Technology Progression

    Joined
    Jan 31, 2015
    Messages
    1,696
    Reaction score
    1,199
    • Thinking Positive
    • Likeable
    I suggest that we discuss technology progression.

    How viable would that be? What could be gained in terms of playability? What would we like that to look like in Starmade as it is (including within planned, near-future upgrades)?

    I feel like any functional form of technology progression would bring many things to gameplay; A sense of progress over time. Less predictability for encounters. Cause for team loyalty - retention of hard-earned bonuses. A mellowing of any one build's meta value due to to difference potentials in the performance of systems based on what a team has focused on. More as well.



    Personally... I would like to see it take a form as flexible and intricate as the game's building systems. Rather than a cluster of tech trees that must be serially researched and unlocked in very linear fashion, and where a given tech might involve improvements to the performance of various systems as wholes, as is common (e.g. Energy Physics with sub-techs like fusion, zero-point, etc), I think Starmade would be most compatible with an open-ended tech system where a faction could slowly improve individual block types directly, 1% at a time across the board. Only a single block would be necessary - a computer console "laboratory" that generates one research point per faction tick, constantly drains power at an enormous rate (like one lab requiring 1M e/sec plus a bleeding edge penalty that increases power consumption by a percentage equal to the goal improvement percentage, so researching 23% increase to cannon dmg would make a lab burn 1.23m e/sec). It could even consume faction points in addition to massive power (would sure bring some meaningful dynamic to FP, in addition to further restricting tech capability and even more encouraging group play).

    Keeping tech output low and only allowing research on 1 block type at a time (i.e. all crystal armor parts only, or thruster output only, jump drive charge speed only, etc. possibly even sub-categories of many blocks as in jump drive power consumption only or jump drive charge speed only or jump drive power consumption only) forces factions to make serious decisions because if it takes a month to get +25% performance improvement on of something like cloaker energy consumption or inhibitor power, you have to specialize to some degree for it to have any value.

    Ex.1: You want better shield regen output per block (don't we all?). You activate both of the labs on your hidden deep-space lab station, and choose shield regen output from a faction menu that controls what ALL labs are working on and tells them how much power to draw. You log back on the next day and read a notice that your shields now regenerate 38% more quickly instead of 37% more quickly. This would have taken twice as long, but you were wise enough to build and garrison a large, dedicated research station in deep space, away from prying eyes and the HB where prowlers might find it, and it generates 3M e/sec, so you can power two labs and still have room to tech those shield regen blocks up to around 50% improvement before needing to shut one lab down and research more slowly, or switch to a new field of research.

    Ex.2: You're a raider/pirate founder and you've already teched EMP effect up to 25% more power & missiles up to 10% damage increase, but prey keeps escaping your traps. You set your faction to research inhibitor strength. You've commissioned your 2 junior captains to build their own stations that all contribute to the faction pool, and now you're raking in tech points. You only have 2 other members though, so after rushing the above offensive bonuses in just <3 weeks, you're now only able to research at 1/4 the pace or something, so you'll need to recruit more members or claim more territory (depending on the server) to increase your faction point income and get your research back up to speed.

    I feel like in additions to the general benefits good teching would bring to Starmade, this approach additionally brings, a good reason to build stations beyond the HB, and therefore more real wartime targets (who doesn't want to cripple a rival's progress?), and additional cause for faction loyalty over time - joining a large, well-established faction just to mooch enough to bail out and start your own is far less tempting when you'd be walking away from a large, established faction with 25-50% bonuses in several areas, or maybe 150-200% bonuses in 1 or 2 systems, into a personal ghetto of no tech edge and a really slow progress outlook. It also hinges on only 1 new block and dynamic, and doesn't require developing a whole battery of new blocks and sub-dynamics to support its function.

    That's just my thinking, based on trying to find a path to implementation that minimizes coding, maximizes flexibility and sandbox feel, and preserves overall balance and gameplay stability through very slow pacing and a variety of checks & balances based in very different aspects of gameplay (engineering skills, social skills, strategic planning).

    What brainstorms have you all about a tech system that would functionally work really well with Starmade?
     

    Lecic

    Convicted Lancake Abuser
    Joined
    Apr 14, 2013
    Messages
    5,115
    Reaction score
    1,228
    • Thinking Positive Gold
    • Purchased!
    • Legacy Citizen 11
    Tech cannot function in an ultra long term MMO faction warfare game like Starmade. It increases the advantages held by being an established faction even more, making it even harder for newer factions and players.

