The game isn't even 1/5th of the way complete. The paradigm will shift many more times, and ships will be rebuilt every time there is a shift.
You complain that your systems will become weaker because you have to cut out blocks to make space for NPCs. This is true. But you are forgetting three things.
- NPCs will add there own benefits
- You do not have to use NPCs and sacrifice the blocks
- Everyone will be going thru the same thing
Yes, your ship will become weaker. So will mine. So will everyone elses.
The whole idea is that you are not
supposed to have one huge ship that can do everything better then anyone. If that actually happens then the game balance is broken. (Think of it like a game of rock/paper/scissors/lizard/spock.) A generalized ship is always weaker then a specialized ship of comparable mass within that specialty. The pilot of the specialized ship will always try to manipulate events to emphasis their specialty. And the generalized ship will always have a weaker counter. It's simple math.
So, multiply the stats on the blocks. It doesn't matter. Your ship will be 10 times more powerful. So will mine. And in three months both ships will be obsolete again.
I understand the game is constantly changing and we need to allow for that. I do get Early Access game is early access game. But you've seemed to miss my main point. Which is not my ship get's weaker or stronger or whatever, but which is the current block counts on many ships is high, way too high, for the end results. This game is already poorly optimised from being in development and being that is uses Java, although it has come a long way I can admit. And my suggestion is to help counter this. Reduced block count = better performance and ability to render more entities for the game. Faster loading etc. 100 blocks is much quicker to render than 1000, and would have better results for all, especially those playing on toasters.
This for me is an issue of a technical nature, addressing making the game run better on every PC. Hopefully taking some load off of peoples CPU's GPU's and Memory.
I am not interested in rebalancing gameplay, it's about keeping the game as it is now while decreasing the amount of blocks required to build basic logic and systems to make the game run faster/smoother. Game engine performance. Reducing the fps drop on loading new areas like a station with a fair few large ships docked.
Game claims to the scalability to run on even older computers, yet scalability seems to be "turn everything down and not see further than 5 meters in front of you" to maintain 20 fps. (going by visitors at my base asking "what ship?" when I am talking to them about my ride and it's been right docked there in front of them for the last 10 minutes due to how the game renders and loads blocks in.
I've had people crash 5km from my base while coming to visit while my PC handles my base and all the ships docked there fairly fine.
I made quite a few points about why I think the reduced blocks in exchange for mass is a good idea. Many you overlooked. Common problem with forum discussions. We often tend to cherry pick what suits us and our view points.
My points about realistic sizes, or as realistic as a video game about spaceships can be. Heck even airplanes in an atmosphere are not 3/4 filled with just the equipment required to fly them. I understand a small fighter or transport will have just a cockpit or small area for a crew while 3/4 of the craft is filled with systems, it makes sense, but a frigate or destroyer should be almost 2/3 empty and still be tough as nails.
Let me give you an example with a popular scifi ship. Pretty much any scifi ship will be similar though if you can find a blueprint.
You can see the systems for weapons, power, shields and maneuverability take up a relatively small amount of space, most of the ship is open and filled with crew space areas. As seen in Star Trek a ship like the Enterprise can usually give and take quite a bit of damage. Takesa licking and keeps on kicking.
Now if you built the ship to similar dimensions in StarMade, it'd be lucky if it could move or accelerate let alone fire it's weapons,weapons that you'd be lucky if they could even scratch the paint on another ship if they did fire.
If you built the ship to specifications to have power shields thrust and weapons on par with it's TV and film counter part most of this ship would be filled with blocks leaving little for interior design and crew space.
Ships be they terrain based or space bound I feel need to have smaller reactors. Many other space sims where you can see a cross section of your ship or walk about in it and explore pretty much follow the same guidelines.
kiraen said:
The whole idea is that you are not supposed to have one huge ship that can do everything better then anyone.
I'd have to disagree with that. I know of few people that do not want their ship to be better than another players when combat is on the agenda or in general. Games with PvP elements are always competitive. It goes hand in hand with the strategic elements, plus it doesn't need to be one huge multi role ship, a specific role support ship can still suffer from the same issues. Any way like my opinions here, that is just your opinion. Which I can at least respect even if I do disagree with it.
But for me it's like the Empire in Star Wars saying, hey we better weaken our Star Destroyers so them Rebels have a even chance......
You talk about balance, when it is exactly balance that I am after. Form and function combined with a dose of performance.
Also as I stated the 100 blocks weighs and costs the same as 1000 block type of mechanic counters and deals with any balance issues anyone may have. And once more, less blocks = more on screen at once, higher frames and faster loading.
I mean for all intents and purposes my current ship would behave and perform as it currently does, but I would have greater room for detailed interiors which would make boarding and ship combat more fun. I'm not looking or asking for "make teh game eezier for meez pluz."
And I acknowledge they have done great work on balancing weapons and shields etc number wise this year.
I feel if anything it would actually encourage better ship design and combat and add more thought to it. Several small power and shield reactors to protect against targeting vs running power and shields throughout your entire ship so it keeps on ticking after heavy damage? It'd make players think about design a lot more I imagine.
Hope this clears up any misconceptions you seem to have about my desires here.