Hello there!
Before I begin breaking down each part of Starmade's systems, from crafting to fighting, I would like to lay out some first principles that guided me to these conclusions and shaped my idea of what Starmade should be. This is more of an idealistic dream of what Starmade should look like, despite it being well within the capabilities of Schine's programmers.
Principles:
Crafting:
Get rid of all ore types. There are now only three types of ore: Matter, AntiMatter, and Dark Matter.
That's really it for crafting. Everything else is already in the game, just not all of it is working properly. Gathering resources to create a ship or station is tedious and unfun as it is, so let's make it the shortest part of the Mine Build Destroy Salvage Die gameplay loop.
Ship Systems:
Reactor based systems for Power and shields. This means that the system produces diminishing returns based on block count and reactor shape. Any shape will do and it is possible to test any shape mathematically using only xyz and volume dimensions per group. I like using spheres as a metric for these systems, personally. No penalties or bonuses will be given for having multiple groups.
Weapons will be insanely powerful. I would like to increase their DPS and power used per block by at least two orders of magnitude. This will buff turrets on large ships and smaller drones. The goal of this change is to reduce the space needed for weapon systems, and free up space for either more weapons in each ship or more support systems. Essentially, it opens up more options for players, and decreases server lag. (Debatable on the lag part).
Power Regen and system power use will need to be standardized around a base 100 system. One power block = 100 power Regen, for example. This is to improve readability and make balance changes much easier to calibrate.
As an abstract, any given ship possesses 10 units of power Regen. Each system, if used in moderation, will use 1 of those units. This leaves each ship (after essential support systems, like shields, thrusters, scanner, and jump drive) with about 5 units of Regen to play with. This will allow for immense customization and experimentation. Remember, weapon systems only use power to reload if we cut out power caps and aux power entirely. You can stack alot of different weapon types into this system.
Thrusters will also use diminishing returns, with the express goal of hampering the speed of larger ships in respect to smaller ones. This is inherently necessary to promote server stability and keep fights clean and enjoyable. It will most certainly be possible to make a big ship as fast as a much smaller one, but at great cost to the other systems on the ship.
Stealth systems will be made cheaper to use for power, especially jamming. Jamming should be a given for many ships, as lockons are and should remain a powerful tool. Cloak will still be nigh impossible for larger ships (battleships) but permacloaking destroyers and the like will be possible. There will need to be some limitations to ensure that cloaked ships don't become the only meta, and it should be a massive trade-off to make a cloaking ship. I don't have any good math research yet on Cloak. Rationally, however, this makes the most sense and gives cloaking a place in Starmade's PvP meta. The stealth distance idea that has been thrown around recently seems a good fit for this system as well, since it uses the metaphysical universe of Starmade as a game mechanic.
Other Systems:
Crew:
Adding NPC crew to a ship is an interesting idea on the surface, but it adds too many additional layers of complexity for players. It also does not make metaphysical sense. We have AI modules, what extra functionality do clumsy NPCs add to Starmade? The focus for processing power should be put on controlling turrets and fleets in a much more organised fashion, which helps keep the balance between large ships and small ship swarms.
Crew Chambers are similarly unnecessary, and add even more tedious complexity. If I want to add an interior, I will add an interior, and by God it will be made for octopus pilots and thus be composed of a series of dodecahedrons. Or I'll just use teleporters.
FTL Systems:
On principle, interdictors should far outweigh jumpdrives in effectiveness. Smaller ships should be able to stop bigger ships from jumping away, and big ships should be able to utterly devastate small FTL drives. In addition, interdictors should also stop gate use completely. No energy calculation, just if interdictor is on - gate is off. The only way to escape a bigger ship using interdictors would be to run away with superior speed and jump out.
Any interaction with FTL, be it an interdictor or a jump drive or a gate, should be power heavy and difficult to maintain in a head to head combat situation. For example, if one ship is blocking another's escape route, the victim could attack the enemy to force them to stop burning their power on interdictors and defend themselves.
