Survival! And other ideas!

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    Disclaimer: Before reading, understand that I do not expect this game to be Minecraft with space. This is a whole new, different beast, and I respect that greatly. I’ll admit, there are elements that I suggest that might give the game a similar feel to Minecraft in some aspects, but I understand these are two very different games. Critics, also keep that in mind as you pick apart my ideas and add upon them (Which I hope you do!). See other disclaimer*




    • Planetary Gameplay

    I do not think I’m alone when I say that the planetary experience is a bit lacking. I mean, you get in, you pick out the rocks, or cacti, that you need, and you get out. But any money you can get from mining, you can get from selling the glass you get from space stations. (Haha, I learned that on day one.) Currently there are no real reasons to head onto a planet at all.

    There are a few ways to change this. There are also many ways to make this worse, so there is a fine line. The challenge is to make gameplay on a planet challenging and rewarding enough so that players can really immerse themselves in it. But not so challenging that nothing can get done, and not so rewarding that a player never has to come back to another planet again.

    After giving the situation some thought, I’ve come to the conclusion that to make visiting a planet a rewarding experience, the player must be rewarded. Redundant I know. But it’s not so common sense. The player must find things on planets that they simply can not find elsewhere. As it is, unique minerals, such as Insanium and Awesomite, are that reward. But what can that really get the player other than snazzy names? Now I haven’t gotten much into factory work, but my best observation is that it’s not needed to create a super bruiser-cruiser. So then what? You mine simply to sell your findings? No fun!

    No, the solution that I’ve come to is much more tantalizing:



    Ship parts

    Mmmm...


    • Rewards for Mining

    Offer unique ship parts in return for the hard work of mining. It’s a simple solution. You mine, build factory modules, and craft a thruster twice as powerful as the starter thrusters. That’s just an example. The reality of it is that you can get off the planet and deal with what generic items the government-issued shops will distribute, or craft your own specialized, unique parts!




    • Hostile Mobs

    Now, I was never one to play peaceful mode. There needs to be something that forces your adrenaline to pump through your veins, you space-faring, frontier-exploring, medallion-bearing astronaut, you! There needs to be something that makes you scared to leave your shelter at night. Something that causes the worst kind of goosebumps at the mention of it’s name.... Now I don’t know what that is. But I’m sure any agile, lethal, and hostile mob can do the trick! Without the threat of death, there’s almost no fun in going spelunking, or mining the surface! I want challenge! I want fear-inducing, acid-spitting aliens!

    I would honestly be fine if there were 1 - 3 of the EXACT same kind of mob that spawned on every single planet every night to kill a nearby player. Preferably at night. Something to get us danger-junkies by!




    • Handheld Defense

    What’s the word when you’re faced against two hungry aliens with nothing but your bare fists? No not heroic... No, not ideal... Oh what is it? … Ah yes, slaughter. And it’s not the aliens that are on the menu, friend.

    Every galactic hero needs a weapon! Luke has a lightsaber, Dr. Who has his sonic screwdriver... (name another because I am at a loss here!) You should be no exception! A simple blaster, or a blow torch, or even a slingshot! Anything that can damage another player or mob, really. Something!




    • Moveable ship cores

    This really has nothing to do with the above, but GOD this is annoying.

    I’ve seen other posts about this, and as far as I can tell, apart from the coding trouble it may bring, the only other problems here involve combat. Envision the following scenario:


    You’re in the middle of a battle, and you located your enemy’s ship core. You get up close and you unload on it with every weapon in your arsenal! But then, what’s this? The enemy is not incapacitated. The core is not overheating. It’s been moved!-


    This is an obvious issue. I believe there may be some simple solutions:


    • Make it so that the core can only be moved to, but not through adjacent blocks. This may take a while on larger ships.

    • Perhaps moving a ship core will cost credits. And with each move, it costs more and more.

    • Don’t make the ship core able to be uprooted and put back in the inventory. This would cause huge problems. As it is, it is not possible. But if the core was made moveable, then removing it should have dire effects. You save your core, but at what cost? Your entire ship is dispersed as loot. I imagine if you feel the need to use this desperate technique, then you’re being confronted by an overpowering enemy. No matter what this will be a bad choice as the player.




    • Nerfing progress

    There’s so many appealing things to this game, but one of the things that turn me off the most to it is probably the thing that made it so successful in the beginning: The sheer ease with which one can go from having nothing, to having millions upon millions of credits. I would NOT want to spend months working to get a scouting vessel, but trust me when I say that it really is too easy to creating a mega-monolith to the Pastafarian spaghetti god.




    • Harder to get off spawn planet

    NO!

    Who wants to spend their time on an arid, boring planet when all the fun is happening in the stars??”

    Well, that’s just the thing. Make it fun! I explained this earlier, but this concept applies to your initial spawn, so it’s different! Listen up!

