Probably. The economy and trading mechanics are being worked on next, which means TG ships will be in first and within a month or two. Possibly within the next few releases.Can we expect to see these NPC factions in game by years end?
When are winners announced?Greetings citizens!
Another weekly post about the ships of StarMade! This week it's the Outcast Patrol Ship.
The patrol ship stands out in the Outcast lineup. Most of the larger vessels follow similar design aesthetics. The smaller vessels vary quite a bit. The nature of the Outcasts means they manufacture larger vessels to more uniform standards. Smaller vessels are designed for smaller parties or individuals, and as such do not follow the same standards.
The ship is darker than most. Outcast military vessels are painted darker, while their civilian craft are lighter. The ship comes equipped with mounted cannons and two turrets. Another oddity, as the Outcasts make less use of turrets on their craft than other races, more so on a vessel of this size. Many systems are exposed, and while this might be seen as a flaw, the ship can go toe-to-toe with the Trading Guilds Patrol Ship.
Lastly, large armor panels may extend or retract to cover the engines and aid in intimidation tactics.
Next, I want to talk about future posts. We recently finished our fleet build contest. It was a resounding success. We have since judged almost all 180 fleets, and approved of around 50+ to make it into the game. Over the course of these posts, we might take a look at some of these builds on this thread. No lore will be given, however we will take a look at what makes a fleet a fleet. Obviously we will keep a few secret, even though you can download them yourself. This won't start till we announce the winners.
Anyway, thanks for reading!
When we are ready to announce them.When are winners announced?
While variants are all fine and dandy, I would have randomly generated variants. Basically, each section of a ship has got x different variations, with x spots for extra shit to be tacked on, and the game will back a completely random set, so as to keep variation up. Certain things can be attributed with certain roles, which could make it a more procedurally generated system.1 - Do you think we should do a lot of variant hulls or fewer?
2 - I don't want to change the paint job drastically for variant hulls. I would be okay with adding other details to denote it's new purpose however. Thoughts?
Again, I think the random/procedural generation would be great, except with a legendary category that has the different sections crafted so meticulously in both systems and looks so as to be much more unique to the rest.3 - What are your thoughts on rare / legendary ships and their designs. For example: the Trading Guild Faction could get legendary freighters (riveting I know), but they could come with some heavy defenses and extreme cargo capacity.
Tbh naming conventions hasn't been discussed yet. I don't know if schema had any plans. Right now the names are pretty plain, but we could come up with some interesting ideas, even just as placeholders. Legendary ships are probably a long ways away, so it's not something to worry about now.naming conventions
The issue here is that this is the exact thing we want to avoid with ships. I currently cannot imagine a good system being implemented anytime soon. We discussed this sort of generation for space stations or rooms in structures, but not entire ships.random/procedural generation
We have not revealed much. Essentially they are a bit nomadic. They've got some bases. They form militias (not full militaries). They are a loose organization trying to survive. If you've watched any of The Expanse tv show, they are sorta like the asteroid miners in that series. (btw that show is good).outcast lore
We already have their style picked out. It will vary the most ship to ship. One of their ships is a refit TG frigate, another ship is an engine core with broken hull attached the sides. There's a lot of different ideas and they will probably have the largest selection of ships when the first batch of assets are complete.scavengers
I think legendary variants of ships would be cool, especially if you encountered something crazy like a Legendary Dreadnought.3 - What are your thoughts on rare / legendary ships and their designs. For example: the Trading Guild Faction could get legendary freighters (riveting I know), but they could come with some heavy defenses and extreme cargo capacity.
It honestly wouldn't be too difficult. The pieces would connect to the others in the same style, and the hull wouldn't even need to change dramatically, just a bunch of different details. This would add a LOT more variety and would be less painful than pre-making all of the ships.The issue here is that this is the exact thing we want to avoid with ships. I currently cannot imagine a good system being implemented anytime soon. We discussed this sort of generation for space stations or rooms in structures, but not entire ships.
Unfortunately, I haven't been able to see the show. I've heard a lot about it and I'd love to, just I can't so yeah. :pWe have not revealed much. Essentially they are a bit nomadic. They've got some bases. They form militias (not full militaries). They are a loose organization trying to survive. If you've watched any of The Expanse tv show, they are sorta like the asteroid miners in that series. (btw that show is good).
Those are some good looks, though I still like the idea of Mad Max in space. Having scavengers solely focus on taking down shields then ramming with damage pulse would be FAR more interesting then just another faction that uses normal guns on trashy ships. :pWe already have their style picked out. It will vary the most ship to ship. One of their ships is a refit TG frigate, another ship is an engine core with broken hull attached the sides. There's a lot of different ideas and they will probably have the largest selection of ships when the first batch of assets are complete.
1 - Do you think we should do a lot of variant hulls or fewer?
2 - I don't want to change the paint job drastically for variant hulls. I would be okay with adding other details to denote it's new purpose however. Thoughts?
I agree that this is a very cool idea. This way you can have ships that are much more dangerous but also much more rewarding if you manage to capture them. I think these ships should stand out quite a lot, visually and statswise. So you could either make them huge or give them unexpected tools like stealth.3 - What are your thoughts on rare / legendary ships and their designs. For example: the Trading Guild Faction could get legendary freighters (riveting I know), but they could come with some heavy defenses and extreme cargo capacity.
Well, different reasons. First, there's no similar feature, so it probably comes with a lot of programming effort, even though I can't judge that. Also there are some differences to the Borderlands example I mentioned. Hand held weapons are a lot smaller than spaceships compared to everything else that needs to rendered in the game and they are all roughly of the same shape - which isn't the case for spaceships. But the probably biggest problem I see, is that you need a fixed scheme on how to assemble your ship. You have to have "slots" for certain parts of the ship, such as main body or wings or engine, that have to be present on every variation of your ship and have to have roughly the same shape on every one. You also need to have specified "junction" points, where the parts fit together - in all likelihood this will have to be rail docking. Therefore it would on the one hand be complicated to just change small details - because small autonomous objects in SM are... complicated due to the block nature of the game. On the other hand this would make rather strong modifications of the original model necessary, which is something that Criss probably doesn't want to doPlease elaborate.
Procedural Generation isn't actually that hard to make. It's a simple random number generation with limits based on the previous number. Hell I could write up my own version if there was a good enough reason to. :pFirst, there's no similar feature, so it probably comes with a lot of programming effort
You quite literally just described the looks part of it. :pBut the probably biggest problem I see, is that you need a fixed scheme on how to assemble your ship. You have to have "slots" for certain parts of the ship, such as main body or wings or engine, that have to be present on every variation of your ship and have to have roughly the same shape on every one. You also need to have specified "junction" points, where the parts fit together
No, it wouldn't. It'd just require setting each blocks position, which would just derive from the current BP's spawning system.in all likelihood this will have to be rail docking.
Again, no. You can just place them on top of the shit already there.Therefore it would on the one hand be complicated to just change small details