So one main issue a lot of players would have faced is massive lag while in the same system as their homebase and multitudes of ships.
Sure, you can store them in different systems (and watch them get torn apart/stolen when you log off) dismantle them and rebuild them with your shipyard (takes an age to build, duplicates can have issues, not an enjoyable process)
OR
We could implement a new feature into Starmade based on the current game mechanics.
Im sure many of you have used the 'Test Design' feature i the shipyard.
It teleports you and your ship into an in-accessible sector separated from the rest of the universe where you can test out your design and send waves of ships at it. You cannot jump out or fly out of it.
I propose that we allow players to create these 'void' systems.
Void systems require immense power to construct, and maintain.
1-2 new blocks would be required: Void Constructor/Void Manipulator
These blocks can only be placed on stations. When activated, the Void Constructor will consume power capping out at (x) per second. When it reaches the required sum (basicaly it sucks power till it has enough) the sector will be created.
The void system will then be assigned to the Constructor/Manipulator where it can be activated, and deactivated.
When activated, the Void System will draw a constant stream of power (maybe relative to the total mass of the entities inside the void system? They all show on nav so should be easy to add up) and potentially drain faction points as well. There would be a cool-down period each time the Void system is activated/deactivated of (x) hours.
If the void system is left de-activated for (x) amount of time the void system closes and is destroyed, alongside everything inside of it. If the void system is not linked to a jump-gate while active for (x) amount of time the void system also closes and is destroyed.
If either condition is being met it will display a warning.
If the constructor block is destroyed the void sector dies alongside it.
If the constructor does not receive the required amount of power/second it will be destroyed after (x) amount of time.
If it also costs faction points to maintain, the same applies as above.
The Void Constructor/Manipulator block can be set as the destination using a marker, and in-putted into a jump-gate. The void system will be empty, however could automatically spawn with a small, default jumpgate back to the system with the Void Systems Constructor. Any warpgates in the void system automatically link to the Constructors Station.
The Void system will spawn just like the test sector does, and cannot be escaped by conventional or jump drive means as in the test sector. The map will continue to show the system where the void constructor is.
These mechanics are already being used in-game
Otherwise, the faction can then store their ships/resources etc inside the void sector.
Downsides?
->Players will only (most likely) build these on their hombases (which is where they are needed anyway) so that other players cant easily destroy them (however reducing their faction points down to 0 for a time could).
->Storing large amounts of mass in-side a void system would require a large amount of power to be generated every second.
->They require a large home-base to support this, and potentially faction points to have active.
->Obviously other factions and your faction needs to go through the linked jump gate to get to the void system.
->Potentially only one per station, or escalating costs for more than one per station? Or no limit?
Now what does this contribute to the game?:
->Players need not come home to a lag fest everytime they want to build/dock something, they can instead store it under the protection of their hombase but without the lag.
->Players within the faction can have their own space to build and design without also creating a lagfest and ruinning other players experience or having it all destroyed every-time they log on.
->Also did I mention no lagfest?
Now people might complain and say "Thats OP, how will I ever take it (grief) all when its locked away??"
Simply put if it was docked to their homebase you would not be-able to take it anyway. The void system is simply an expensive expansion of the Homebase.
There is next to no motivation or reason to build other stations other than a homebase atm and store ships there since it will get demolished by another player. This allows players to store their ships and creations at their homebase without having to constantly suffer crippling lag just to keep everything safe until they next log on.
With this, I would also like to suggest that in the Warp Gate computer the player can select who is allowed to go through, just like on the faction modual e.g All Entities, Neutral + Allied, Only Allied, Rank (x) and above Only, etc.
Thank you for reading ^_^ and I hope you consider it!
Any criticism or comments please do say!
Sure, you can store them in different systems (and watch them get torn apart/stolen when you log off) dismantle them and rebuild them with your shipyard (takes an age to build, duplicates can have issues, not an enjoyable process)
OR
We could implement a new feature into Starmade based on the current game mechanics.
Im sure many of you have used the 'Test Design' feature i the shipyard.
It teleports you and your ship into an in-accessible sector separated from the rest of the universe where you can test out your design and send waves of ships at it. You cannot jump out or fly out of it.
I propose that we allow players to create these 'void' systems.
Void systems require immense power to construct, and maintain.
1-2 new blocks would be required: Void Constructor/Void Manipulator
These blocks can only be placed on stations. When activated, the Void Constructor will consume power capping out at (x) per second. When it reaches the required sum (basicaly it sucks power till it has enough) the sector will be created.
The void system will then be assigned to the Constructor/Manipulator where it can be activated, and deactivated.
When activated, the Void System will draw a constant stream of power (maybe relative to the total mass of the entities inside the void system? They all show on nav so should be easy to add up) and potentially drain faction points as well. There would be a cool-down period each time the Void system is activated/deactivated of (x) hours.
If the void system is left de-activated for (x) amount of time the void system closes and is destroyed, alongside everything inside of it. If the void system is not linked to a jump-gate while active for (x) amount of time the void system also closes and is destroyed.
If either condition is being met it will display a warning.
If the constructor block is destroyed the void sector dies alongside it.
If the constructor does not receive the required amount of power/second it will be destroyed after (x) amount of time.
If it also costs faction points to maintain, the same applies as above.
The Void Constructor/Manipulator block can be set as the destination using a marker, and in-putted into a jump-gate. The void system will be empty, however could automatically spawn with a small, default jumpgate back to the system with the Void Systems Constructor. Any warpgates in the void system automatically link to the Constructors Station.
The Void system will spawn just like the test sector does, and cannot be escaped by conventional or jump drive means as in the test sector. The map will continue to show the system where the void constructor is.
These mechanics are already being used in-game
Otherwise, the faction can then store their ships/resources etc inside the void sector.
Downsides?
->Players will only (most likely) build these on their hombases (which is where they are needed anyway) so that other players cant easily destroy them (however reducing their faction points down to 0 for a time could).
->Storing large amounts of mass in-side a void system would require a large amount of power to be generated every second.
->They require a large home-base to support this, and potentially faction points to have active.
->Obviously other factions and your faction needs to go through the linked jump gate to get to the void system.
->Potentially only one per station, or escalating costs for more than one per station? Or no limit?
Now what does this contribute to the game?:
->Players need not come home to a lag fest everytime they want to build/dock something, they can instead store it under the protection of their hombase but without the lag.
->Players within the faction can have their own space to build and design without also creating a lagfest and ruinning other players experience or having it all destroyed every-time they log on.
->Also did I mention no lagfest?
Now people might complain and say "Thats OP, how will I ever take it (grief) all when its locked away??"
Simply put if it was docked to their homebase you would not be-able to take it anyway. The void system is simply an expensive expansion of the Homebase.
There is next to no motivation or reason to build other stations other than a homebase atm and store ships there since it will get demolished by another player. This allows players to store their ships and creations at their homebase without having to constantly suffer crippling lag just to keep everything safe until they next log on.
With this, I would also like to suggest that in the Warp Gate computer the player can select who is allowed to go through, just like on the faction modual e.g All Entities, Neutral + Allied, Only Allied, Rank (x) and above Only, etc.
Thank you for reading ^_^ and I hope you consider it!
Any criticism or comments please do say!