Talking about Capital Ships

    Do you agree with my points?


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    TrickyNicky27

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    I love humungous capital ships, carriers, super capitals, titans motherships and dreadnoughts, however there are some problems limiting the use of these magnificent vessels.
    1) First off, here is a suggestion that has been brought up several times on these forums, and is not new at all, and may even be in planning(I think one of the devs mentioned it): Respawning on Capital Ships. This should be able to go for most ships, small personal ships should let you respawn on them. The restriction of not being able to respawn on ships is the biggest limiter of boarding parties in my opinion, because if you are seizing a base 700km out *cough Maelstrom Campaign cough*, and you get killed, your ship gets left there and you respawn at your base. A system could be implemented to allow 2 undeathenators(1 for homebase(or station) and one for a ship of your choice.) when you die, you get presented with a menu to choose where you want to respawn( or just two options on top of the regular menu with "respawn at ship" and "respawn at base")
    2) Another restriction of capital ships is player speed. If they dont implement a sprint/running button by the next update, I r gonna leave a very :mad: message. Traveling those large distances is so boring with the default walking speed. A light jog would be much appreciated. It also makes dramatic scenes like getting to escape pods or getting to the fighter bay, quite mundane.
    3) Something else I have already talked about before...Why in Shine's name do small ships resist sun damage more than large ships!? Who came up with that system, it makes no sense. Large Capital Ships with massive amounts of armor that took multiple days if not weeks to make, get burned up faster than some scrub-ass fighter that took 15 minutes to make. It should be reversed, small ships burn to a crisp while giant ships can hold out for a bit with their armor absorbing the damage.
    4) I cant think of anything else, so this is where the community comes in. add your own "4)" and finish this suggestion if you have any ideas.
     
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    1) was planned at some point.
    2) is the default running speed, you walk if you press SHIFT. I too would like to have a toggle though.
    3) agreed, that is just backwards. Also heat shields are planned.
     

    Ithirahad

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    1) was planned at some point.
    *IS planned. Just not very high priority, when there are more significant concerns to deal with than having a way for people to fly into the sun - like adding framework for NPC factions with ships other than Isanths, or adding NPC characters and fauna so the universe isn't completely dead and boring.
    2) is the default running speed, you walk if you press SHIFT. I too would like to have a toggle though.
    Agreed. The current method of switching from running to walking doesn't make much sense.
     

    Edymnion

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    Agreed. The current method of switching from running to walking doesn't make much sense.
    Its a holdover from Minecraft.

    In Minecraft, fall damage is a thing, so you had normal walking speed and then "Hold shift to go slow" and you couldn't walk off a ledge while going slow.

    Seeing as how Starmade has no falling damage, it's very presence is pretty much just a vestigial system that never got removed.
     

    jayman38

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    1. I kind of agree, but I think that if capital systems are not implemented, there should be something linked to an undeathenator, such as a dedicated power system that defines the respawn time of the player. That way, you can't just continually respawn for astronaut battles from the smallest regen-pod.

    2. I think the dev team is still planning to implement some sort of backpack thruster to greatly increase astronaut travel speed. However, that may be way low on the priority list. In the meantime, we just have to set up some gravity-tube fast-travel systems.

    3. I see this as a punishment for larger ships being careless, and giving smaller ships a way to "escape and evade". However, carelessness doesn't make sense when the game doesn't give you a proper mechanic to tell when you are traveling (or have selected a FTL travel-to sector) that is close enough to a star to receive damage. We need star-proximity alarms and/or sensors.

    4. We need missile lock alarms and/or sensors, just like star-proximity alarms. General proximity alarms might be fun too. Especially during docking maneuvers.
     
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    There was a great mod for Minecraft that, among other things, allowed players to create clones. The clones were kept in stasis chambers, and you could switch between them. It allowed you to operate in multiple locations, but it is important to note that each clone had their own separate inventory, and their experience and any abilities were tied to the original body's experience and abilities at the moment they were cloned. If dreams could come true, I'd say that system would be a perfect fit for StarMade, even if our avatar's don't have experience levels. You could place a stasis chamber with a clone on any ship in your fleet.

    There are times when I wish I could move faster, but I appreciate that we have movement restrictions in the game. I think the main frustration I have is when I'm building and have to move between ship cores for docking turrets and what not. We get used to the faster camera movement speed in build mode, and/or just want to hurry along construction. Once they have added in real reasons to explore planets, ships, and stations on foot, I'll enjoy the experience feeling like I'm actually doing so in a spacesuit.

    I learned to stay away from suns long ago, so this hasn't really impacted me lately. The main fear is if I have to do an emergency jump to escape a battle and arrive close to a sun, but that's how a random jump should be. Personally, I think that the damage should affect surfaces equally, without regard for mass, but I've always assumed that the damage was caused by heat/radiation. Perhaps it has more to do with gravitational forces, in which case perhaps mass should be the main factor.
     
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    There was a great mod for Minecraft that, among other things, allowed players to create clones. The clones were kept in stasis chambers, and you could switch between them. It allowed you to operate in multiple locations, but it is important to note that each clone had their own separate inventory, and their experience and any abilities were tied to the original body's experience and abilities at the moment they were cloned. If dreams could come true, I'd say that system would be a perfect fit for StarMade, even if our avatar's don't have experience levels. You could place a stasis chamber with a clone on any ship in your fleet.
    Eve Online also has a very similar mechanism
     

    Captain Tankman

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    1) once there is a proper capital ship mechanic (which is planned!) we are able to respawn on them. It is confirmed as far as I know.
    2) Teleporters and rail systems. You can have a metro-line going through your capital ship or just place teleporters everywhere.
    3) I agree on that. the sun-damage stuff should get an overhaul at some point. But IMO it's just a minor thing without any high-priority
     
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    Also heat shields are planned.
    If this is true that would be amazing. I love the idea of being able to build a specialist ship that can escape by flying where other ships can't go.

    Some sort of mechanic where it takes increasingly large amounts of energy to sustain a heat shield near a star would be very nice.