Advanced Blocks

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    Please read the whole suggestion before dismissing this idea.

    So I was thinking, the existing loadout of blocks is great, you've really got all your bases covered, but when building something where space/size is a factor, your options become very limited. When you're building something small, it forces you to be really creative and resourceful, but you usually end up picking and choosing between systems critical to your project. This is a good thing. However, there are times when it would be nice to give a smaller project more power or shields or etc. What I'm suggesting is creating new, more powerful blocks that would have the same effect of the existing blocks, but to a greater degree.

    Exactly what I mean is, I want to be able to cram more power into a smaller ship, but at great cost. These new, powerful blocks would make their generic counterparts obsolete, but would not be available at shops, and be extremely costly to craft, maybe even costing large amounts of their normal blocks in the recipe.

    Two Examples:

    Advanced Generator Block: Generates much more power than normal generator blocks, but cost 1000 of these normal blocks to craft, along with a handful of other ingredients. This new block would generate the power of 100 normal blocks of its kind, and would increase in power when hooked up to other Advanced Generator Blocks, just like normal generator blocks. With this block, ships and stations would have to spend less space on power generators while still producing the same amount of power, or more, cleaning up artist's canvases, and giving smaller ships an edge.

    Advanced Shield Regenerator: Much like the first example, this super-block would be much more effective than normal shield rechargers. Costing a pretty penny to craft, these blocks pay off by regenerating 100x the regeneration rate of their normal counterparts. This again would give smaller ships an advantage, while providing a large boost for larger vessels and space-stations.

    I realize that these new blocks have the potential to make the game very unbalanced, widening the gap between long-time server players and new players. The expense for these blocks would have to be great enough to ensure that even advanced players could not create them en-mass, and again, they cannot be bought from shops. These blocks would be something for the player to work towards.
     

    CyberTao

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    With the way the game is heading, I can't really see there being a "better" option that just takes more time. Problems also come when you stop and wonder how pirate loot will be done in the future (they shouldn't carry ore exactly imho, but also not thousands of blocks, yet also anything). The idea is to keep a level playing field across all players.

    Could always try looking at the problem from another perspective. Could always make a fuel based system with linear growth, making it ideal for fighters and small crafts, as well as power reactors for large ships, but slightly upping the cost and curve of the traditional power blocks so that they are what is more efficient for medium and large ships. Suddenly a better power source for small ships, easy to get for everyone, that doesn't involved long hours of resource grinding (would also make carriers more useful).

    Small ships should also rely on speed and maneuverability over shield tanking, which I hope will be the case when we finally get the thruster revamp (no idea when, I just know it's coming someday).

    But yeah, I don't see a need for 'better' blocks, just more options to choose from.
     
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    I would be fine with this, anything to pursue greater efficiency is good. If it requires a 'grind', well, that's part of a resource game, just gives us something to work towards.

    That said, I somehow doubt we'll see this in the game. It makes me hope for the modding API asap, so likeminded folk can play the game the way they want.
     
    D

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    I don't personally like this idea very much. While I understand the paradigm of working long and hard towards an objective, I believe it's better if what distinguishes one player from another is how they choose to use and combine a set of tools that are readily available to everyone, not how much time they have spent on the game.

    But maybe it's just me... in decades of gaming, every game I remember that had varying levels of grind used it as a filler to hide a lack of durable content; you kept chasing a carrot on a stick that only got longer, and when you finally got there, there was no carrot. Right now, StarMade allows you to get a bit of everything within a few hours of playing the game, and then the universe opens up for you to do as you please... as long as you have the imagination and the skill; this is, in my opinion, the essence of a sandbox game.

    In other words, I'd very much have all "content" on the same level, and for gameplay possibilities to be born from the combination of that content, rather than tiered content. If there is a need to make reactors stronger, then I would rather have a module added that increases power regeneration at the cost of, say, thruster power for as long it is active. Similar stuff for shields, and thrusters, and other systems that don't have linkable components yet.
     
