Starbound

Starbound

Alpha Battle
 This topic has been pinned, so it's probably important
Alpha Drako  [developer] 21 Apr, 2022 @ 8:30pm
Any ideas to improve the mod? Amazing, thanks!
Send here anything that you believes that can make that mod even better, I'm always here to listen, and promise that will give a reason to accept or decline any idea, I'm honored to listen your ideas! =)
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Showing 1-15 of 21 comments
Ribbons0121R121 22 Apr, 2022 @ 2:26pm 
what about some sort of buff to weapons if you use a two handed weapon of the same weapon type with it, so akimboing something iss more rewarding than slapping it with rope or a capture pod
Alpha Drako  [developer] 22 Apr, 2022 @ 6:30pm 
Originally posted by Ribbons0121R121:
what about some sort of buff to weapons if you use a two handed weapon of the same weapon type with it, so akimboing something iss more rewarding than slapping it with rope or a capture pod
Hey Ribbons, that's actually a great idea! Will implement that on next updates, totally! Thank you very much!
Wakazu 23 Apr, 2022 @ 8:45pm 
Ultimately, all the ideas will come to the question of "How well you know your code". Any weapon could be made interesting and viable, IF you know how to actualy code something interesting into the game. Big numbers can impress once or twice at most.
Like, how about making hammer slash attack instantly destroy any shields? Kind of how combat in minecraft works, where you can block pretty much any damage with your shield, but take a slash from a player with an axe, and your shield is instantly dead.
And so on it goes, basicly. You can make moves that would stagger oponents, or make some harpoon-like mechanics that would allow for crowd control, or a long-term mines that would actualy allow ambush tactics (btw can you, like, triple remote mine's existing time, please? Right now they dissipate in about 30 sec. or so).

But it all boils down to "how well you can code"
Alpha Drako  [developer] 23 Apr, 2022 @ 9:26pm 
Originally posted by Wakazu:
Ultimately, all the ideas will come to the question of "How well you know your code". Any weapon could be made interesting and viable, IF you know how to actualy code something interesting into the game. Big numbers can impress once or twice at most.
Like, how about making hammer slash attack instantly destroy any shields? Kind of how combat in minecraft works, where you can block pretty much any damage with your shield, but take a slash from a player with an axe, and your shield is instantly dead.
And so on it goes, basicly. You can make moves that would stagger oponents, or make some harpoon-like mechanics that would allow for crowd control, or a long-term mines that would actualy allow ambush tactics (btw can you, like, triple remote mine's existing time, please? Right now they dissipate in about 30 sec. or so).

