StarMade Development Direction

    alterintel

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    Hey Bench,

    Can we have another teaser (doesn't hurt to ask) :)
    Can I get some kind of inkling as to how many crew quarters I may need on a ship?
    Say I want to start modifing one of my ships now. Should I account for one crewman for every system?
    I'm pretty sure I heard that NPC's will be able to control turrets / turret groups. so one crewman per group?
    Will each crewman need their own room, or their own bunk.
    Do I need a barmaid or a cook?

    Should I put quarters on my homebase, so that crewmen from my ship can live on the base when the ship is in?

    Thanks :)
    [DOUBLEPOST=1446018045,1446017848][/DOUBLEPOST]
    Err, to elaborate, let's say that because my NPCs are registered to the faction I am in, any other faction member can edit what the people I paid for are doing. While I don't really like that, let's just say that is the future case.

    For a newer player, they might not expect other people to be able to edit their NPCs because they paid for them, and won't expect it if it happens. Only until they ask around and find out someone else had affected a change would their "wtf" moment be resolved.
    Maybe we should consider the feudal system. Each Player can be their own Faction or Lord, but may have a Faction alliance or King to report to ?
     
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    Hey Bench,

    Can we have another teaser (doesn't hurt to ask) :)
    Can I get some kind of inkling as to how many crew quarters I may need on a ship?
    Say I want to start modifing one of my ships now. Should I account for one crewman for every system?
    I'm pretty sure I heard that NPC's will be able to control turrets / turret groups. so one crewman per group?
    Will each crewman need their own room, or their own bunk.
    Do I need a barmaid or a cook?

    Should I put quarters on my homebase, so that crewmen from my ship can live on the base when the ship is in?

    Thanks :)
    I think the post is meant more to give us a vague idea as to the direction thr devs want to go. I doubt even they know these specifics yet. They'll probably work out these details as ground work is set down. Otherwise theirs speculation is as good as ours!
     

    kupu

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    all these are cool... but what about fixing ai and adding fleet ai?
    You might be thinking why this is our current focus, why not x or y. It all comes back to dependencies. Plans for passive resource acquisition, missions & questing, npc factions, trade routes, fleet control, etc all rely on the npc and faction overhauls, and opportunities through quarters, that comes with implementing these features first. The Schine team is working hard to bring to you an incredible game, and we appreciate everyone sticking with us through it all.
     
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    when will the sounds for the cannons going to be fixed and sounds added for things like firing missiles ect....?
     

    Ithirahad

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    all these are cool... but what about fixing ai and adding fleet ai?
    As Kupu said up there, the planned implementation of fleet AI ties into the crew systems. Unfortunately, this apparently means that they have to get the crew systems done first... Or something. I don't fully understand it myself; in the end, a helmsman, for instance, would really just be window dressing for ship AI code that's running, so in the meantime why couldn't that just be integrated into the Bobby AI block while crew is being worked out?
    [DOUBLEPOST=1446034269,1446034169][/DOUBLEPOST]
    They may have overlooked that part on Star Trek!
    No, they have not. Ever notice the fact that the ships seem to have no bathrooms whatsoever?
     
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    I think public API, which allow create community plugins and mods to extend server will boost growing community. See bukkit/forge/minecraft. There are many and many experienced people who can help and extend this amazing game. Without API they must only wait... I hope that API is not only promise similar like Mojang, which promise API many years...
     

    StormWing0

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    Err, to elaborate, let's say that because my NPCs are registered to the faction I am in, any other faction member can edit what the people I paid for are doing. While I don't really like that, let's just say that is the future case.

    For a newer player, they might not expect other people to be able to edit their NPCs because they paid for them, and won't expect it if it happens. Only until they ask around and find out someone else had affected a change would their "wtf" moment be resolved.
    Maybe just make it so control of the NPCs on an entity is also dictated by the faction permissions? This way only those that have permission to edit them at a rank can edit that.
     
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    I guess it's finding the balance. For something like Minecraft it feels natural to be monitoring food levels, but with so much we'll be adding in, those smaller things could easily feel like a pain to have to deal with.
    We don't need food. Our our suits can transport the required nutrients directly to our stomachs.
     

    Keptick

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    Man, these are some kick-butt plans you got! You could totally have an entire working crew on a 1:1 scale USS Enterprise! And would this open the ability to run a bar on a space station that people come and pay to raise their crew's morale?
    You could even add some airlocks with gravity modules to simulate the redshirts getting flushed into space during combat!
     
