First - I agree with all of your points, and your 2 previous conclusions. I also partially agree with this conclusion - the player economy needs work. A substantial cut-back in the number of NPC shops would go a long ways towards this, as would some way to make player-run shops more prominent and easier for players to find, even players who aren't very good at searching with the map/navcomp.Conclusion Three: A functional economy is necessary to fully balance larger spaceships
Because why show up with a cap ship and ten fighters when you can show up with eleven cap ships? In Homeworld, Battlestar Galactica, Star Wars, and any other sci-fi series you can name, you can sure bet that barring any economic or logistic restraints whatsoever, they'd make every spaceship a Battlecruiser, Battlestar, or Star Destroyer, respectively. The tradeoff should be between one large ship and many small ships (or something in between), not between many small ships and many large ships or one small ship and one large ship.
Depends on player base and server stability. I'd like that.Or EVE, where massive fleets slam into each other, commanded by 2-3 players?
Star-conflict's combat is something unique and I highly doubt it would work well in Starmade. The ships are so precisely balanced that the customization in Starmade would completely ruin the idea of balance.Depends on player base and server stability. I'd like that.
Do you know Star-Conflict's maps? - huge asteroids (2-3km) and bases (plates, spires, ...) 10km across which can be invulnerable bunkers for sniper fights or just obstacles to recover from damage behind before re-engaging the team-fight (players + 2-3 bots mixed).
Perhaps in a fight, 1000 drones should be represented by just 6 attacking from different sides with dmg/shield/hp multiplier on?
The key to a lot of this is to drastically increase the power consumption and effectiveness of all weapon blocks so we can have smaller weapons with a bigger punch. That would help reduce the size of turrets and increase the flexibility in fighter design.(edit: posting in suggestions)
About the first post - Your assumptions started out alright, but your first conclusion suddenly jumped to "swarms" of ai, and then you were talking about respawning on ships. (I think the person who brought up remote-controls offered a simpler way to do such things)
About the discussion in general - I encourage people to think less in terms of "limitations" and more in terms of "interesting decisions".
Personally, swarms of anything doesn't sound very exciting to me. Maybe fun in a "look at all I can control" sort of way, but otherwise it's just throwing numbers at a target (or as targets) and being less directly involved.
With just a little detail, here are two things I think might add to the diversity and engagement of ships and players-
Limited (in-ship) action bar slots. One ship, or more specifically one person on a ship at a single point, should not be able to do everything. If you want more than x weapons systems, and a warp system, and a salvage system, etc etc then you'd need more than one person (or one person dividing their time amongst a number of consoles) to get them all done. I'll pull a number out of the air I haven't thought about - give every console/whatever 3 slots. If you want to fly/steer, you just lost a slot. (or two, if you also want jump drive control) Want to fire? lose another slot. You get the idea.
(going further, if a given console had its systems and their power source as slaves, and slaves shared damage to a degree, making redundant or separate power grids and creating backup/emergency systems would be a thing, and that seems like it would be neat in my opinion)
Second thing - there could be an order-of-magnitude difference between (some of) the systems of small and large ships. Say a large ship's systems requires a power core the size of a small ship. (and similarly with their weapon systems and shields) Now institute a few more rules - large weapon systems only do fractional damage to small ship shields. (full damage to armor/ship when the shields are down) Small ship weapons ignore large shields. (the large ships have more armor/hp to chew through, so nothing special there)
(taking that further, you could have 3 classes of size. Make it so the largest basically can't attack the smallest directly, and suddenly you have tiny fighters flying through the death star...)
If both of those changes were in place, you'd naturally need a large ship to do appreciable damage to a station, so you have a big ship with a huge jump drive to travel into a system and a monster cannon to try and take it over, but you also need to bring a small pile of fighters to get past defenses.
(To round things off, turrets allow you to install small weapons on a large ship, and stations can further attach large-system weapons as turrets. Maybe power requirements or console bar slots could be used to keep turret use reasonable and balanced.)
Requiring 5 hull blocks per vital (dmg, shield, energy) block would help too.That would help reduce the size of turrets and increase the flexibility in fighter design.
I would like that.I'll pull a number out of the air I haven't thought about - give every console/whatever 3 slots. If you want to fly/steer, you just lost a slot. (or two, if you also want jump drive control) Want to fire? lose another slot. You get the idea.
I agree, but it has to be a smooth transition.Second thing - there could be an order-of-magnitude difference between (some of) the systems of small and large ships.
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(taking that further, you could have 3 classes of size. Make it so the largest basically can't attack the smallest directly, and suddenly you have tiny fighters flying through the death star...)
These two things are direct restrictions, which in a sandbox game should be avoided at all costs. If you're going to put in restrictions people are going to want a logical reason for them being there. Simply saying "This ship will not function unless you have these block ratios." is a turn off.Requiring 5 hull blocks per vital (dmg, shield, energy) block would help too.
- As these don't have to be in some special shape.
- And make things (especially together with RP-stuff) more balanced with default settings.
I agree, but it has to be a smooth transition.
1st class : Everything less than 1/8 blocks of the entity compared to.
3rd class : Everything more than 8/1 blocks of the entity compared to.
2nd class : Everything between.
Exactly. Those smaller ships will completely obliterate the larger ship in the current balance, but you will spend hours redocking them and replacing them. Most combat is about 1v1s - once fleet control comes online, it will be completely different.Sorry I've been posting kinda on and off here, busy times lately lol
These two things are direct restrictions, which in a sandbox game should be avoided at all costs. If you're going to put in restrictions people are going to want a logical reason for them being there. Simply saying "This ship will not function unless you have these block ratios." is a turn off.
The hull requirement is interesting, but 5 to 1 is too much, as most people just use hull for external and internal aesthetics. Maybe a 1-1 or 2-1 ratio would be more well received, and, as I said above, with a logical reason behind it.
The class system is completely impossible without a massive redesign of how shields work, and it's not really necessary anyway. Have you ever tried to hit a fighter with a titan's main guns? It's not easy by any stretch. Turrets serve the purpose of protecting larger ships, and they do it in a relatively realistic way.
Here's a constant that you can't avoid: You need either a massive ship, or a ton of smaller ships to destroy another massive ship. This whole "let's just fly through their shields and kill them with a small fighter" thing isn't realistic or fun for the person that spent days building that ship. Making it easier for us create and manage that ton of smaller ships is what we're talking about here.