Player interaction and Faction Systems:
The small population of Starmade's servers makes any serious discussion about player driven faction systems essentially moot. Most are individuals or 2-3 players working together. In that context, any system that governs player interaction should be focused on driving them together in conflict or peace. Not dependency-based, but demand-based. To that end, ships should be sellable as completed blueprints or as blueprints in the catalog for credits. Ships are the unique resource that players create, not their locally farmed Nacht ore or dark matter. Let's focus the market place on that idea, instead of individual blocks or ores.
As for AI factions, it is a great idea on paper, but if reports are to be believed, they do not mesh well on a multiplayer server.
Where we go from here:
Let's say schine implemented all these ideas by the first of next month. What is the next step to a better Starmade?
I think the only rational answer is AI development and smoothing the multiplayer experience, including reducing all cases of rubber banding and desyncing that have plagued this game since the start.
The AI code in Starmade is its true foundation. With good AI pilots and gunners, pirates would be challenging, drone fleets would be terrifying, and large ships that rely on turrets would be truly deadly. The AI faction system and fleet control would be more flexible and engaging for the player. Starmade's greatest strength is in the creativity of its pilots, and its greatest weakness is the AI supporting them. Let's get out of this system development hell and look forward to a better Starmade.
Please note that I am intentionally vague in some of these topics or ignored others, as any solution based on the principles outlined will work. My ideas to fit those principles may not be the best ones. That being said, watching schema and lancake try to implement and iterate on an obviously flawed system like the stabilizers is depressing. It's not based on a set of concrete principles, and is simply a symptom of trying to use community sourced ideas as a foundation for progress.
Before I begin breaking down each part of Starmade's systems, from crafting to fighting, I would like to lay out some first principles that guided me to these conclusions and shaped my idea of what Starmade should be. This is more of an idealistic dream of what Starmade should look like, despite it being well within the capabilities of Schine's programmers.
Principles:
- All systems and design choices must be based on the metaphysical reality of Starmade. Essentially, they must make sense. Example: yellow and red mix to make orange.
- Systems must built in a natural fashion, without artificial limitations to limit extreme cases. Example: logarithmic power curve based on group size and shape with no soft caps
- The goal of each system should be to encourage players to build what they want and to experiment and try new things. Example: an equal mass ISD-2 and USS Enterprise should not automatically have an inherent mathematical advantage over the other due to their shape.
Crafting:
Get rid of all ore types. There are now only three types of ore: Matter, AntiMatter, and Dark Matter.
- Matter. All blocks will cost two Matter as a base price. Wedges and other shapes will cost only one. This will be a plentiful resource and will be minable from all old ore blocks.
- AntiMatter. Basic Support and Weapons systems will cost AntiMatter to make. It will be scarce everywhere, but will be easier to find outside of systems with stars. (Or in certain stars)
- Dark Matter. Exotic systems and blocks (i.e. force fields) will cost dark matter to make. It will be near impossible to find in systems with stars, and will be scarce and concentrated in dead systems. It will also be harder to find the farther out one goes from the galactic center. (This could be reversed)
That's really it for crafting. Everything else is already in the game, just not all of it is working properly. Gathering resources to create a ship or station is tedious and unfun as it is, so let's make it the shortest part of the Mine Build Destroy Salvage Die gameplay loop.
Ship Systems:
Reactor based systems for Power and shields. This means that the system produces diminishing returns based on block count and reactor shape. Any shape will do and it is possible to test any shape mathematically using only xyz and volume dimensions per group. I like using spheres as a metric for these systems, personally. No penalties or bonuses will be given for having multiple groups.
Weapons will be insanely powerful. I would like to increase their DPS and power used per block by at least two orders of magnitude. This will buff turrets on large ships and smaller drones. The goal of this change is to reduce the space needed for weapon systems, and free up space for either more weapons in each ship or more support systems. Essentially, it opens up more options for players, and decreases server lag. (Debatable on the lag part).
Power Regen and system power use will need to be standardized around a base 100 system. One power block = 100 power Regen, for example. This is to improve readability and make balance changes much easier to calibrate.
