- Joined
- Dec 23, 2013
- Messages
- 43
- Reaction score
- 7
Starmade does a good job at allowing players to build what they want, but in some ways adding blocks to a space ship can seem a lot like just adding points to a characters rpg sheet. Except for power generation, weapons and docking the only systems which require a particular arrangement in order to function more effectively, except for systems that have some sort of proximity bonus, like thrusters and power storage, which isn’t the most intense problem to overcome: put an x by y by z block of thrusters or power storage modules somewhere and you’ve done the maximum necessary engineering necessary for max efficiency.
This isn’t necessarily a bad thing, there are a multitude of different blocks and giving each a different construction bonus would become overwhelming very quickly, but core systems should require purposeful arrangement in general. I’ve decided to focus on five core systems, power generation, shield capacity, hull/armor, and weapons, two of which I wouldn’t change, power generation and weapons. In my proposal I will also propose some mechanics changes to facilitate the new construction philosophy.
Shield Capacity:
To start with I will propose a new mechanic, the “shield gate.” (Of everything I will propose just adding a shield gate to current Starmade would make the biggest improvement) Shield gates keep damage from bleeding into health points behind the shield. It can be a perfect shield gate, so that a 1000 damage shot hitting a 1 health shield will take down the shield but the other 999 damage won’t do anything, or they can be partial shield gates, like a 50% gate that means that after that 1 hp shield is taken down 50% of the 999 damage or 499.5 damage will be applied to whatever is behind the shield. I’m proposing a generally perfect 100% shield gate, though balance concerns might dictate lowering that to like 90% for some reason.
How will this relate to construction? I propose separating shields into multiple segments through physically separating groups of blocks of shields from one another. Every shield segment will have it’s own gate. I also suspect it would be best to hard cap a maximum number of shield segments. Each shield segment will have a group of blocks projecting it. The order of each segment will go from front to back with x and y coordinates used to solve ties. Front segments will be on the figurative outside of the shield array and back segments will be the innermost layers.
What is the drawback to using multiple shield segments? Every shield segment has a 10 second cooldown before it will start recharging and the shield segment inside it has to be at full health before the outside segment will start recharging again. This means that the overall shield recharge of segmented shields is much longer. Also shield recharge would be based on the size of the segment. Larger continuous shield segments have a bigger recharge than segmented shields. I can already see a hybrid of small shield segments and larger shield segments behind them becoming the norm.
Note: I suspect shield recharge speed as a proportion of the size of the segment will be global to all segments. Though local rechargers may turn out to be desirable in some way, global recharge would be simpler.
Hull/Armor:
A few new mechanics are needed in my imagined hull armor scheme. The biggest is making hull and armor blocks impart hp to a ship that will basically act as a second layer of non-recharging shield. The second is that shooting hull, standard armor, or advanced armor blocks imparts a flat damage reduction per shot. For example a 200 health armor array with standard armor which could have a value like 5% would take 10 damage away from each shot that hits it, down to a minimum of zero (We don’t want negative damage), while hitting advanced armor with a value of 10% would take 20 damage away from each shot that hits it. While segmented shields encourage rapid firing weaker guns, armor of this sort encourages slower shooting, more damaging weapons.
Thrusters:
Thrusters will also require a new mechanic. In order for a thruster blocks to impart full thrust the only thing behind (from the point of view of the thruster) it has to be thrusters, decorative blocks like lava or ice crystals, or empty space. Thrusters that do not meet this requirement will have significantly less thrust (10% maybe) Thrusters will otherwise function exactly the same way, you can face them in any direction. The only thing that matters is that in effect this means ships will be incentivized to have flashy weak points that smaller more maneuverable ships will be able to exploit. I might also consider a bonus that would mean that thrusters that don’t have any other thrusters or armor behind them are more effective. It would mean a risk reward balance between size of weak spot and a ship’s speediness.
On further reflection it's unnecessary to restrict building in this way. Instead of requiring 0 armor blocks to go behind thrusters it would be better just to have thrusters affect the blocks behind then, making them have 0. There should also be a visual option to make those parts that have 0 armor flash (like weak spots in star fox or something) or that option can be turned off to take screenshots of your ship. In this way external aesthetics are separated from internal functionality.
Miscellaneous:
To complement this system I propose a few weapon effects changes. Ion would change the effect shield gates have on your weapons from perfect, 100%, shield gates into a minimum, let’s say 50% shield gates. They would do decreased damage to armor and blocks down to a minimum of 0. Pierce would up to halve the armor per shot damage reduction and would do down to a minimum of 0 to shields. Punch through would do what it does now to blocks and do normal damage to shields and armor. Possibly stop would become super effective if it’s used to shoot at the aforementioned flashing weak points. Probably not, that would probably be too difficult to implement.
Concerns:
The armor system would make adding decorative blocks to the outside of ships disadvantageous. Not more disadvantageous than now, but still it’s a concern. Possible solutions, make decorative blocks have the armor of strongest adjacent block. The end result would probably be striped ships taking advantage of the decoration block’s lowered cost, which while humorous, probably isn’t for the best. Another possible solution is advanced, standard, and normally armored decorations. That would be adding a lot of blocks. The easiest is probably just making decorations have advanced armor and making them just as pricey as normal advanced armor blocks. I have to admit that none of these are perfect solutions.
