The blueprint system (click a few buttons and a ship magically appears) was always a temporary placeholder; back then repairing ships was painful (easier to scrap it and buy a whole new ship) so most people didn't want to risk getting damaged; there was no "design mode" so ship designers had to build the ship rather than just design one (including collecting all the resources/blocks they used, or more likely, cheat everything in with admin commands); and space stations were relatively "under-interesting" (often little more than a parking lot with item storage). Shipyards were a necessary feature that solved or helped solve all of these problems in a way that fit with the Starmade universe and the surrounding game mechanics (factories, etc). The only real problem wasn't the design of shipyards, it was the implementation - bugs causing shipyards to be glitchy/unreliable that persisted over multiple versions of the game.For example shipyard was a step in the wrong direction imo, even if it was a good idea for long term players and builders
They want to remove it for normal play, yes, and assuming they can get shipyards stable (ha-ha, I know), what's the issue with this? Having a proper in-game way of working with and building your designs makes a lot more sense than poofing ships into existence with magical items that can be used anywhere.it was bad in a sense they want to remove blueprint spawning system
Comparing anything related to StarMade to those two games does you no favors.Think about Mass Effect: Andromeda or No Man's Skies
Its a game, we don't care if anything makes sense or not, if it ruins the game for a lot of players its bad.They want to remove it for normal play, yes, and assuming they can get shipyards stable (ha-ha, I know), what's the issue with this? Having a proper in-game way of working with and building your designs makes a lot more sense than poofing ships into existence with magical items that can be used anywhere.
Collision damage is a thing. It's a little oversensitive, but it's on by default now.Its a game, we don't care if anything makes sense or not, if it ruins the game for a lot of players its bad.
If you don't want magic stuff then:
> why don't we add oxygen bottles, food and water, and if you run out you die?
> why don't we add collision damage (and G's)
> why don't we add fuel
> why don't we remove the building block / core building mode (its magic to me)
> why do we allow transporting 2k stuff on yourself
> why stations can't move?
> why homebase are not destroyable
ETC
Games are not here to make sense, they are here to be playable
That was the point. Actually in both of the mentioned games, people were really hyped up. And then when seeing what the game is truly made them mostly go away.Comparing anything related to StarMade to those two games does you no favors.
It had more to do with proven lies and unpolished gameplay/horrendous bugs than it had to do with a difference in vision.people were really hyped up. And then when seeing what the game is truly made them mostly go away.
Collision damage is on? I missed that out completly.Collision damage is a thing. It's a little oversensitive, but it's on by default now.
dude lmao everyone uses the functioning community discord Tsuna runsjust my personal posts in this forum alone substantially exceed half of that community's sum total forum activity
wait ok if we're gonna start comparing gameplay can we use the one build schema had in a video way back in 2012no gameplay other than wandering around the ships we've made, and made a kickstarter promise to include donors' ships in the release game if they paid enough money... no matter how much they suck...
Very easy to just build your gameplay on things that Starmade fleshed out with a great effort and community feedback over half a decade.I wonder which one looks more capable on first reveal
Was it Skywanderers or the other one that had the big combat video that had ships despawning because the game engine literally could not do combat yet?Oh wait you can't play this piece of copyshit right now, because it doesnt have trading, shipyards, missions, planets. The only thing that it can do is pew pow peng and look like the prettiest hen on the fence.
And why should anyone play Skywanderers now?My dude, those probably aren’t the best examples to show for starmade superiority.
>shipyards: run a repair order and crash the game and fuck up the sector and shipyard, forever broken
>trading: is alright I guess, no physical delivery though
>missions: wat
>planets: forever shit until universe update hopefully
All that being said, starmade is coming along pretty well these days.
Oh man I really don't remember.Was it Starmade? :DWas it Skywanderers or the other one that had the big combat video that had ships despawning because the game engine literally could not do combat yet?
Lol, nah, it was some really slick looking one with fancy weapon effects and parts, but they were all pre-made components and there was no actual combat. They made it look like a fight, and then just basically photoshopped in an explosion and despawned the ship behind it.Oh man I really don't remember.Was it Starmade? :D
Boy. A game where I can fly around in self built ships. Never seen anything like that before.fly around.
Lol, it wasn't even that.Boy. A game where I can fly around in self built ships. Never seen anything like that before.
Thank you for joining me in my rant.It was more like "Okay, here's a nose cone, here's an engine, here's some compartments". There was no real "self built", more like "Pick a bunch of modules and squish them together".
Oh I know, and I agree.Thank you for joining me in my rant.
SkyWanderers arguably could have just as much content, it's production speed appears both faster and less bug ridden than StarMade builds.And why should anyone play Skywanderers now?
And even if we say Skywanderers is developed faster: Do you think Skywanderers will have more stuff to do than Starmade after the Universe Update? Let's just say in one year. Juli 2019. Skywanderers vs Starmade.
When I hear about Skywanderers I allways get issues, because most people just don't know better and get sucked into promisses and dont see simple truths like: Copies allready fleshed out gameplay - without innovation; has not more playable gamemechanics (trade, shipyards, npcs, planets) right now or in one year; no realistic talk from the developer about what he wants to achieve and what he thinks is possible, many vague promisses like planets without saying how he plans on doing planets.
Oh man I really don't remember.Was it Starmade? :D
I'd argue StarMade got rid of most of it's meat recently and isn't in any better position. Mechanically shipbuilding has been reset and in that time recycling into redoing basic mechanics other games have moved forward. If there is a gap between StarMade and other games it's shortened as a result.Comparing Starmade to most of the clones is idiotic because most of the clones are just using open source engines to look pretty while having literally no meat on their bones, no gameplay, nothing but pretty visuals.
>StarMadeStarmade took the opposite route. It made the game FUNCTIONAL first, and then is slowly making it prettier. Its why I laugh every time I see someone say the game isn't playable. Like biotch, this one over here had to fake mining asteroids because it has no weapon systems or even object collision detection. They just had it shoot a pretty colored beam at an asteroid that did nothing.
Schine's engine sadly is in Java. Which has far more restrictive limits as a codebase than the code engines like Unity are written in. It's pretty much a tie here. Unity and UE4 aren't custom built for the games but they are cleaner, and more efficient both in terms of code language and engine power than the Schine engine is.Schine at least built their own engine, so they can modify it to do whatever they want. The "pretty" ones are just using a premade that they don't understand fully and hence have their hands tied on what they can and cannot make it do. They took shortcuts that will ruin them in the long run.