As an abstract, any given ship possesses 10 units of power Regen. Each system, if used in moderation, will use 1 of those units. This leaves each ship (after essential support systems, like shields, thrusters, scanner, and jump drive) with about 5 units of Regen to play with. This will allow for immense customization and experimentation. Remember, weapon systems only use power to reload if we cut out power caps and aux power entirely. You can stack alot of different weapon types into this system.
Thrusters will also use diminishing returns, with the express goal of hampering the speed of larger ships in respect to smaller ones. This is inherently necessary to promote server stability and keep fights clean and enjoyable. It will most certainly be possible to make a big ship as fast as a much smaller one, but at great cost to the other systems on the ship.
Stealth systems will be made cheaper to use for power, especially jamming. Jamming should be a given for many ships, as lockons are and should remain a powerful tool. Cloak will still be nigh impossible for larger ships (battleships) but permacloaking destroyers and the like will be possible. There will need to be some limitations to ensure that cloaked ships don't become the only meta, and it should be a massive trade-off to make a cloaking ship. I don't have any good math research yet on Cloak. Rationally, however, this makes the most sense and gives cloaking a place in Starmade's PvP meta. The stealth distance idea that has been thrown around recently seems a good fit for this system as well, since it uses the metaphysical universe of Starmade as a game mechanic.
Other Systems:
Crew:
Adding NPC crew to a ship is an interesting idea on the surface, but it adds too many additional layers of complexity for players. It also does not make metaphysical sense. We have AI modules, what extra functionality do clumsy NPCs add to Starmade? The focus for processing power should be put on controlling turrets and fleets in a much more organised fashion, which helps keep the balance between large ships and small ship swarms.
Crew Chambers are similarly unnecessary, and add even more tedious complexity. If I want to add an interior, I will add an interior, and by God it will be made for octopus pilots and thus be composed of a series of dodecahedrons. Or I'll just use teleporters.
FTL Systems:
On principle, interdictors should far outweigh jumpdrives in effectiveness. Smaller ships should be able to stop bigger ships from jumping away, and big ships should be able to utterly devastate small FTL drives. In addition, interdictors should also stop gate use completely. No energy calculation, just if interdictor is on - gate is off. The only way to escape a bigger ship using interdictors would be to run away with superior speed and jump out.
Any interaction with FTL, be it an interdictor or a jump drive or a gate, should be power heavy and difficult to maintain in a head to head combat situation. For example, if one ship is blocking another's escape route, the victim could attack the enemy to force them to stop burning their power on interdictors and defend themselves.
Player interaction and Faction Systems:
The small population of Starmade's servers makes any serious discussion about player driven faction systems essentially moot. Most are individuals or 2-3 players working together. In that context, any system that governs player interaction should be focused on driving them together in conflict or peace. Not dependency-based, but demand-based. To that end, ships should be sellable as completed blueprints or as blueprints in the catalog for credits. Ships are the unique resource that players create, not their locally farmed Nacht ore or dark matter. Let's focus the market place on that idea, instead of individual blocks or ores.
As for AI factions, it is a great idea on paper, but if reports are to be believed, they do not mesh well on a multiplayer server.
Where we go from here:
Let's say schine implemented all these ideas by the first of next month. What is the next step to a better Starmade?
I think the only rational answer is AI development and smoothing the multiplayer experience, including reducing all cases of rubber banding and desyncing that have plagued this game since the start.
The AI code in Starmade is its true foundation. With good AI pilots and gunners, pirates would be challenging, drone fleets would be terrifying, and large ships that rely on turrets would be truly deadly. The AI faction system and fleet control would be more flexible and engaging for the player. Starmade's greatest strength is in the creativity of its pilots, and its greatest weakness is the AI supporting them. Let's get out of this system development hell and look forward to a better Starmade.
Please note that I am intentionally vague in some of these topics or ignored others, as any solution based on the principles outlined will work. My ideas to fit those principles may not be the best ones. That being said, watching schema and lancake try to implement and iterate on an obviously flawed system like the stabilizers is depressing. It's not based on a set of concrete principles, and is simply a symptom of trying to use community sourced ideas as a foundation for progress.
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