Foreword
A lot of talk involves making mining smoother, or enhancing exploration. These are good goals.
However, ships, stations, bases, whatever all take blocks. Right now, I have to be honest - the process of making blocks just isn't too good. It's time consuming, it's annoying...it gets in the way of what this game is all about: building stuff.
As someone who's played off-and-on for a while, here's the things we actually do:
1. Go to a location
2. Mine materials
3. Go to our base
4. Craft blocks
5. Build something with blocks
6. Go to #1
#4 is what this suggestion is all about.
Part 1: Factory Enhancers
The reason factory enhancers come first, is because they're a good idea that could be done better.
Right now, we have to use the C/V linking system to associate factory enhancers to a factory. Factory enhancers are built in the Standard Factory block.
The reason this isn't so good, is because it's inflexible. If I want to just craft a single block - perhaps an effect computer - I have to disassociate every single enhancer from the factory.
Also, factory enhancers - despite being the second tier factory block - is a very elementary recipe, requiring only Metal Meshes and Crystal Circuits, byproducts of refining materials in a Capsule Refinery.
So, proposals for Factory Enhancers are as follows:
1 - Reduce Factory Enhancers to the basic factory tier. They really have no business being in the Standard tier.
2 - Get rid of auto-crafting ticks. Have a craft button, which initiates a crafting 'cast bar'. The reason I suggest this, is simply that it's more intuitive to say, 'I've put a bunch of stuff in a factory and told it to craft N of those', than to say, 'I put a bunch of stuff in a factory, turned it on, and then eventually it crafted N of those.' It puts the player's actions at the forefront, which is the point of games.
3 - Make crafting blocks be able to use a variable number of enhancers, expressed in the UI as a Quantity field. Quantity can never exceed the number of Enhancers. We shouldn't need to C/V link very often.
4 - Speaking of C/V linking, why bother at all? Make factories be able to use any Enhancer attached to the structure (or planetary 'plate'). The structure would silently keep track of the number of Enhancers it has attached to it.
Part 2: Progressive Disclosure, and the Tech Tree
Something else to make the player have more fun, is simply not to throw every item in the game at the player at once. Add some (however illusionary) progression to get the player to build things and experiment with finding other blocks.
The way a game starts usually, is that the player has to go mining first, and to get materials. Exceptions - such as stealing an unsecured ship - exist, but based on how the game is structured, it's clearly intended that you find an asteroid, mine for a while, and refine basic items in your suit's microfactory.
As you create items, the game should let you know what you can create with those.
"You've crafted your first Alloyed Metal Mesh! These are the basic building block of most modern technology. You can use them to build Basic Factories, Hull blocks, and more! You can see what you can build in any Factory block."
As new blocks are revealed, it will show other blocks needed. Thus, the player is not only exploring space, but also what can be done with refined materials.
So, proposals for Progressive Disclose/Tech Tree systems:
1 - Hide most blocks in factories by default. To even create a Basic Factory, players have to refine an Alloyed Metal Mesh and a Crystal Circuit.
2 - As certain blocks get made, reveal blocks in factories. The specifics depend on what players find fun.
3 - There might be value to having chests periodically give up single block recipes...
Part 3 - Shipyards
Unlike the other two pieces, this is brief.
Basically, Shipyards need to also be in the basic tier, and need to not cost any special crystals. Building ships is the main mechanic of StarMade, and while anyone can build a ship by hand, a Shipyard is an invaluable tool in becoming basically competitive. It does not need to be gated behind special crystals or ores.
TL;DR
1 - Factory enhancers suck. They could be better if they weren't so annoying to build and use. Make Factory Enhancers great again!
2 - Why throw everything at us at once? Players have to build basic blocks to get awesome blocks. Make the crafting teach players as they go along. We can still build whatever we want.
3 - Shipyards shouldn't be any tier above basic, because the game revolves around building ships. You literally can't do anything without a ship. Don't gate them behind special materials or higher-grade factories.
