Best Of
Re: Lore Questions
Direct corollary, no, you won't be popping out the cylinder and popping out the rounds, to replace one by one or with a speed loader.
In terms of "has a rotating cylindrical magazine", it has no ejection port and contains it's shells after firing (Shellspill) Has an external hammer that clearly advances the ammunition (Rapidfire describes you fanning the hammer, quickload and spin describe you cocking the hammer), and uses physical shells (Shellspill again). It may not be a perfect corollary to modern revolvers, but there's no reason it wouldn't be a Destiny style hand-cannon that uses a cylindrical internal magazine.
As a sidenote: in the era of black-powder revolvers, some people would carry extra cylinders and replace the whole damn cylinder of a revolver rather than go through the laborious process of reloading. As someone who used to OWN a black-powder revolver (The hand broke), I can tell you there's a very good reason you'd do this! It's a pain. Food for thought.
4
Re: Target Dummy
Is there a reason why the base health of the dummy can not be significantly increased? Even with this new change it only lasts one more round, as demonstrated below:Tecton said:Updated this to refresh its health a bit higher now! I'm sure we'll add some more functionality down the line too, @RocketCat
You tell a target dummy, "Keepalive."
Health: 1920/1920 PL: medium [BW-] bh
suit backhand dummy
You: Suit Backhand -> a target dummy.
You overdrive your suit's movement circuits, delivering a vicious backhanded blow to a target
dummy's head.
Damage Dealt: 164 impact
Balance used: 3.50s.
Health: 1920/1920 PL: medium [-WC] mwp wristblade dummy
[Queue]: You will attempt to do MWP WRISTBLADE DUMMY when you recover balance.
Health: 1920/1920 PL: medium [-WC]
You have recovered your balance.
You: MWP Wristblade -> a target dummy.
With servo-assisted might, you drive your wristblade into the body of a target dummy.
The blade strikes a target dummy particularly hard.
Damage Dealt: 244 impact
Balance used: 3.00s.
Health: 1920/1920 PL: medium [-WC] mwp wristblade dummy
[Queue]: You will attempt to do MWP WRISTBLADE DUMMY when you recover balance.
Health: 1920/1920 PL: medium [-WC]
You have recovered your balance.
You: MWP Wristblade -> a target dummy.
With servo-assisted might, you drive your wristblade into the body of a target dummy.
The blade strikes a target dummy particularly hard.
Damage Dealt: 237 impact
Balance used: 3.00s.
Health: 1920/1920 PL: medium [-WC] mwp wristblade dummy
[Queue]: You will attempt to do MWP WRISTBLADE DUMMY when you recover balance.
Health: 1920/1920 PL: medium [-WC]
You have recovered your balance.
You: MWP Wristblade -> a target dummy.
With servo-assisted might, you drive your wristblade into the body of a target dummy.
The blade strikes a target dummy particularly hard.
Damage Dealt: 227 impact
Balance used: 3.00s.
Health: 1920/1920 PL: medium [-WC] mwp wristblade dummy
[Queue]: You will attempt to do MWP WRISTBLADE DUMMY when you recover balance.
Health: 1920/1920 PL: medium [-WC]
You have recovered your balance.
You: MWP Wristblade -> a target dummy.
With servo-assisted might, you drive your wristblade into the body of a target dummy.
The blade strikes a target dummy particularly hard.
Damage Dealt: 249 impact
Balance used: 3.00s.
Health: 1920/1920 PL: medium [-WC] mwp wristblade dummy
[Queue]: You will attempt to do MWP WRISTBLADE DUMMY when you recover balance.
Health: 1920/1920 PL: medium [-WC]
You have recovered your balance.
You: MWP Wristblade -> a target dummy.
With servo-assisted might, you drive your wristblade into the body of a target dummy.
The blade strikes a target dummy particularly hard.
Damage Dealt: 273 impact
The exhilharation of victory rushes over you, suffusing your limbs with energy.
You have slain a target dummy.
Balance used: 2.70s.
I don't feel that there needs to be a rush on this, but I would like the dummy to be useful once that extra functionality is added down the line. It dying without any real effort on my part makes it pretty much a 500 credit novelty for me.
2
Re: Lag spikes every 10-15 seconds.
Ooh neat. I didn't know your servers and I were neighbors! This means I should be getting the lowest ping, right?Tecton said:Nothing server-side, we did have some issues outside of our network yesterday that was on Spectrum's backbone through Chicago (where our servers are hosted).

1
Re: Letting newly arrived players know about roleplaying...nicely.
Oof. I think I remember this. Said one sentence and left. If this is what I think it was someone said it was their first time playing a MUD. I tried to divert the conversation as IC as possible and qq'd to handle life.
If I remember correctly I said something along the lines of "You should head to Marle and play in the mud with rockhoppers.". Dunno if that came off wrongly or it escalated past that but I do humbly apologize if I came off wrongly.
I honestly 100% wish there were emojis in faction comms. Nearly 90% of everything I say would have a
at the end of it otherwise.
If I remember correctly I said something along the lines of "You should head to Marle and play in the mud with rockhoppers.". Dunno if that came off wrongly or it escalated past that but I do humbly apologize if I came off wrongly.
I honestly 100% wish there were emojis in faction comms. Nearly 90% of everything I say would have a


2
Re: The tips and tricks thread
The 'PK apes' are people too and, if I could wave a magic wand, I would see everyone both RP and PK. Anyway, no need to demean people.Thessia said:The PK apes aren't going to listen to your advice because the PK apes wouldn't have anything to do if they did.
7
Re: The tips and tricks thread
Most of SH's hostility (such as it is) is reserved for Song, not for the Ascendancy. Quite a few people like them.
3
Re: Crafting and Trade
To be honest I took Armormodding with the RP in mind. Because even the practical skillsets can be integrated properly into someone's backstory, RP aspiration or emotes. But it is currently in a very impractical state due to lacking flexibility in its design. So while I started the below thread for brainstorming on Armormodding ideas, most of those can be applied to all modding skillsets.
https://forums.starmourn.com/discussion/713/armormodding-corner
So as modders of Starmourn, let us come together and share ideas on what would make us excited about modding skillsets both practically and RPwise. Enough feedback will give a better idea and perhaps it can make positive impact on bootstrapping the mod economy.
https://forums.starmourn.com/discussion/713/armormodding-corner
So as modders of Starmourn, let us come together and share ideas on what would make us excited about modding skillsets both practically and RPwise. Enough feedback will give a better idea and perhaps it can make positive impact on bootstrapping the mod economy.
2
Re: Hacking - Ideas, Updates, Etc?
Side note: Adding hacking ranks to general player honours, under experience/captaincy ranks, would surely help to stimulate interest.

1
Re: Monetization
Tri-trans, working on 4th trans skill. No credits bought, even the no brainer package. Okay, I got the lessons package, but if credits stayed under 1k for even a few weeks longer I wouldn't even need that.
This is currently the easiest IRE game to level up skills in and has the lowest entry barrier for competetive whatever too. Let's hope things stay this way.
1
Re: Monetization
Of course they get an advantage. They are willing to spend thousands of dollars for words.
Whether we like it or not, that is the IRE model. I come for the quality of game and people, not for the e-peen. I don't pvp a lot but I am willing to make friendsies with people who do.
It's been said already but the artifacts in SM are not nearly as game breaking as in other IRE.
Whether we like it or not, that is the IRE model. I come for the quality of game and people, not for the e-peen. I don't pvp a lot but I am willing to make friendsies with people who do.
It's been said already but the artifacts in SM are not nearly as game breaking as in other IRE.
1