The game lacks content and options. Farming has the potential to positively impact and expand every aspect of the game, except, perhaps; PvP.Because this isn't Farming sim 2017, It's a game where you build spaceships.
You forgot to mention: "Farmer" and "Rancher"
There is a tremendous amount of interactable content that could easily be added to StarMade without having to worry about any outside dependencies or thought-intensive balance issues.
Step 8 will greatly add on to the Exploration 'role.' We need something interesting to find. In my case, I want to find rare plants and animals that have no bearing on the Building part of game play.
- One Planet type at a time: Add inventory items: "Seeds" "Seedlings" "Young Plants" "Flowering Plants" and "Fruiting Plants"
- One Planet type at a time: Add Placeable 'blocks' for: "Seeds" "Seedlings" "Young Plants" "Flowering Plants" and "Fruiting Plants"
- One Planet type at a time: Add "Plant Seed" and "Growing the Plant" game mechanics.
- One Planet type at a time: Add inventory items: "Fruits" "Vegetables" "Herbs"
- Add "Harvest the Plant" game mechanics. (In that a Fruiting Plant should have multiple products: The Fruit, Seeds and Leaves/Stems)
- Add Crafting Recipes so that we can make Consumable items out of these plant products.
- Add NPC consumption game mechanics so that NPC's would continually buy Plant Products and player-manufactured Consumables.
- Add Rare-Decorative Plants (steps 1-7) so that they are carefully position/distributed throughout the Galaxy
- Repeat 1-8 with Animals. It may take a week or two per step per planet type, but it will be well worth it.
Unfortunately, this isn't quite the direction we want to take future content for StarMade. Using farmed materials as a manner of progression, trade, or as a resource to fight over sounds nice in theory, but will not comply with our plans for the game. We want there to be reasons to expand, fight for space, and claim large swaths of territory. Farming, in the manner that you describe, will become a chore. Can you imagine micromanaging the farms across one star system, let alone twenty, forty, sixty?The game lacks content and options
but arnt we gonna be doing that in a way with planetary mining? I mean theres gonna have to be a heck of a lot of logistics involved with setting up mining colonies and transporting all the materials from one place to another. Optimally im expecting a kind of logistical transport network for my empire to work like it does in games like x3.Unfortunately, this isn't quite the direction we want to take future content for StarMade. Using farmed materials as a manner of progression, trade, or as a resource to fight over sounds nice in theory, but will not comply with our plans for the game. We want there to be reasons to expand, fight for space, and claim large swaths of territory. Farming, in the manner that you describe, will become a chore. Can you imagine micromanaging the farms across one star system, let alone twenty, forty, sixty?
We are not opposed to 4x space games and their resource concepts. If we attach value to a region of space, it will be on the system scale. We cannot possibly ask our players to farm plants on a space station, even in an automated sense, and hope to keep track of it all when there are thousands of star systems in a galaxy alone.
A level of automation is certainly required for our plans. A good first step was the introduction of fleets. What we need is a way to assign resources or fleets to star systems in a quick manner I think.but arnt we gonna be doing that in a way with planetary mining? I mean theres gonna have to be a heck of a lot of logistics involved with setting up mining colonies and transporting all the materials from one place to another. Optimally im expecting a kind of logistical transport network for my empire to work like it does in games like x3.
Mining is a Chore, but I do it anyway.Unfortunately, this isn't quite the direction we want to take future content for StarMade. Using farmed materials as a manner of progression, trade, or as a resource to fight over sounds nice in theory, but will not comply with our plans for the game. We want there to be reasons to expand, fight for space, and claim large swaths of territory. Farming, in the manner that you describe, will become a chore. Can you imagine micromanaging the farms across one star system, let alone twenty, forty, sixty?
We are not opposed to 4x space games and their resource concepts. If we attach value to a region of space, it will be on the system scale. We cannot possibly ask our players to farm plants on a space station, even in an automated sense, and hope to keep track of it all when there are thousands of star systems in a galaxy alone.
Mining is also a chore but we do it anyways, adding Farming under mining doesn't seem all that bad and it can be made use of for fuel and crew mechanics if/when added. Like mining it'd need to be able to be automated somehow by NPC Crew or AI Module pilots but once setup it isn't that hard. That said his idea needs some reworking to even be sane. >.>Unfortunately, this isn't quite the direction we want to take future content for StarMade. Using farmed materials as a manner of progression, trade, or as a resource to fight over sounds nice in theory, but will not comply with our plans for the game. We want there to be reasons to expand, fight for space, and claim large swaths of territory. Farming, in the manner that you describe, will become a chore. Can you imagine micromanaging the farms across one star system, let alone twenty, forty, sixty?
We are not opposed to 4x space games and their resource concepts. If we attach value to a region of space, it will be on the system scale. We cannot possibly ask our players to farm plants on a space station, even in an automated sense, and hope to keep track of it all when there are thousands of star systems in a galaxy alone.
