Interacting Suggestions Discussion

    Which of the following ideas works well with each other and is reasonable to add as a new addition?

    • Territory/Conquest System

      Votes: 3 100.0%
    • Faction/System Economy System

      Votes: 3 100.0%
    • Shipyard Automation/Scrapping & Mobile Shipyards

      Votes: 3 100.0%
    • Interdiction System

      Votes: 3 100.0%
    • Patrol AI System

      Votes: 3 100.0%
    • Automatic AI Switch

      Votes: 2 66.7%
    • Grouped Turret System

      Votes: 2 66.7%
    • Storage System Improvement

      Votes: 3 100.0%
    • Ammunition System

      Votes: 1 33.3%
    • DNA System

      Votes: 3 100.0%
    • Volatile Energy Reactors

      Votes: 2 66.7%
    • Storage Transfer System

      Votes: 1 33.3%

    • Total voters
      3
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    So after seeing some recent suggestions make it into the latest update, I pondered how if some of the other suggestions would work together, because one thing I see missing in many threads is the way that it would interact with other systems that might be implemented or already exists. So I wish for this thread to be somewhat a larger thread on the interaction of suggestions that exist in other threads. You are at this point asking why in the world would I would bother make this thread, and for a time I pondered if I should. I did this as a separate to the threads on the individual topic, which is only for that topic and really does not specify how it should interact with other suggestions, only with the current if at all. I am not suggesting to divert attention from those threads, I am saying this should be for threads that have somewhat concise and agreed opinions upon or is thought by you to be beneficial, so that here we can argue how it would work with others. And most likely you are thinking again, but why? I see this as a way to mass brainstorm ideas that do not fit currently into the game, but give a list of ideas that the developers could see what can work with other ideas that they probably have in the works already. This way, if one system is added, they could see in advance what could also be added to enhance properties. Here, we can make somewhat make a somewhat future prediction of a possible direction of the game by interlocking the ideas and working out possible exploits and faults. So, enough of my explanation for the reason of this thread, let me get to the point.

    Here are the rules of this thread, follow it somewhat so it is easy for me to help with moderation of ideas and give updates when some consensuses is reached (I will explain in a bit).
    1. Please do not disrespect someone on this thread, I wish for this to be a friendly conversation. This means no threatening or swearing for those who do on this forum (not listing names).
    2. When you wish to add a idea to the thread, please at the top of your comment type ADDITION, cite the thread it came from if it was not yours or state it was your idea next to addition and state the idea
    3. Explain the idea if it is your idea or is a modified version of the cited thread, otherwise just post the thread and then , trusting people to read it and discuss on the thread if they wish
    4. If you wish to rebuttal/debate a particular issue, cite who said it and explain why or why not it should be implemented and state at the top of your comment REBUTTAL and state the topic
    5. Please vote at the top in the questionnaire, it allows me to see what is popular and what is not (I will try to update the questionnaire as soon as I can, just be patient)
    6. Every so often, probably every 2 to 3 days, I will make a summary of the ideas on the thread into a general summary of how everything links together into the game. This is a generalization, it does not represent my thoughts, it is just what is discussed and how people think it could interact with the game currently and in the future
    7. If something is agreed upon by the majority in the thread that something is not worth discussing anymore and is not liked by the community, I will move this off the questionnaire and at that moment, that means drop it until brought up again by the addition request
    8. Do not bump for any reason, it draws attention off others who might have incredible ideas which could be affected by said bumping
    9. This thread will be left for dead after 2 weeks of no comments by me, therefore if you have something to say, say it and do not wait because I will leave it alone after that
    10. Have fun!:p
    So that said, I will start with a few of my own picks to start off the conversation, bare in mind these were not originally mine, I just wish to clarify my interpretation of it:
    ADDITION - http://starmadedock.net/threads/new-territory-system.8552/ - Territory/Conquest System
    The system for claiming right now kind of encourages centralization of one station than doing what most hope for, which is having an empire that spans over several systems if not galaxies. With this, to get the FP reward, players must spread around stations of varying mass to get the system and said FP per turn. I would prefer this to have it eventually lead to how much TCM would determine the number of invincible stations a faction could be owned, making conquest valuable and needed.

    ADDITION - http://starmadedock.net/threads/the-great-economy.8559/ - Faction/System Economy System
    This would pair well with the territory system, allowing for routing of cargo trade and for selling of sectors through a transfer system, making for more diverse trade than a shop module. This could be based off of the radius from your faction home to the outer most claimed sector, making it more imperative for conquest for longer range trading automatized by trade ships using a more the patrol system below.

    ADDITION - http://starmadedock.net/threads/needed-recommendations-for-the-up-coming-shipyards.8560/ - Shipyard Automation/Scrapping & Mobile Shipyards
    This of course is going to happen, and is one of the most anticipated updates yet, but I wish to bring out this forum because it has a bit to do with sector control. I see the recycling of ships useful, but automation is what interests me. With this, drones could be made and programmed to follow a distinct path given by the patrol system below to allow for sector control possible based on level of resources, making trading for resources and mining needed to maintain protection from pirates and straying players.

    ADDITION - http://starmadedock.net/threads/interdiction-no-escape.8518/ - Interdiction System
    This of course would add a level of PvP which is missing, but with this, you could funnel warp ships into paths, allowing for defending stations to be guarded from hit and run tactics that would ruin sector control. I believe that this would give attackers hard points for attacking, making sector conquest centered around not which stations can be taken out with hit and run tactics, but which can be downed in a single battle, leading to conquest.

