a handful of...
  14. Ship Classes - Generalized

    The dictionary definition of "Capital ship" is just "The navy's most important warships, typically the largest" which is vague. Wikipedia explains that it was applied to first rate ships of the line, Battleships, Aircraft Carriers, and nuclear missile submarines. Halo wiki uses the dictionary...
  15. Ship Classes - Generalized

    Ultimately everyone who can design a ship can call it whatever they want, though I get kinda annoyed when fiction writers ignore the real world meaning of these words. Read wikipedia at least. Destroyers: Ironically, always refers to defensive ship. Originally short for "Torpedo Boat Destroyer"...
  16. Battering ram and the art of tactically raming your ship into the opponents !

    Structural integrity is the first consideration. All ships need a structural frame and for every part to be bolted down to something else. The "durability tool" will let you see if which parts are good enough for flight. However for ramming you need to go far beyond the recommendations of the...
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