Starmade Systems, but Rational

    Mered4

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    Unless you're very unlucky, or havent got a system with enough rings, you just go to the belt of the system they spawn in. They may not be the size you want, but you will find them there without spending two hours looking for them.
    Sure, for the middle rings. The outer and inner rings spawn far less often, and it usually takes 20-30 sectors to get the materials I need on 10x mining. That was a while ago, however.
     

    Sachys

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    Sure, for the middle rings. The outer and inner rings spawn far less often, and it usually takes 20-30 sectors to get the materials I need on 10x mining. That was a while ago, however.
    sounds like quite a while ago. only time i can think of it being like that was... i think it was just after the "optimisation" update (with the cascade lag bug) early last year.
     
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    I agree with what he said, and I built miners meant to strip mine entire planets and chew through asteroids in seconds. Certain resources are extremely difficult to find in sufficient quantity within any given 10 cubed system space. It made mining a function of chance that the asteroids you needed spawned, instead of a function of how well you built your miner.
    I believe this was a reference to the "upcoming" Galaxies update we were promised a very long time ago but never got.

    Should have mentioned this earlier:. We increase the DPS by a hundredfold, and keep the cost/DPS and power/DPS numbers the same. You still pay the same amount for each DPS.

    I'd rather not change armor, but if it needs to be done.....

    We can also just say screw it, and throw the whole system out and start from scratch with the same goals. No real programming involved. Just number swapping.
    Not really sure what you are proposing at this point. Perhaps if you state your goal (and why you think it is a good goal) rather than your method, it would be easier to work out this concept.

    My goal is not to make small ships more viable. That's like saying you want to make a job environment more diverse. Where does it end? The goal is to make the most strategies viable as possible in PvP. Dreadnoughts and fighter swarms, corvette fleets and long range kiting destroyers. A dreadnought should have a chance against a fleet of smaller ships, depending on the capabilities of both sides.
    Oh, that is what I meant by "balanced". Without modifiers, a big ship can kill several members of an equal sized swarm before losing shields. This means that the swarm has already lost a portion of its combat capacity by the time it actually starts depriving the capital ship of its combat abilities. The falloff curve is there to make a fight between a 100k ship designed to kill drones and 10-10k ships designed to kill crusiers more-or-less balanced assuming all other factors to be the same.

    If that were true, everyone and their mother would be building them. Most people never finish those projects, and if they do, they are not well constructed or efficient.
    Most people spend longer on their first 1 or 2 big ships because they are used to thinking small, but ppl who've designed >3 big ships tend to be able to crank them out pretty quickly because they learn they can just drop giant 50,000 block cubes of systems at a time and they have memorized how much of what they need to get things done so they don't have to redesign the same thing 20 times to get it right. Many veterans complain about how this ruins the "end-game" experience.

    I've yet to see a noob fighter that is at all viable against any ship of its weight class, including other noob ships. Realistically, new pilots will be given a ship or ship(s) to fly and try out before they dive into the building system.
    Because small ships are just as complex and hard to optimise as big ones which is my point. Power 1.0 does not make reactor optimisation obvious enough so noobs just build reactor blocks. In many ways small ships are harder to optimise because you need to fill them with crazy patterns of reactors to get the best performance whereas a bigger ship just runs a few parallel reactor lines, then tops off with cubes of Aux.
     
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    If you're taking two hours to do that, you're doing something wrong. Most of the complaints I see about mining are from people who have never learned to make a decent miner. This however, is rather new to me, so I believe you are either not clear on what you mean, or you have something to learn.
    My experiance with mining on MP servers:
    Build a minner of sufficiant size that can gobble up an asteroid in a few seconds.
    Spend a 4-10 hours flying around eating roids.
    You now have unlimited resources and never need to mine again :3

    I just personaly don't find it very enjoyable, and just a chore. Idk how it could be made more engaging.
     

    Sachys

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    Idk how it could be made more engaging.
    If you dont like mining, you don't like it (thats where fleets and other faction members are meant to come in - but thats to Schine doing nothing useful aside from some demanded exploit fixes in the last year... fleet mining is fubar).

    I think i made a point we may agree on?

    Edit: Offtopic, but: Anybody else want an "appreciated" type quick response on here? - "like" nor "agree" fit me many times.
     
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    If you dont like mining, you don't like it (thats where fleets and other faction members are meant to come in - but thats to Schine doing nothing useful aside from some demanded exploit fixes in the last year... fleet mining is fubar).

    I think i made a point we may agree on?

    Edit: Offtopic, but: Anybody else want an "appreciated" type quick response on here? - "like" nor "agree" fit me many times.
    I personaly just use the Like for that function, where I'm not nessacerialy agreeing, but I'm still saying thanks for the post.
    Or I just use creative if I appreciate, but may not agree with an idea.
    More reactions are always nice :3

    If fleets actualy worked it would be a huge step up for the game imo, and I wouldn't have an issue.

    My main issue with Schema is that he purposly choses to distance himself from the community. Some of the other devs said a while ago that it was his design phillosphiphy to purposly remain seperate and not interact so he could get un-baised and raw feedback.
    Idk why he still does it, the new systems clearly have faults that any experianced player would immediatly notice.

    It has also been absolutly ages since any suggestion was marked as "planned" or "read by schine".
    Even spending 20 minutes a week just to stop and listen to your supporters shouldn't be too much to ask imo.
     

    Mered4

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    I personaly just use the Like for that function, where I'm not nessacerialy agreeing, but I'm still saying thanks for the post.
    Or I just use creative if I appreciate, but may not agree with an idea.
    More reactions are always nice :3

    If fleets actualy worked it would be a huge step up for the game imo, and I wouldn't have an issue.

    My main issue with Schema is that he purposly choses to distance himself from the community. Some of the other devs said a while ago that it was his design phillosphiphy to purposly remain seperate and not interact so he could get un-baised and raw feedback.
    Idk why he still does it, the new systems clearly have faults that any experianced player would immediatly notice.

    It has also been absolutly ages since any suggestion was marked as "planned" or "read by schine".
    Even spending 20 minutes a week just to stop and listen to your supporters shouldn't be too much to ask imo.
    Actually, I wish they'd stop trying to interpret community suggestions. Yeah, we play the game, but we are all over the place with how we want things to work. Pick a path that sticks to the principles, and we will throw up some feedback.

    It still boggles the mind that the power stabilizer system made it past the brainstorm phase.
     

    jayman38

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    Making mining more enjoyable?

    That's where old suggestions about being able to place some sort of mining colonies or planet-core-mining facilities on planets were going to come in. You place one on a planet, and the planet becomes more interesting, more valuable, and less likely to be obliterated, and you can just visit your mining planet once in a while to pick up the spoils. There are plenty of other ideas out there for changing how you get resources, but the automated planetside miner seemed the most obvious option to me at this time.
     
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    Frankly, I liked mining a lot more before I learned you could just waffle salvager beams into monstrous 1-click asteroid eaters.
    Back when it was like a mini-game where you would orbit an asteroid looking for dense parts of ore and shards to target, and then move on after having harvested the choicest parts of the rock. Really, WE made mining not fun.

    As for making resource acquisition more fun as a whole, They need to add sources of money that are not mining like controlling sectors or worlds or building up cities full of NPCs so you can collect taxes. Then you could have passive income that would be the capital for buying and trading with other players and NPC factions. (Assuming NPC factions could be fixed.)

    This would expand resources acquisition to include all sorts of other factors. For one, there would be a lot more investment and market economics. Secondly, the more you can get those freighters start flying all over the place, the more opportunities you have for making a living off of piracy.