I'm making this thread with the goal of discussing longer term balance plans for Starmade, particularly the small ship vs large ship issue, linear vs logarithmic scaling (and which systems should use each). Linear scaling would be nice, but Starmade would become a race to build the biggest ship, and your ping would be over 9000.
This is not a thread for whining about the current placeholder system. Try to add to the discussion.
Firstly, the old system (pre 0.15 / last year in case of thrusters):
What it all meant for gameplay:
In order to avoid the server killing race to the biggest, large ships need to have disadvantages. Up to this point, the disadvantages have basically been diminishing returns, very slow turning speeds and high costs. (and lag).
I like linear systems, so most of my ideas will revolve around everything being linear, except one or two ship systems.
Here are some diminishing returns ideas, and discussion:
TL;DR? This is not the thread you are looking for, use the back button:p
This is not a thread for whining about the current placeholder system. Try to add to the discussion.
Firstly, the old system (pre 0.15 / last year in case of thrusters):
Power Generators: Increase based on box dimensions up to ~1m regen, then 25/block from then on.
Power Tanks: Storage = N tanks ^ 1.75 This meant that in small quantities they were useless, but large numbers of power tanks could store crazy amounts of power.
Thrusters: Sum Of Dimensions - 3 + Blocks^1.125 So thrusters could be built efficiently for small ships with long lines or crosses, and also scaled very well for large ships.
Shields:
Power Tanks: Storage = N tanks ^ 1.75 This meant that in small quantities they were useless, but large numbers of power tanks could store crazy amounts of power.
Thrusters: Sum Of Dimensions - 3 + Blocks^1.125 So thrusters could be built efficiently for small ships with long lines or crosses, and also scaled very well for large ships.
Shields:
Capacity: (shieldBlocks*3.5)^0.66666)*350
Recharge: ((shieldBlocks*4)^0.48)*50 (with lower recharge under fire)
Shields became less efficient as more were added. As they are so important, many large ships consisted of >50% shield blocks.
Weapons: (very roughly)Recharge: ((shieldBlocks*4)^0.48)*50 (with lower recharge under fire)
Shields became less efficient as more were added. As they are so important, many large ships consisted of >50% shield blocks.
AMCs: Power drain proportional to block count (with increase for shotguns later on), damage proportional to sqrt(block count)
This means that AMCs got worse as you added more blocks, on a damage per second or per shot basis, and on a damage per power basis.
Missiles: No power drain. Damage scaled badly. Small groups (more) = more damage, Large groups = faster missiles.
Missiles were pretty bad, especially on small ships. On large ships, sufficient quantities of missiles could do a lot of damage, but would often miss the target.
This means that AMCs got worse as you added more blocks, on a damage per second or per shot basis, and on a damage per power basis.
Missiles: No power drain. Damage scaled badly. Small groups (more) = more damage, Large groups = faster missiles.
Missiles were pretty bad, especially on small ships. On large ships, sufficient quantities of missiles could do a lot of damage, but would often miss the target.
What it all meant for gameplay:
Power Generators:
The way that power generators basically stop (still do) at 1m regen, was a significant balancing factor stopping large ships being far stronger than smaller ones. This caused some issues though, as large ships could exploit docked ones to be far stronger than they would otherwise be.
Turrets could be given power generators and made self sufficient, giving a capital ship DPS per block close to that of a little ship.
Power generator "ships" could be docked to a large one, and energy taken from them with power drain beams. A ship like this could expect to get power ~5 times more efficiently than one without.
Power Tanks:Turrets could be given power generators and made self sufficient, giving a capital ship DPS per block close to that of a little ship.
Power generator "ships" could be docked to a large one, and energy taken from them with power drain beams. A ship like this could expect to get power ~5 times more efficiently than one without.
Small ships would not be able to store power, while large ones could store huge amounts. Massive capital ships were able to mount weapon systems using power far faster than they could generate it, and fire for minutes, before spending a long time recharging.
Shields:
The ^0.6666 and ^0.48 caused diminishing returns, but everyone was desperate to maximise shields, and avoid having to repair their ships. Lots of capital ships were giant blocks of shields.
Thrusters:Small ships usually needed a lot of thruster blocks, large ships could use small amounts, and still go quite fast (however, they tended to drain power in the process).
Weapons:They basically matched shields with their diminishing returns.
In order to avoid the server killing race to the biggest, large ships need to have disadvantages. Up to this point, the disadvantages have basically been diminishing returns, very slow turning speeds and high costs. (and lag).
I like linear systems, so most of my ideas will revolve around everything being linear, except one or two ship systems.
Here are some diminishing returns ideas, and discussion:
- Power: Currently, in super big ships, power is linear, and increases slowly, needing a lot of blocks. As everything needs power, making the power formula similar to the old shield formula would hurt the big ships. They would be firepower limited, shield regen limited (if shields take a significant amount of power), and movement limited. This would make small ships better for everything except sitting still slugging it out with big guns.
- Thrusters & turn rate: In this idea, thrusters would use power in a linear manner, but produce less thrust / block as more are added. This would make big ships slow (with friction on) or really unwieldy. They would be very dependent on turrets for everything except bombarding stationary objects. Edit: This would basically mean that acceleration is nerfed at the same rate as turning speed currently is. (Thanks EFL for that explanation)
- Fuel: Every 1000 (random number) of power could require 1 fuel unit to produce. Fuel could be extremely cheap, but once you are using tens of thousands of it per second of flying, it would become a major problem. Large ships would simply be too expensive to use regularly. Fuel has problems though, as it discourages exploration and fighting, and also may result in running out and being stuck. Infinite but less efficient power generators like we have could be used in parallel with the fuel based systems.
- Limits on FTL/hyperspace capable ships: If ships bigger than 1 - 5 million blocks couldn't get into hyperspace, they would be far less viable as battleships. It would probably need to be implemented as a server.cfg option, and would likely lead to everyone building ships that just scrape under the limit.
TL;DR? This is not the thread you are looking for, use the back button:p
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