The other big concern is that doing this will completely wreck all ships made before the overhaul. All I can say is that this update should be well telegraphed to allow builders time to retrofit before the update hits. It really is unfortunate and I would just try to emphasize that this system will make the experience of not only building, but also engineering ships more enjoyable. Though that’s easy for me to say since I have no particular attachment to my builds.
This isn’t necessarily a bad thing, there are a multitude of different blocks and giving each a different construction bonus would become overwhelming very quickly, but core systems should require purposeful arrangement in general. I’ve decided to focus on five core systems, power generation, shield capacity, hull/armor, and weapons, two of which I wouldn’t change, power generation and weapons. In my proposal I will also propose some mechanics changes to facilitate the new construction philosophy.
Shield Capacity:
To start with I will propose a new mechanic, the “shield gate.” (Of everything I will propose just adding a shield gate to current Starmade would make the biggest improvement) Shield gates keep damage from bleeding into health points behind the shield. It can be a perfect shield gate, so that a 1000 damage shot hitting a 1 health shield will take down the shield but the other 999 damage won’t do anything, or they can be partial shield gates, like a 50% gate that means that after that 1 hp shield is taken down 50% of the 999 damage or 499.5 damage will be applied to whatever is behind the shield. I’m proposing a generally perfect 100% shield gate, though balance concerns might dictate lowering that to like 90% for some reason.
How will this relate to construction? I propose separating shields into multiple segments through physically separating groups of blocks of shields from one another. Every shield segment will have it’s own gate. I also suspect it would be best to hard cap a maximum number of shield segments. Each shield segment will have a group of blocks projecting it. The order of each segment will go from front to back with x and y coordinates used to solve ties. Front segments will be on the figurative outside of the shield array and back segments will be the innermost layers.
What is the drawback to using multiple shield segments? Every shield segment has a 10 second cooldown before it will start recharging and the shield segment inside it has to be at full health before the outside segment will start recharging again. This means that the overall shield recharge of segmented shields is much longer. Also shield recharge would be based on the size of the segment. Larger continuous shield segments have a bigger recharge than segmented shields. I can already see a hybrid of small shield segments and larger shield segments behind them becoming the norm.
Note: I suspect shield recharge speed as a proportion of the size of the segment will be global to all segments. Though local rechargers may turn out to be desirable in some way, global recharge would be simpler.
Hull/Armor:
A few new mechanics are needed in my imagined hull armor scheme. The biggest is making hull and armor blocks impart hp to a ship that will basically act as a second layer of non-recharging shield. The second is that shooting hull, standard armor, or advanced armor blocks imparts a flat damage reduction per shot. For example a 200 health armor array with standard armor which could have a value like 5% would take 10 damage away from each shot that hits it, down to a minimum of zero (We don’t want negative damage), while hitting advanced armor with a value of 10% would take 20 damage away from each shot that hits it. While segmented shields encourage rapid firing weaker guns, armor of this sort encourages slower shooting, more damaging weapons.
Thrusters:
On further reflection it's unnecessary to restrict building in this way. Instead of requiring 0 armor blocks to go behind thrusters it would be better just to have thrusters affect the blocks behind then, making them have 0. There should also be a visual option to make those parts that have 0 armor flash (like weak spots in star fox or something) or that option can be turned off to take screenshots of your ship. In this way external aesthetics are separated from internal functionality.
Miscellaneous:
To complement this system I propose a few weapon effects changes. Ion would change the effect shield gates have on your weapons from perfect, 100%, shield gates into a minimum, let’s say 50% shield gates. They would do decreased damage to armor and blocks down to a minimum of 0. Pierce would up to halve the armor per shot damage reduction and would do down to a minimum of 0 to shields. Punch through would do what it does now to blocks and do normal damage to shields and armor. Possibly stop would become super effective if it’s used to shoot at the aforementioned flashing weak points. Probably not, that would probably be too difficult to implement.
Concerns:
The armor system would make adding decorative blocks to the outside of ships disadvantageous. Not more disadvantageous than now, but still it’s a concern. Possible solutions, make decorative blocks have the armor of strongest adjacent block. The end result would probably be striped ships taking advantage of the decoration block’s lowered cost, which while humorous, probably isn’t for the best. Another possible solution is advanced, standard, and normally armored decorations. That would be adding a lot of blocks. The easiest is probably just making decorations have advanced armor and making them just as pricey as normal advanced armor blocks. I have to admit that none of these are perfect solutions.
The other big concern is that doing this will completely wreck all ships made before the overhaul. All I can say is that this update should be well telegraphed to allow builders time to retrofit before the update hits. It really is unfortunate and I would just try to emphasize that this system will make the experience of not only building, but also engineering ships more enjoyable. Though that’s easy for me to say since I have no particular attachment to my builds.
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