    I am opposed to tech ever being added to the game outside of a mod.
     
    Joined
    Jan 31, 2015
    Messages
    1,696
    Reaction score
    1,199
    • Thinking Positive
    • Likeable
    Tech cannot function in an ultra long term MMO faction warfare game like Starmade. It increases the advantages held by being an established faction even more, making it even harder for newer factions and players.
    I think it can function; it's mainly a system of long-term buffs or bonuses, and buffs do function in almost every persistent MMO. I don't think it would destabilize if capped by energy availability or something like. New players can easily join established factions, or form large factions of their own and go for a faster pace to catch up. Tech wouldn't override the effects of engineering skill or strategy. With modifiers, it would be easy to cap a tech system at 10% or leave it totally open ended on a server to server basis. At a certain level of bonus, the power demands can be made prohibitive (3M or 10M or 50M e/sec each).

    I'm not sure tech would actually be beneficial, but it's a compelling idea to me. I've never been on a server that didn't reset within 12 months anyway, so in my experience ultra-long-term seems like more of a theoretical potential than any actual SM server IRL.
     
    Joined
    Feb 27, 2014
    Messages
    1,074
    Reaction score
    502
    • Purchased!
    • Legacy Citizen 4
    • Top Forum Contributor
    Really Interesting idea.
    I especially liked the concept of research stations.
    However, as Lecic pointed out this could lead to old factions having insanely strong bonuses and stomping new players to dust.
    I would instead support a different kind of approach. Made me think of stellaris actually:


    Different objects/stars in space could have randomly generated research stats and focuses.
    Building a station with a research center within (x) distance from the object would generate the corresponding amount of research (thus to gain lots of research per tick you need either a couple of research stations near stars/etc with abnormally high research production or lots of stations near lower income stars.

    That would give players a reason to expand, develop and defend multiple stations in multiple systems and potentially use static defenses and jump in AI fleets to defend them.

    Earnt "Research" could be spent in a variety of ways, for example to:

    ->Increase warp gate/jump range
    ->Increase sensor range
    ->Increase efficiency of resource extraction
    ->Make regualr payments to Mercenary guilds who will send ships to defend your stations for you if they are attacked.
    ->Purchase mapped system charts (applied to all faction members)

    Etc. These bonuses could be passives and research requirement could increase at an exponential rate.
    None of these bonuses would be super threatening to newer players (as, for example 200% damage would) and wouldn't affect combat.


    Just my take on it ^^^
     

    jayman38

    Precentor-Primus, pro-tempore
    Joined
    Jul 13, 2014
    Messages
    2,518
    Reaction score
    787
    • Purchased!
    • Thinking Positive
    • Legacy Citizen 4
    My variation on the idea of tech progression was simply to have the server gradually improve random stats for random blocks over time. This tech progression would be in play for absolutely all players at the same time, giving the universe a feeling of general tech progression, without giving anyone a particular advantage. (Warning for such a server-wide idea: builds that rely on block limitations, such as rail speed, might break eventually.)

    On the other hand, similar to how Starmade is now, there is an example in popular Scifi media of a "stagnant" universe in the extended Star Wars universe. If you look at the games "Star Wars: Knights of the Old Republic" and its sequel, those take place about 4000 years before the movies, but they pretty much have everything (in terms of technology). This is actually mirrored in Real Life (tm), because each new level of technology takes geometrically more effort to attain, so once you get to hyperdrives and lightsabers, it's probably going to take tens of thousands of years to develop "the next big thing". In the case of Star Wars, it took 4000 years to develop a Death Star. Not exactly constructive tech, but an advancement nonetheless. Back to real life: We've split the atom. It's been 70 years since we've had anything big develop. Sure, we've developed a bunch of smaller stuff, but it's mostly innovation of stuff we've already got. For example, the internet and all the computers attached to it are really just a long series of incredible innovations that stem from the development of the telegraph.
     