    ADDITION - http://starmadedock.net/threads/long-range-drones.8590/ - Patrol AI System
    The patrol system would allow to path out where patrols could be made, making attacks more than station raiding and maybe have fleet warfare based on which sectors are conquered and which are under contest by other factions. This would make the scripted battles that form the PvP a bit less common and more stimulating battles that require thinking than pure brawn.

    ADDITION - http://starmadedock.net/threads/a-i-turns-on-when-vessel-is-vacant.8527/ - Automatic AI Switch
    This is convenience, but this leads to the below suggestion. Simple put, it is like in the thread, where when entering turrets, you have control, and when you leave, the AI has control again.

    ADDITION - http://starmadedock.net/threads/controllable-grouped-turrets.8354/ - Grouped Turret System
    This would allow for more control on the attackers point of view, allowing for turrets to be synced with the mouse pointer and allow for switching between turrets through the hotbar of the main vessel. This allows for more precision firing, giving chance for territories to be shifted, but not through cheap tactics but actual skill through controlling your ship in a more defined way.

    ADDITION - http://starmadedock.net/threads/new-cargo-system.719/ - Storage System Improvement
    Storage as of this moment is able to get a infinite amount of every item within 19 containers, which limits the idea of freighters is pointless. With what is listed, people can not have infinite storage and is based on crates, which makes it possible for ships to be specialized transports instead of "do it all" ships. This could also lead to having a limit on storage to where if it exceeds a certain amount on ship, warping is disabled, making convoy routes needed so piracy would not hit.

    ADDITION - http://starmadedock.net/threads/ammunition-as-an-alternative.8545/ - Ammunition System
    It is understood that in reality that cannon shot and missiles are physical entities that require storage to fire, and many sci-fi lasers and pulses are heat clouds of plasma or liquidized metal, causing tremendous damage. This said, weapons as they stand currently have unlimited ammunition, which is only understandable for an energy based system. Ammunition on the other hand would just be exploited like the rest where storage is huge and would mean that current players would be limited again. I believe on there that I saw someone say that ammunition could be made out of scrap at 1 scrap for 2000 ammunition, which could mean that derelicts could be more of something for salvage and with storage listed above, it would not overpowered.

    ADDITION - http://starmadedock.net/threads/big-book-of-aliens-creatures-and-unidentified-entities.6341/ - DNA System
    We all want more lively atmosphere to our universe, and we know that there is a planned update to be announced at some point (the fauna system). This was an idea that if anything would add atmosphere to the creatures that could come out of this.

    ADDITION - http://starmadedock.net/threads/new-power-block.8052/ - Volatile Energy Reactors
    Literally, as stated, it is power that is more efficient, but if struck, it would do explosive damage like a warhead and do a chain reaction with others.
     

    Criss

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    Just about everything till the last three are things that Schine has recognized, and possibly working towards. Of course things like shipyards are on their way as per the roadmap's indication.

    In order:

    Territory/Conquest System
    Confirmed in the sense that it will accomplish the same goal, not necessarily work as described here.

    Faction/System Economy System
    Will be expanded upon, as it is partially in place. May not operate as described here.

    ShipyardAutomation/Scrapping & Mobile Shipyards
    Coming relatively soon.

    Interdiction System
    Was confirmed when jump drives were put in game.

    Patrol AI System
    Will be expanded upon, as it is partially in place. May not operate as described here.

    Automatic AI Switch
    Probably easily doable. Haven't heard this mentioned by any devs though.

    Grouped Turret System
    I think this is a good idea that hasn't really been looked at in depth yet, but I can see this being a possibility.

    Storage System Improvement
    Recently announced as planned on the roadmap

    Ammunition System
    I have not heard the devs comment on this at all really. Maybe because there is no plan? This stuff can be tricky.

    DNA System
    Something like this would come far down the road. Fauna have lots of work and need to be added before this can be put in place.

    Volatile Energy Reactors
    I can see this going somewhere :)
     
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    Great ideas and additions, as well as concise summaries of other threads. Well Done.

    Addition: http://starmadedock.net/threads/new-power-block.8052/
    I suggest that the new power block not be dimensionally (boxdims) enhanced. Instead, grouped like energy capacitors. Also, to have any way of competing with the current power block, it would need quite an advantage in energy recharge rate per block (I suggest 200%, or at the very least 150% of the current reactors) , with its volatile nature being the risk.

    I design ships on risk vs reward, so a more powerful reactor would definitely be in the cards for some of my ships.
     
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    ADDITION - http://starmadedock.net/threads/storage-contents-transfer.8596/#post-127523 - Storage System
    This was something for the longest time I wished for raid ships, who can return large caches of loot from raids could be made easier. I have spent 30+ minutes transferring loot from pirate raids before, only having to do it again and again. This could make more complex storage and with more defined filtering, this could make interesting interior storage transfer systems.

    I suggest that the new power block not be dimensionally (boxdims) enhanced. Instead, grouped like energy capacitors. Also, to have any way of competing with the current power block, it would need quite an advantage in energy recharge rate per block (I suggest 200%, or at the very least 150% of the current reactors) , with its volatile nature being the risk.
    Agreed, to this day I still do not understand the logic of normal reactors, but the logic behind capacitors allow for more tightened build that may not be possible without going past a frigate class starship (I characterize it by being over 30000 blocks).