- Joined
- Jun 11, 2016
- Messages
- 1,170
- Reaction score
- 646
1. No matter how efficiently designed a ship from CC is, I would not want to use it. Because it's not my design and I just use them as inspiration or to teach myself. I need near to perfect ships to know what is possible as I design my own ones. I don't think people are getting a "made up mind" because they come to SM to life their creativity - so they don't look at the ships as "guidelines to play" but as "guidelines to design". People look up the ships, but it is a small amount of people and I don't think they get influenced a lot.
2. The question you raise should be expressed differently: There are a bunch of people out there, who make perfect ships without any RP-aspect. But for this math-driven quest I can tell you, that making your ship 5 blocks bigger in each direction, you only loose under 10% of your efficiency. Do you really have fun playing with such optimised designs, when you reconsider this math?
3. Your concern, that people are influenced by the designs in their own way to play the game, is partly legitimate (every content influences your way to look at gameplay). But is it okay to influence people into the RP direction either? In my opinion you can make your own ships and tell people, that these ships are at 90% efficiency and 10% are sacrificed for the RP. Maybe other people will join your movement. But you take away peoples fun of freedom in design, if you try to force people to design their ships in some special way or to flag them as maxed out design. And that freedom to design is the stuff you wanted to protect in the first place - so you run in circles: giving new rules or flag-words to enforce something that allready exists.
4. If you want to see more RP-ships: just make a new thread about it how to build them and write what your stuff does and how it deepens the RP. Oh well...you actually can't, because Starmade has no quest-system and other stuff that deepens RP besides from the oldschool multiplayer chatting. Or can you? If the RP is so great then write about how you enjoy your RP ship and designed it for RP. Or write a thread about possible RP-rules - then you will have discussion about what rules are increasing immersion and which one are only tedious tasks. Sadly Starmade misses this classical RP possibilites like in Minecraft: command-blocks that display chat messages and teleport blocks from creative, and mobs you can let spawn after a certain set of rules is met (I am not talking about the server-side stuff, I mean the possibilites you have as normal user).
5. I myself often tried to think up build-rules for Starmade and earlier on in Mincraft. For SM something like: max 2m thick hulls, after the hull there has to be free space that connects to the walkways- the reason: people can breach the ship after they shoot a hole into the body-problem: having doors in the ship destroys the possibilities to walk inside the ship when you are an enemy that tries to invade its inner systems and overtake lets say the power generator. For Minecraft something like: Don't light up a big perimeter around your buildings, only use wooden doors and only have mob-passable walkways and stairs (dont use ladders) so you are allways exposed to the danger and still have some survival immersion after the 2nd night.
The thing I notised when I thought up the rules: They are only fun a few hours, then I often felt that they take away my freedom and I reseted to the "no rules at all" sandbox gamestyle. It was more fun for me without rules. If you make RP-rules you really have to think them up carefully. This bland "90% efficiency" idea is a nice idea, but it is not ready to help improve immersion, creativity or the fun - but it is a nice beginning. I allways like to brainstorm about such stuff and liked the fact that you don't need to maximise space efficiency, because 5 blocks in each direction don't take away so much of the efficiency.
2. The question you raise should be expressed differently: There are a bunch of people out there, who make perfect ships without any RP-aspect. But for this math-driven quest I can tell you, that making your ship 5 blocks bigger in each direction, you only loose under 10% of your efficiency. Do you really have fun playing with such optimised designs, when you reconsider this math?
3. Your concern, that people are influenced by the designs in their own way to play the game, is partly legitimate (every content influences your way to look at gameplay). But is it okay to influence people into the RP direction either? In my opinion you can make your own ships and tell people, that these ships are at 90% efficiency and 10% are sacrificed for the RP. Maybe other people will join your movement. But you take away peoples fun of freedom in design, if you try to force people to design their ships in some special way or to flag them as maxed out design. And that freedom to design is the stuff you wanted to protect in the first place - so you run in circles: giving new rules or flag-words to enforce something that allready exists.
4. If you want to see more RP-ships: just make a new thread about it how to build them and write what your stuff does and how it deepens the RP. Oh well...you actually can't, because Starmade has no quest-system and other stuff that deepens RP besides from the oldschool multiplayer chatting. Or can you? If the RP is so great then write about how you enjoy your RP ship and designed it for RP. Or write a thread about possible RP-rules - then you will have discussion about what rules are increasing immersion and which one are only tedious tasks. Sadly Starmade misses this classical RP possibilites like in Minecraft: command-blocks that display chat messages and teleport blocks from creative, and mobs you can let spawn after a certain set of rules is met (I am not talking about the server-side stuff, I mean the possibilites you have as normal user).
5. I myself often tried to think up build-rules for Starmade and earlier on in Mincraft. For SM something like: max 2m thick hulls, after the hull there has to be free space that connects to the walkways- the reason: people can breach the ship after they shoot a hole into the body-problem: having doors in the ship destroys the possibilities to walk inside the ship when you are an enemy that tries to invade its inner systems and overtake lets say the power generator. For Minecraft something like: Don't light up a big perimeter around your buildings, only use wooden doors and only have mob-passable walkways and stairs (dont use ladders) so you are allways exposed to the danger and still have some survival immersion after the 2nd night.
The thing I notised when I thought up the rules: They are only fun a few hours, then I often felt that they take away my freedom and I reseted to the "no rules at all" sandbox gamestyle. It was more fun for me without rules. If you make RP-rules you really have to think them up carefully. This bland "90% efficiency" idea is a nice idea, but it is not ready to help improve immersion, creativity or the fun - but it is a nice beginning. I allways like to brainstorm about such stuff and liked the fact that you don't need to maximise space efficiency, because 5 blocks in each direction don't take away so much of the efficiency.
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