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    I like this idea BUT i feel like there are going to be some players with the patience and resources to craft enough of these blocks to build a mother ship with them. In stead I suggest that the limit of these blocks be set on the size of the ship. eg 0-1000 mass ship can only have advanced blocks taking up 70% of the ships mass, 1001-5000 mass can only have 60% advanced blocks. 5001-10000 mass 50% and anything else 20%. These guidelines were done in a hurry. They could be more linear, but the main point is: the heaver the ship the smaller the amount of Advanced blocks allowed. So In the case where the advanced blocks exceed the amount allowed they just act as their normal counterparts.
     

    jayman38

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    I like this idea BUT i feel like there are going to be some players with the patience and resources to craft enough of these blocks to build a mother ship with them. In stead I suggest that the limit of these blocks be set on the size of the ship. eg 0-1000 mass ship can only have advanced blocks taking up 70% of the ships mass, 1001-5000 mass can only have 60% advanced blocks. 5001-10000 mass 50% and anything else 20%. These guidelines were done in a hurry. They could be more linear, but the main point is: the heaver the ship the smaller the amount of Advanced blocks allowed. So In the case where the advanced blocks exceed the amount allowed they just act as their normal counterparts.
    Maybe instead of new blocks, maybe just have the regular system blocks reduce their effectiveness inverse to the amount of mass.

    Example: Start at a maximum of 100% maximum efficiency and drop 1% every 100 mass, down to the base system stats.

    Maybe the default game could ship with settings of EfficiencyDropPercent = 0 (disabling this functionality) instead of 100 (tons per percentage point drop)
     
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    i like this idea. would be nice if you could upgrade your systems to for example power grid class 2, cannon system class 3 with some minor drawback such as increase of mass etc
     
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    Before we discuss any further, I should mention I play on mostly RP servers, and I was thinking of RP ships when I came up with this idea. More advanced, powerful, and compact systems could have great value to RP ships, not necessarily all ships.
     
    D

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    Before we discuss any further, I should mention I play on mostly RP servers, and I was thinking of RP ships when I came up with this idea. More advanced, powerful, and compact systems could have great value to RP ships, not necessarily all ships.
    The way your proposed it in the OP, this system would increase the power of all ships, not only RP ones. The gap would still be there. Unless you want to fix that gap, the same effects can already be achieved (minus grind) by modifying the blockBehaviourConfig.xml variables that govern power, thrust, shield regeneration, etcetera.

    And if you want to fix the gap between RP and non-RP ships of the same size... well, that's gonna be hard.

    EDIT: Also it kinda feels like power creep. Regular ships won't be able to hold a candle to ships made with super-modules, no matter the skill of the shipwright and the pilot, unless the one building the super-ship is kinda brain-dead.
     

    Lecic

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    It's a good idea, but eventually you'll end up with someone building an unkillable monstrosity of super blocks. Which I do not like.

    It'd make a good mod, though.
     
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    The way your proposed it in the OP, this system would increase the power of all ships, not only RP ones. The gap would still be there. Unless you want to fix that gap, the same effects can already be achieved (minus grind) by modifying the blockBehaviourConfig.xml variables that govern power, thrust, shield regeneration, etcetera.

    And if you want to fix the gap between RP and non-RP ships of the same size... well, that's gonna be hard.

    EDIT: Also it kinda feels like power creep. Regular ships won't be able to hold a candle to ships made with super-modules, no matter the skill of the shipwright and the pilot, unless the one building the super-ship is kinda brain-dead.
    but they'll cost a lot so they deserve them!
     

    Lecic

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    but they'll cost a lot so they deserve them!
    Cost isn't balance if it's game breaking.

    If you could craft a "diamond minigun" in Minecraft out of 8 diamond blocks and a nether star, and said minigun was, say, 100x stronger than a bow, the high price wouldn't matter. It'd still be overpowered.