But it all boils down to "how well you can code"
Yeah, that's the part that I don't know exactly how to do, the big numbers was just a tiny tweak that I think improves my game experience. About the hammer, I added some knockback, so, It's already something, right? Same with the daggers, that I removed the knockback to add very fast attack. I like that weapon vs armor system, I want to do that when I learn more! About the time of remote mine, of course I can do that, it's actually very good improvement, as ambush can takes some time, I guess I could even quadruple that. Thanks for the suggestion, I will try to improve that. Sometimes I'm feeling that I released that mod too early stage, but still I feel like it wasn't so ambitious mod at first, but with some changes can be a very great one =)
moomal 26 Apr, 2022 @ 9:53pm 
I noticed that this mod leaves out shortswords. Are there no changes you're interested in implementing for them?
Somecraft 26 Apr, 2022 @ 11:34pm 
Here is a basic idea that's a good one why not remove the health that armour gives us so we're not walking juggernauts every day?
Last edited by Somecraft; 26 Apr, 2022 @ 11:34pm
Alpha Drako  [developer] 27 Apr, 2022 @ 1:40am 
Originally posted by moomal:
I noticed that this mod leaves out shortswords. Are there no changes you're interested in implementing for them?
There is! I'm just working to update the Alpha DNA, and after that I will try to bring new stuff here. Also, I'm planning to make some changes on other Unique weapons too! =)
Alpha Drako  [developer] 27 Apr, 2022 @ 1:42am 
Originally posted by Somecraft:
Here is a basic idea that's a good one why not remove the health that armour gives us so we're not walking juggernauts every day?
Yeah, two things that I don't like in Armors: First one, is the HP, that makes zero sense. Second one is the Attack Damage, that makes even less sense! Energy too! But also I know that the game was kinda developed around those systems, so, if I remove the attack bonus from the armors, I will need to find other way to give the bonus to players, same for Health. I guess set Health to "100 points for a lifetime" isn't the ideal solution, but I'm working on some ideas to improve this, and maybe in a close future I come in with something good enough for you all take a look =)
Ribbons0121R121 27 Apr, 2022 @ 12:58pm 
i feel like armor can just be refocused into the armor stat and vise versa
the low armor stat but high other stat stuff sounds interesting enough
as far as i can tell, these being on armors is a placebo in place for the devs not having a proper progression system, like terrarias heart and mana increasing items
Somecraft 27 Apr, 2022 @ 3:30pm 
Originally posted by Ribbons0121R121:
i feel like armor can just be refocused into the armor stat and vise versa
the low armor stat but high other stat stuff sounds interesting enough
as far as i can tell, these being on armors is a placebo in place for the devs not having a proper progression system, like terrarias heart and mana increasing items
to be fair there are passive ways to increase your health with out armour like using epp pack attachments and so on and epp pack attachment's are a bit much when it comes to health boost meaning it makes even less sense to have the health on armour the attack can make sense tho when it comes to some full body armour's
Last edited by Somecraft; 27 Apr, 2022 @ 3:31pm
Ribbons0121R121 27 Apr, 2022 @ 3:33pm 
plus some armors like the doom knight(tier 6 glitch) armor has the most health in the game, being a whopping 800 without any epp's ontop of it
Alpha Drako  [developer] 27 Apr, 2022 @ 5:30pm 
Originally posted by Ribbons0121R121:
i feel like armor can just be refocused into the armor stat and vise versa
the low armor stat but high other stat stuff sounds interesting enough
as far as i can tell, these being on armors is a placebo in place for the devs not having a proper progression system, like terrarias heart and mana increasing items
Yeah, I agree, I will try to take a look into this sooner as I can. I guess the main problem is: how to give players more attack damage. The armors are the only kind of equipment, so, I feel kinda limited by that, to be honest.
Alpha Drako  [developer] 27 Apr, 2022 @ 5:34pm 
Originally posted by Somecraft:
Originally posted by Ribbons0121R121:
i feel like armor can just be refocused into the armor stat and vise versa
the low armor stat but high other stat stuff sounds interesting enough
as far as i can tell, these being on armors is a placebo in place for the devs not having a proper progression system, like terrarias heart and mana increasing items
to be fair there are passive ways to increase your health with out armour like using epp pack attachments and so on and epp pack attachment's are a bit much when it comes to health boost meaning it makes even less sense to have the health on armour the attack can make sense tho when it comes to some full body armour's
Yup, I thought about that, the main problem is how to balance that attack, because it makes sense only on few armor kinds, but to be honest attack damage should come from somewhere! The augments seems interesting, but also seems a lot complicated for starter players... Maybe if I turn it into a very primitive augment, but still would need to use something that a modder did long time ago, that was using augments on any piece of armor... Well, we have a lot to think about now hahaha, will fry my brain a little trying to figure out what to do.
Alpha Drako  [developer] 27 Apr, 2022 @ 5:36pm 
Originally posted by Ribbons0121R121:
plus some armors like the doom knight(tier 6 glitch) armor has the most health in the game, being a whopping 800 without any epp's ontop of it
Wait Ribbons, 800? I searched for the set on wiki, and it seems to give only +120, going to 220 max! I guess you're using some other mod that increases the health so much! o.o

https://starbounder.org/Doom_Lord%27s_Set
Ribbons0121R121 27 Apr, 2022 @ 5:59pm 
ah i might be wrong, i swear ive heard it somewhere, but it IS the most health you can get in the game and its busted and race locked unless you get rngesus blessed
ive had this kind of discussion with GiC, theres nothing fun about good endgame stuff based on pure rng in starbound, its not fun or rewarding but just...frustrating
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