- Joined
- Dec 29, 2013
- Messages
- 502
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- 83
Before I begin, I would like to note this is not just an idea about fuel so please no negativity on my thread. Solutions and Ideas only! Secondly, I realize nobody likes reading a book on a game site so I will try my best to keep this short and concise. Lastly, if you like the idea and points pump out a like and get this thread recognized.
So far the activity in the servers are starting to dwindle again, if you are in a state of denial or argumentative, I have pictures of server activity from the day of steam release to now, granted these are only on my timezone which is Eastern Standard Time in America. This being said we are the timezone that reaches midnight before the rest of America so this stat can be plausible based around that.
The reason I have gained from most people questioned as to inactivity is due to the lack of depth in the game, now don't get me wrong Schine is doing a good job pumping out updates to bring depth to the crafting system. However, the sheer creative style game-play leaves others wanting for tales of lore and extravagant situations lacking. Thus, trading is almost not existent as it is too easy to create a planet eater and hover above a planet without worry of oxygen, food, fuel, medicine, etc. This throws a wrench in things as far as making player-run economy. Since no-one has a need to involve a logistics faction or mining faction simply since they can create checkerboards of salvagers and go on a mining trip for hours without ever having to return to base. So.....onto suggestions!
Suggestions:
Yes there are more pressing issues that need attention in starmade, however the players make starmade and if the players move on due to the fact we are not offering choices to them in their play style the community can die off. With no-one to fight and no constant goal to work for other than power and bigger ships people will find solace in another game. I surely do not want to see this as StarMade is an innovator and has gone some where others haven't....Space. I ask that you only post suggestions or additions to suggestions.
Calbiri schema would this be a hard thing to implement? is this something you would like to see in the game in the near future?
NOTE: Yes I am aware of another post on consumables however he only mentions ammo so I figured a more organized post on the matter might be in order regarding ALL consumables whatever the magic cat decides those consumables should be :p
So far the activity in the servers are starting to dwindle again, if you are in a state of denial or argumentative, I have pictures of server activity from the day of steam release to now, granted these are only on my timezone which is Eastern Standard Time in America. This being said we are the timezone that reaches midnight before the rest of America so this stat can be plausible based around that.
The reason I have gained from most people questioned as to inactivity is due to the lack of depth in the game, now don't get me wrong Schine is doing a good job pumping out updates to bring depth to the crafting system. However, the sheer creative style game-play leaves others wanting for tales of lore and extravagant situations lacking. Thus, trading is almost not existent as it is too easy to create a planet eater and hover above a planet without worry of oxygen, food, fuel, medicine, etc. This throws a wrench in things as far as making player-run economy. Since no-one has a need to involve a logistics faction or mining faction simply since they can create checkerboards of salvagers and go on a mining trip for hours without ever having to return to base. So.....onto suggestions!
Suggestions:
- Make 2 separate game types or server configs to tend to the needs of different style players. Survival and Creative like many voxel games this caters to both sides of the human entertainment without seeking another game
- Create consumables much like normal people in-space would need I.E Food, Water, Oxygen. Make these craft-able from resources already in-game utilizing the factory system as water bottles are made in real life.
- Create different fuel sources for stations,ships, planet outpost. If you need ideas of what fuel sources there are tons of threads on this and I will not beat a dead horse.
- Make systems such as weaponry, support, effects utilize energy resources on a scale level. Realize that this does not get rid of Titans/Capitals it only makes them more costly to operate as they should be and prevents overbearing titan battles on servers giving other class ships room to breath. (I'm pro big ships I put hard work into my 1 Million Mass Ship as well)
- Make jump drives use specific types of crystals or resources in order to jump so that we cannot endlessly venture with no repercussions or planning.
- MAKE SPACE GIN IN THE GAME! Make it give buffing powers to the player or something so that these bars aren't going to waste like the one in the starmade video. Let's end this prohibition!
- Making 2 separate game types or server configs allows those who wish to have a build server or a PVP server complete control over resource usage without backlash from game mechanics. In essence it allows for a more diverse group to be entertained without being at each others throats on why something shouldn't be implemented.
- Consumables will cause people to plan their trips, conduct trade, and actually have a need to stockpile resources other than ores to make blocks. Right now I'm currently sitting on billions of ores and shards in Elwyn with nothing to do but build a bigger ship and fly around gloating (It's bad I know)
- These fuel systems as many have previously mentioned will cause invasion fleets to need support ships or stockpile for an invasion/mining operation. This gives a kickback for the constant need to obtain another resources for when you go to get ores to make things you will then need another operation to regain fuel resources further advancing depth of play. NOTE: Stations should also require fuel to power the factories and life support systems inside thus creating a never ending goal in gameplay.
- I'm not saying change weapons to make ammo counts as this is the future most weapons are energy based. What I am proposing is to make these systems put a TINY bit more strain on power thus using a little more of your energy/fuel sources. A big ship should use more energy when it's firing a large class weapon much as our ships in real life where the power fluctuates with the use of different systems. This requires strategic planning of ships rather than throwing a cluster of blocks together wrapping it in hull and killing everyone.
- Lets face it....Jump Drives are way OP as they can just be massively put down in 50 x 50 clusters and create a ship capable of jumping millions of Kilometers in mere minutes. (Yes this is on elwyn which I realize this is a server config) However it renders warpgates completely useless and is illogical in the fact that it a jump drive uses a crap-ton of power and with the way power is now massive chunks of reactors can be placed to combat this.
- Self explanatory
Yes there are more pressing issues that need attention in starmade, however the players make starmade and if the players move on due to the fact we are not offering choices to them in their play style the community can die off. With no-one to fight and no constant goal to work for other than power and bigger ships people will find solace in another game. I surely do not want to see this as StarMade is an innovator and has gone some where others haven't....Space. I ask that you only post suggestions or additions to suggestions.
Calbiri schema would this be a hard thing to implement? is this something you would like to see in the game in the near future?
NOTE: Yes I am aware of another post on consumables however he only mentions ammo so I figured a more organized post on the matter might be in order regarding ALL consumables whatever the magic cat decides those consumables should be :p