I seem to have failed to properly convey my idea of Farming....You forgot to mention: "Farmer" and "Rancher"
There is a tremendous amount of interactable content that could easily be added to StarMade without having to worry about any outside dependencies or thought-intensive balance issues.
Step 8 will greatly add on to the Exploration 'role.' We need something interesting to find. In my case, I want to find rare plants and animals that have no bearing on the Building part of game play.
- One Planet type at a time: Add inventory items: "Seeds" "Seedlings" "Young Plants" "Flowering Plants" and "Fruiting Plants"
- One Planet type at a time: Add Placeable 'blocks' for: "Seeds" "Seedlings" "Young Plants" "Flowering Plants" and "Fruiting Plants"
- One Planet type at a time: Add "Plant Seed" and "Growing the Plant" game mechanics.
- One Planet type at a time: Add inventory items: "Fruits" "Vegetables" "Herbs"
- Add "Harvest the Plant" game mechanics. (In that a Fruiting Plant should have multiple products: The Fruit, Seeds and Leaves/Stems)
- Add Crafting Recipes so that we can make Consumable items out of these plant products.
- Add NPC consumption game mechanics so that NPC's would continually buy Plant Products and player-manufactured Consumables.
- Add Rare-Decorative Plants (steps 1-7) so that they are carefully position/distributed throughout the Galaxy
- Repeat 1-8 with Animals. It may take a week or two per step per planet type, but it will be well worth it.
Please let me know what part of my idea I need to elaborate on.That said his idea needs some reworking to even be sane. >.>
Because you are not expending resources at a rate in which you need to source them by other means. It is not hard to mine into everlasting wealth at the moment, but are you also creating defense fleets and trade routes between dozens of star systems? No. We have not yet reached a point where those are necessary.You talk about Trade Mechanics, but there is currently nothing in the game worth trading.
That depends on what you value. Again, we have a pretty stagnant and level playing field. Nothing changes, and nothing is localized to a few spots. You can find anything you want in any location on the galactic map. When that changes, so too will your need to explore. Simply finding the right place to settle may become itself quite a conquest. How long do you think it will take to assess an entire galaxies star systems in order to find a good home? We plan on introducing many more factors into this decision.but there will be Nothing Worth Searching For in the Future you have Envisioned.
You know, I like these ideas. I really wish we could see something like this in Starmade. Unfortunately, I doubt we will ever see something like this as farming has been shot down over and over despite how well it fits the game in a Minecraft-esque sort of way. The advantage that starmade appears to have over other space sandbox games is the diversity of its content rather than necessarily the quality of specific features. What others have done better in bits and pieces, Starmade is trying to combine into one big picture that's greater than the sum of its parts.You forgot to mention: "Farmer" and "Rancher"
There is a tremendous amount of interactable content that could easily be added to StarMade without having to worry about any outside dependencies or thought-intensive balance issues.
Step 8 will greatly add on to the Exploration 'role.' We need something interesting to find. In my case, I want to find rare plants and animals that have no bearing on the Building part of game play.
- One Planet type at a time: Add inventory items: "Seeds" "Seedlings" "Young Plants" "Flowering Plants" and "Fruiting Plants"
- One Planet type at a time: Add Placeable 'blocks' for: "Seeds" "Seedlings" "Young Plants" "Flowering Plants" and "Fruiting Plants"
- One Planet type at a time: Add "Plant Seed" and "Growing the Plant" game mechanics.
- One Planet type at a time: Add inventory items: "Fruits" "Vegetables" "Herbs"
- Add "Harvest the Plant" game mechanics. (In that a Fruiting Plant should have multiple products: The Fruit, Seeds and Leaves/Stems)
- Add Crafting Recipes so that we can make Consumable items out of these plant products.
- Add NPC consumption game mechanics so that NPC's would continually buy Plant Products and player-manufactured Consumables.
- Add Rare-Decorative Plants (steps 1-7) so that they are carefully position/distributed throughout the Galaxy
- Repeat 1-8 with Animals. It may take a week or two per step per planet type, but it will be well worth it.
Why do you discount the immense value of interesting Flora and Fauna?
The Space Spiders that I occasionally encounter are Super Awesome and I Greatly wish that there was More Flora and Fauna to See, monsters included.
Please put more thought into the value of Agriculture and Wild Flora and Fauna.
Thank You for Reading.
I definitely see what you mean, but that's not the best part of farming. Most games do the old "You want to live? You eat. You want to eat? You farm." While industrial farming could work for NPC crew, I'm thinking of something rather different: Plants and animals that are not only cool to look at, but are a challenge to take care of and provide unique small-scale rewards such as enhanced personal equipment or just a cool little buddy that floats around in a hamster-sized spacesuit and helps you find hidden things while exploring the surface of a planet.Farming wouldn't be so terrible if starmade was on a solar system scale. I could live with that. But we are on an intergalactic scale. Empyrion and similar titles thrive on survival gameplay because you aren't expected to farm enough food for an entire space faring civilization, you are farming for yourself and a few friends at most. Do you think city building games would be fun if you had to plop down into an individual farm on your map and manage it? It's a different scale altogether.