    Lecic

    Convicted Lancake Abuser
    Joined
    Apr 14, 2013
    Messages
    5,115
    Reaction score
    1,228
    • Thinking Positive Gold
    • Purchased!
    • Legacy Citizen 11
    Really Interesting idea.
    I especially liked the concept of research stations.
    However, as Lecic pointed out this could lead to old factions having insanely strong bonuses and stomping new players to dust.
    I would instead support a different kind of approach. Made me think of stellaris actually:


    Different objects/stars in space could have randomly generated research stats and focuses.
    Building a station with a research center within (x) distance from the object would generate the corresponding amount of research (thus to gain lots of research per tick you need either a couple of research stations near stars/etc with abnormally high research production or lots of stations near lower income stars.

    That would give players a reason to expand, develop and defend multiple stations in multiple systems and potentially use static defenses and jump in AI fleets to defend them.

    Earnt "Research" could be spent in a variety of ways, for example to:

    ->Increase warp gate/jump range
    ->Increase sensor range
    ->Increase efficiency of resource extraction
    ->Make regualr payments to Mercenary guilds who will send ships to defend your stations for you if they are attacked.
    ->Purchase mapped system charts (applied to all faction members)

    Etc. These bonuses could be passives and research requirement could increase at an exponential rate.
    None of these bonuses would be super threatening to newer players (as, for example 200% damage would) and wouldn't affect combat.


    Just my take on it ^^^
    Research points are one way to encourage expansion, but passive resource generation or reverse FP configs also do that.
     

    LunaIsBestPony

    token ruskie
    Joined
    Jun 25, 2013
    Messages
    129
    Reaction score
    34
    • Legacy Citizen 2
    • Legacy Citizen
    • Community Content - Bronze 1
    Also, that particular star doesn't give you research points, it gives you energy credits. :P
     
    Joined
    Feb 25, 2016
    Messages
    1,362
    Reaction score
    268
    A 10% bonus means that an enemy now needs only 10 cannon modules to defeat you, not 11. Oh, and they only need 90% of your power requirements, as well. And they have 110% of your shields, with 110% of your regen....with the same number of blocks.

    Multiply by any integer or percentage you should so choose. The result is the same.
     
    Joined
    May 24, 2016
    Messages
    172
    Reaction score
    52
    I feel like a tech tree would be useless if the shop you spawn at has a few in stock, as they would give it to you if you gave them some credits
     
    Joined
    Jan 31, 2015
    Messages
    1,696
    Reaction score
    1,199
    • Thinking Positive
    • Likeable
    A 10% bonus means that an enemy now needs only 10 cannon modules to defeat you, not 11. Oh, and they only need 90% of your power requirements, as well. And they have 110% of your shields, with 110% of your regen....with the same number of blocks.

    Multiply by any integer or percentage you should so choose. The result is the same.
    Without tech the result is already the same!

    The result is the same right now, in-game for any timeline which a faction has been on-server longer than a new solo player already. The faction has turreted stations, fleets, cruisers, a titan, a vast storehouse of wealth, a long list of allies, experienced pilots and engineers and can totally & utterly obliterate new players all day long without breaking a sweat. How is this fundamentally different?

    New players currently are like gnats compared to a long-established faction of 3 actives. With tech the margin of difference in power between 1 solo newb and the established faction of 3 (be that 1% or 150% in 1-2 component systems) is almost negligible when the baseline difference is already about 100,000,000:1 (and this is a legit sample ratio; consider difference in total shields or DPS potential between a solo new player and established faction of 3 in current MP).

    I'm well aware that many players (who I respect, and with whom I typically agree) are deeply opposed to the idea of implementing tech progression. I feel differently, though I welcome the opposition to the table. I truly don't understand it though.

    Are we so concerned that an existing power imbalance of 100,000,000:1 might become 110,000,000:1 (which is a gross exaggeration of what a 10% bonus for a few component systems would mean in power difference, but it's convenient) that the idea of implementing even the option for a potentially fun new game feature is completely off the table in your opinions?
     
    Joined
    Feb 25, 2016
    Messages
    1,362
    Reaction score
    268
    That's all well and good, to say that the new player is already disadvantaged and a little more disadvantage is just fine, but now, even if the new player is a complete genius at mining/organization/industry, and raises enough of a fleet to engage a similarly sized portion of the enemy's fleets, he will still lose. Through no fault of his own, even using identical ships, he will lose, because his opponent has spent more time on the server than he has....except, the established faction could've been offline or AFK-ing yet still earning extreme amounts of power through this system.