A lot of talk involves making mining smoother, or enhancing exploration. These are good goals.
However, ships, stations, bases, whatever all take blocks. Right now, I have to be honest - the process of making blocks just isn't too good. It's time consuming, it's annoying...it gets in the way of what this game is all about: building stuff.
As someone who's played off-and-on for a while, here's the things we actually do:
1. Go to a location
2. Mine materials
3. Go to our base
4. Craft blocks
5. Build something with blocks
6. Go to #1
#4 is what this suggestion is all about.
Part 1: Factory Enhancers
The reason factory enhancers come first, is because they're a good idea that could be done better.
Right now, we have to use the C/V linking system to associate factory enhancers to a factory. Factory enhancers are built in the Standard Factory block.
The reason this isn't so good, is because it's inflexible. If I want to just craft a single block - perhaps an effect computer - I have to disassociate every single enhancer from the factory.
Also, factory enhancers - despite being the second tier factory block - is a very elementary recipe, requiring only Metal Meshes and Crystal Circuits, byproducts of refining materials in a Capsule Refinery.
So, proposals for Factory Enhancers are as follows:
1 - Reduce Factory Enhancers to the basic factory tier. They really have no business being in the Standard tier.
2 - Get rid of auto-crafting ticks. Have a craft button, which initiates a crafting 'cast bar'. The reason I suggest this, is simply that it's more intuitive to say, 'I've put a bunch of stuff in a factory and told it to craft N of those', than to say, 'I put a bunch of stuff in a factory, turned it on, and then eventually it crafted N of those.' It puts the player's actions at the forefront, which is the point of games.
3 - Make crafting blocks be able to use a variable number of enhancers, expressed in the UI as a Quantity field. Quantity can never exceed the number of Enhancers. We shouldn't need to C/V link very often.
4 - Speaking of C/V linking, why bother at all? Make factories be able to use any Enhancer attached to the structure (or planetary 'plate'). The structure would silently keep track of the number of Enhancers it has attached to it.
Part 2: Progressive Disclosure, and the Tech Tree
Something else to make the player have more fun, is simply not to throw every item in the game at the player at once. Add some (however illusionary) progression to get the player to build things and experiment with finding other blocks.
The way a game starts usually, is that the player has to go mining first, and to get materials. Exceptions - such as stealing an unsecured ship - exist, but based on how the game is structured, it's clearly intended that you find an asteroid, mine for a while, and refine basic items in your suit's microfactory.
As you create items, the game should let you know what you can create with those.
"You've crafted your first Alloyed Metal Mesh! These are the basic building block of most modern technology. You can use them to build Basic Factories, Hull blocks, and more! You can see what you can build in any Factory block."
As new blocks are revealed, it will show other blocks needed. Thus, the player is not only exploring space, but also what can be done with refined materials.
So, proposals for Progressive Disclose/Tech Tree systems:
1 - Hide most blocks in factories by default. To even create a Basic Factory, players have to refine an Alloyed Metal Mesh and a Crystal Circuit.
2 - As certain blocks get made, reveal blocks in factories. The specifics depend on what players find fun.
3 - There might be value to having chests periodically give up single block recipes...
Part 3 - Shipyards
Unlike the other two pieces, this is brief.
Basically, Shipyards need to also be in the basic tier, and need to not cost any special crystals. Building ships is the main mechanic of StarMade, and while anyone can build a ship by hand, a Shipyard is an invaluable tool in becoming basically competitive. It does not need to be gated behind special crystals or ores.
TL;DR
1 - Factory enhancers suck. They could be better if they weren't so annoying to build and use. Make Factory Enhancers great again!
2 - Why throw everything at us at once? Players have to build basic blocks to get awesome blocks. Make the crafting teach players as they go along. We can still build whatever we want.
3 - Shipyards shouldn't be any tier above basic, because the game revolves around building ships. You literally can't do anything without a ship. Don't gate them behind special materials or higher-grade factories.