This topic is all about bringing in formal elements to the PvP side of things. We have seen a little bit of this put in the game so far and I want to explain my take on it. This would be very separate from the current systems already in game.
The current meta in StarMade is to build, acquire resources, claim territory, war with factions or fight pirates and more building. These things are all optional. Players can choose which elements of this they wish to get involved in. A player can spend all of their time mining and none of it fighting enemies. This is the nature of a sandbox. They get to choose. It is what StarMade aspires to be, a true sandbox. But even the best sandbox games have some structure, be it in one form or another. It depends on where the line is drawn on the definition of a sandbox.
The devs have already expressed interest in PvE missions. Now, we all know we won't have to
Here come the examples. I'll be talking about the biggest PvP aspects of GTA V, EVE Online and World of Warcraft.
Now lets take a look at what StarMade has to offer. Right now we can enter PvP at almost any time, be it on foot or in a ship. This is the equivalent of an informal form of PvP. It can be unprovoked, or it could be for the legitimate needs of a player or faction. If the aim is to have a quantified and tracked deathmatch, StarMade cannot really satisfy it.
The best thing we have to formal PvP is the battlemode. I believe it is activated via server setting. I have little experience with this, and currently is has little exposure. Players can opt into a battle with two teams. They are teleported with their selected ship BP and fight it out in a locked sector. They are prompted to join during a timed period. If I made any incorrect statements there, please correct me. Nonetheless, forcing the server to shut down to enable this feature only pushes me away from using it at all.
Here is what I propose:
Even if a vastly simpler system was implemented, I would still be satisfied. I enjoyed astronaut based combat when I played it. My friends tried setting up a deathmatch. In the end nobody knew who would have won. The fight wasn't for factions or territory or resources. It was for fun. But it didn't feel gratifying when it was over because we simply aimlessly shot each other for 20 minutes.
Tell me what you think. Personally I haven't seen anything like this suggested here. We know the devs have looked into it sort of with the whole battlemode thing. I think it's certainly viable and definitely worth it.
The current meta in StarMade is to build, acquire resources, claim territory, war with factions or fight pirates and more building. These things are all optional. Players can choose which elements of this they wish to get involved in. A player can spend all of their time mining and none of it fighting enemies. This is the nature of a sandbox. They get to choose. It is what StarMade aspires to be, a true sandbox. But even the best sandbox games have some structure, be it in one form or another. It depends on where the line is drawn on the definition of a sandbox.
The devs have already expressed interest in PvE missions. Now, we all know we won't have to
Here come the examples. I'll be talking about the biggest PvP aspects of GTA V, EVE Online and World of Warcraft.
- WoW - World PvP - Players can actively kill enemy players when they encounter them. They can happen across these enemies while playing or organize an event to target them directly.
- WoW - Formal PvP Matchmaking - Players enter a queue to fight random opponents on an enemy team. In WoW there are multiple forms. Arenas, battlegrounds, and duels. This allows players on the same team to fight each other for sport instead of competing for a real goal.
- EVE Online - Factional Warfare - Players enlist with pre-determine factions and fight on their behalf for rewards. Players will fight against NPC's and players alike.
- EVE Online - War Declarations - Player made alliances/corporations fight each other for whatever reason they desire with no consequence from the in-game police force. It can be triggered for the acquisition of assets and resources or simply because it is fun. The players decide why to fight.
- EVE Online - Open World PvP - Players can kill anyone, even their own allies, at will and at any time. If it is unprovoked and they are in a policed area, they will be killed by those police. This leads to the very dangerous low-sec/null-sec areas thriving with unprovoked PvP.
- GTA V - Open World PvP - Players can free roam with other players and kill and be killed by those players at any time. Even friends may kill each other. If it is desired, a player can opt out of all PvP interaction while staying in the free roam with PvP enabled players.
- GTA V - PvP Game Modes - Players can enter a queue and enter game modes like deathmatch, adversary modes, and various races. This is all formal and tracks things like who did best during matches. It does not carry over into the free roam gameplay.
Now lets take a look at what StarMade has to offer. Right now we can enter PvP at almost any time, be it on foot or in a ship. This is the equivalent of an informal form of PvP. It can be unprovoked, or it could be for the legitimate needs of a player or faction. If the aim is to have a quantified and tracked deathmatch, StarMade cannot really satisfy it.