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    Randomo

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    Mutinies you say...

    I would find it very interesting if you could define one of these quarters into a brig, if you come quietly with the mutineers, or order your men to go quietly, they will be escorted and put in the brig with you. - This of course depends on if the ship has a brig.
    I'd also love to put mutineers in there too. I would be able to re-enact Admiral Adama being relieved of command in Battlestar Galactica, and led away from the CIC by "rats".

    So, when this update comes out, will I be able to set up a Combat Air Patrol around my fleet? Have a couple of crew members zip in fighters, around on patrol for x minutes, and then redock with the mothership and get some rest, while other crew take over?
     
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    Ithirahad

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    Mutinies you say...

    I would find it very interesting if you could define one of these quarters into a brig, if you come quietly with the mutineers, or order your men to go quietly, they will be escorted and put in the brig with you. - This of course depends on if the ship has a brig.
    I'd also love to put mutineers in there too. I would be able to re-enact Admiral Adama being relieved of command in Battlestar Galactica, and led away from the CIC by "rats".
    I support this.
    I have a brig aboard my cruiser, will have a larger brig aboard any larger ships, and I support this. :D
     
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    The way you describe this makes me wonder- I feel like all players, then, should have their own personal faction. Then, rather than joining a faction, your own personal faction, or holdings, is then aligned with the faction you join. It would be different than an alliance of factions because you are fitting your personal holdings into the faction's hierarchy. This way, it would be easy to define what other members and their NPC crew can and cannot do with one person's personal assets that are a part of the conglomeration.
    Yeah, I really like the idea of personal factions for every player. I think it would feel better and be less intrusive for singleplayer and solo-play.
    [DOUBLEPOST=1446058037,1446057820][/DOUBLEPOST]
    No, they have not. Ever notice the fact that the ships seem to have no bathrooms whatsoever?
    Wrong you non-Trekkie heretic! The door to the left on the bridge of the USS Enterprise (NCC-1701-D) leads straight to a bathroom! It's in the deck plans!
     
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    I would also like to designate a space for airlock with direction of inside and outside. This could be used for spacing something and getting the physics to pull something out into the vacuum of space.
     
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    [DOUBLEPOST=1446058037,1446057820][/DOUBLEPOST]

    Wrong you non-Trekkie heretic! The door to the left on the bridge of the USS Enterprise (NCC-1701-D) leads straight to a bathroom! It's in the deck plans!
    This made me really chuckle !! Brilliant
     
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    We're expanding into new areas, but we don't want you stuck trying to micromanage. Once you've established quarters that take care of the stats of your crew, you could in theory not have to worry about them again and they'll just take care of themselves. Again you're not required to have crew for you to be a viable force in the galaxy, however if you do choose that lone wolf lifestyle don't be surprised if you're the one mining all the resources and everything in between.
    Doing tasks like mining myself isn't really a problem. That's part of the sandbox experience. And if I can automate systems, all the better. I just don't want to reach a point where the game is like "Oh, you have X size ship with Y systems, so you are going to suffer for not having enough crew because reasons." If my ship is just too big to physically manage myself, that is my problem.
     

    Lecic

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    Mutinies you say...

    I would find it very interesting if you could define one of these quarters into a brig, if you come quietly with the mutineers, or order your men to go quietly, they will be escorted and put in the brig with you. - This of course depends on if the ship has a brig.
    however you won’t know what quarter you’re targeting. It may be a living quarter, or the bridge, or the brig.
    Brigs definitely appear to be planned.
     
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    Edymnion

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    Or you can actually specialize instead of making everything a jack of all trades ship
    It means nothing of the sort crew supposedly give buffs to your systems and if everyone has crew then ships will remain constant this is THE worst kind of mentality to have just because rp space will finally do something does not mean that all ships need to get bigger.
    No, it does mean most ships will get bigger.

    Has nothing to do with jack of all trade ships or anything else. Its simple math.

    If a ship currently needs X blocks to make the most efficient whatever, and that system is one that can benefit from having crew, then you either have to accept a substandard/inefficient build, or you have to build bigger to make room for the crew needed to man your system.

    Which means every single ship design we currently have now that has systems that can be crewed for a bonus *MUST* get bigger to accommodate the crew, or they have to become relatively weaker compared to those who do.

    And I think we all know from experience that nobody intentionally flies around in an underpowered anything unless they simply don't have the blocks to finish it or have an RP reason not to.