- Joined
- Dec 20, 2014
- Messages
- 62
- Reaction score
- 45
Ships planets and stations are what you use to claim territory, mine, control, and interact with the environment in starmade. And all of these things have a numerical ranking based on the mass of their components.
Mass can be moved, it can be sold, traded and stolen. Mass can be created by mining and destroyed in war.
With AI modules mass even defends itself.
Faction points are intangible, with no use outside factioning territory. The number of faction points a faction has is determined by the number of players in the faction. The amount of mass a person has is determined by how much time and effort is put in to obtain it.
Problem: There is no real way for a player to deplete a faction's points.
Solution: Factions track total factioned mass in a system, updating like the existing faction point system.
Problem: A new player can easily manage alt accounts and claim territory with just a starter ship and faction blocks.
Solution: A faction must have a certain amount of claimed mass in a system to claim it. A faction must have a certain amount of claimed mass in the claimed system to keep a home base invulnerable. If you move too much mass out of the system or mass is destroyed/captured by attackers, then the home base becomes vulnerable.
Problem: No real reason to explore territory capture pirate stations and claim planets
Solution: Claiming capturing stations and planets creates a buffer of factioned mass for the home base so an enemy must first destroy/capture planets ships and stations to make the home base vulnerable.
Problem: Only one home base.
Allow as many home bases as desired BUT only one per system and only the base in the system with the highest total mass can be invulnerable.
If a base is under attack even if the amount of mass that enters the system is enough to protect the system,
you cannot make the switch until the faction block is reset
Mass should be system local, it makes sense, If you move defenses away from somewhere said defenses cant defend. Mass protects your home base just by being in the same system.
Total mass of weaponry would be most useful as planets and stations can be massive but often do very little to defend themselves or your territory.
Total mass in other categories might be used to determine buffs for mining, power, and shields. (that's been a topic of conversation in the forums lately)
Although the current setup lends to protecting the little guy, this makes building a strategic defense important because enemies would have to fight through most of your resources to attack your home base.
Having a planet or capturing a pirate station should be enough to protect a home base.
You also have to capture or build enough mass to claim a system and have a home base. (Schine wants a player to have to fight to claim a system but this gives an option to just mine and build) It provides something for someone to attack and for you to defend without risking the destruction of what you want protected. (provided your defense is good enough)
Leave a comment I want to know what you think.
Mass can be moved, it can be sold, traded and stolen. Mass can be created by mining and destroyed in war.
With AI modules mass even defends itself.
Faction points are intangible, with no use outside factioning territory. The number of faction points a faction has is determined by the number of players in the faction. The amount of mass a person has is determined by how much time and effort is put in to obtain it.
Problem: There is no real way for a player to deplete a faction's points.
Solution: Factions track total factioned mass in a system, updating like the existing faction point system.
Problem: A new player can easily manage alt accounts and claim territory with just a starter ship and faction blocks.
Solution: A faction must have a certain amount of claimed mass in a system to claim it. A faction must have a certain amount of claimed mass in the claimed system to keep a home base invulnerable. If you move too much mass out of the system or mass is destroyed/captured by attackers, then the home base becomes vulnerable.
Problem: No real reason to explore territory capture pirate stations and claim planets
Solution: Claiming capturing stations and planets creates a buffer of factioned mass for the home base so an enemy must first destroy/capture planets ships and stations to make the home base vulnerable.
Problem: Only one home base.
Allow as many home bases as desired BUT only one per system and only the base in the system with the highest total mass can be invulnerable.
If a base is under attack even if the amount of mass that enters the system is enough to protect the system,
you cannot make the switch until the faction block is reset
Mass should be system local, it makes sense, If you move defenses away from somewhere said defenses cant defend. Mass protects your home base just by being in the same system.
Total mass of weaponry would be most useful as planets and stations can be massive but often do very little to defend themselves or your territory.
Total mass in other categories might be used to determine buffs for mining, power, and shields. (that's been a topic of conversation in the forums lately)
Although the current setup lends to protecting the little guy, this makes building a strategic defense important because enemies would have to fight through most of your resources to attack your home base.
Having a planet or capturing a pirate station should be enough to protect a home base.
You also have to capture or build enough mass to claim a system and have a home base. (Schine wants a player to have to fight to claim a system but this gives an option to just mine and build) It provides something for someone to attack and for you to defend without risking the destruction of what you want protected. (provided your defense is good enough)
Leave a comment I want to know what you think.
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