The best thing we have to formal PvP is the battlemode. I believe it is activated via server setting. I have little experience with this, and currently is has little exposure. Players can opt into a battle with two teams. They are teleported with their selected ship BP and fight it out in a locked sector. They are prompted to join during a timed period. If I made any incorrect statements there, please correct me. Nonetheless, forcing the server to shut down to enable this feature only pushes me away from using it at all.
Here is what I propose:
- Introduce Formal PvP matches set up at locations of a players choosing.
- This entire system would be separate from faction points. This prevents this system from providing any benefit to anyone. It is strictly for entertainment / formal PvP gameplay.
- Only the station/structure owner would have complete control. They can grant access to others if desired. No ties to factions here.
- The PvP areas can be set up on planet plates, full planets or space stations. It can be determined when setting up these structures. Buying a station could prompt the player to choose whether they wanted this structure to be for the formal PvP system. Placing some new related blocks could prompt players on planets.
- A new Game Control block could be introduced for the owners that determine the conditions of the PvP match. This includes gamemode, timers, lives, number of teams, etc... The aim is to give the player tools to create what they want, not force them into very defined gameplay.
- Players that want to participate will interact with a block. It could be the same block as mentioned above. Of course only the owner would get access to the gamemodes options, everyone else would select their role. Either they pick some sort of team or they are an observer.
- A new Game Spawn block will be used to position players. The spawn blocks can be setup to spawn members of one of the playing teams or spawn observers. This way, players can be teleported to their spawn point on the map, and observers can be teleported out of the game area and into an observation area.
- It should be noted that these game areas / structures are invulnerable and the sector will lock during the game period.
- The gameplay area is determined by the owner. They can setup enclosed areas on the structure for the match to take place. They can place spawn blocks and set their options. They could build an arena station or they could have it setup so that an entire station is the playing field. It all depends on what the spawned players have access to. The structure is invulnerable, so there won't be easy ways to escape the confines of the desired play area if the owner designs it properly. This applies to planets as well.
- Anyone that enters these sectors will be protected. Anyone fighting will be able to harm each other once the game starts.
- Games can end after certain time limits or once players disconnect. This will teleport them back to a game respawn block set to "lobby" or perhaps the Game Control block. Reconnecting after a disconnect will remove you from the game.
- It should be entirely possible to get NPC's to spawn with this system. They despawn after the match ends. Now this system can extend into PvE matches such as survival gamemodes, or simply add additional obstacles for two enemy teams.
- Options such as respawning warheads could be implemented. Players can shoot the warheads and blow them up. The blocks replace themselves after set amounts of time. We've all seen stuff like this. The capabilities of the system depend on how far the devs would take it.
- When it comes to vehicles, specifically inside stations or on planets, it gets tricky. We would want this system to accommodate planet warfare with tanks and mechs. Getting it to spawn those objects properly is the issue. (That is my opinion. It could actually be very easy to do and I just don't know it)
- In terms of space battles, I think the system can still apply. A very large station can be set up with spawn points placed at the owners discretion. Visually the entire station does not have to be connected. It just requires the spawn blocks to have the room to spawn ships around them.
- When the match starts, the sector is locked.
- Ships would spawn near the spawn blocks of their team. Players could be placed into those ships. and fly out into the sector to battle. Fighter combat with this system sounds great here. Fighters that do not have players flying in them are invulnerable to prevent spam destruction.
- Players that are killed get their ships depawned, and new ones spawn near their starting location. A timer counts down and the player can spawn in again.
- Players should only be able to operate a set number of these stations/structures. Since it protects the sector, it could be spammable across space. Limiting it based on a server config value could fix that. Admins should be able to operate unlimited numbers of these stations/structures. They are the most capable for maintaining these games.
Even if a vastly simpler system was implemented, I would still be satisfied. I enjoyed astronaut based combat when I played it. My friends tried setting up a deathmatch. In the end nobody knew who would have won. The fight wasn't for factions or territory or resources. It was for fun. But it didn't feel gratifying when it was over because we simply aimlessly shot each other for 20 minutes.
Tell me what you think. Personally I haven't seen anything like this suggested here. We know the devs have looked into it sort of with the whole battlemode thing. I think it's certainly viable and definitely worth it.
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