    I envision the following:


    You begin on a desert planet. Your inventory is empty. Nothing in sight for miles except-- Except a conveniently placed supplies trader very near to where you spawned. You walk up to the building and press ‘b’ only to see he sells Ship Cores, Salvage Computers and Cannons, Build Blocks, SD Hyperflux Coil Teslinverter xm3.4 power units, PlexDoors, PlexGlass, and various hull types. No credits, though. But alas, the Explorer Aid Interface in your helmet points out that you can mine special minerals to sell. Though, you may want to invest in a shelter to survive the night, it suggests.


    As you can tell, this adds an appealing element to escaping this hostile environment. It adds a kind of luster to the game that is frankly attractive.




    • Fuel

    Fuel may be a thing. It’s not yet, but the devs hinted at it in the future. And the more I read on this forum, the more I see that this is a hefty concept. If a general fuel was added to the game, and power sources were no longer infinite as the ever-so-clever SD HCT xm3.4 power units make it, then not only would larger ships need to rest more often, but smaller ships can go farther with less. Balancing the large and the small. Diminishing some of the arms race between players on servers. But this can apply more to just balancing. Finding fuel is a priority now. A faction of twenty-five players just extinguished the fuel in a local star system, and now need to migrate until it regenerates. Otherwise risk being obliterated by their opposing factions.




    • Nerf money making, Devs!

    Definitely this game needs to be nerfed in this way. Within twenty minutes of starting, someone can have millions of credits. This is an outrage! It’s like that time I learned the Motherlode cheat in Sims and used the money to make my family classy before they died of malnourishment.

    That’s all I have to say. We. Want. Cheaper. Glass. Make us work for things, Devs!




    • More advanced ship parts available in shops. Value equal to distance

    This concept is a little more like the concept of, if you believe you deserve it, the universe will serve it. You just gotta be a doer! Similar to the idea that a player can manufacture their own special, more powerful ship parts. If the player can survive the planet, earn the credits, and build a ship with enough fuel to get them out of the sector, they will be rewarded with rarer, and more unique components for their space-craft.




    • -FTL Drive

    BEFORE YOU RIP MY HEART OUT!! Let me explain that, yes, I understand that everyone and their mother is asking for this addition. And Devs, don’t hesitate to add it. But I think it’s simpler than some people are making it seem. I would be satisfied to see the speed limit lifted with a special block. Think of it this way.

    Introducing:

    THE

    Nikola-Hyperflux Omega-Coil

    Okay this is just a fancy way to display this idea in an eye-catching way. Sorry.

    Upon activation, the Nikola-Hyperflux Omega-Coil will increase ships speed limit anywhere between 100-250 km/h. For approx. a minute. Output extremely reliant on energy input.

    With an extremely long wait time, this special block will transport you from deca-sector to deca-sector with ease.



    That’s all I got. Tell me what you think.


    *Now believe me, I do understand that all this requires complex coding. To be honest, if I were the programmers, I would pawn this off as some weekly mod-making challenge of some sort. Just take the GREAT stuff and incorporate it into vanilla! The game has much more to be fleshed out and refined, but no matter what there will be those, like me, who feel as though these additions are necessary.
     
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    Forgive for the essay! I have a passion for this game. It\'s only my second day playing :eek:

    Any feedback would be cool. If this gets enough attention, maybe the devs will think about prioritizing some of these things!
     
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    Best thing ever. Works only that time when you dont have ship. But its great for competitions.

    -Who can get to space and make thing x fastest? Its matter of luck and skill and luck. That would be great gamemode for pvp.

    -Who can get most powerful cannonparts from pirates/traders/civilians. (New block pls. HEAT lasers/plasma cannons/cut laserz)

    -Trade with people or destroy or steal stuff!

    -Every player would get to different planet at the beginning but in the same solar system.

    -Every player would have the \"master core\" at the beginning of the game. If destroyed = game over. Maybe attached to planet and not able to move that.

    -HC economy or free fast stuff. Depends the server!

    -Factories, Mass production!

    -AAAAAAAAAAAA meh wants ;_;
     
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    See? This is some good stuff. I feel like survival needs a little more focus than sandbox elements. Only for the reason that it keeps people invested. I\'m interested to hear what other think, though!
     
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    There already IS a reward for mining planets, it\'s called manufacturing. Using factory blocks and ores mined from planets, you can manufacture your own ship parts. Also realize the only two entity types that can be a faction base are a spacestation or a planet. Also; play on a server with mob drops nerfed to .01 or .001%, it balances the economy somewhat.
     
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    I need to learn the factory aspect to the game better! But regardless of what it does for you, it doesn\'t help you so much that it gives you an advantage over people who just outright buy massive ships. I think some ideas to nerf development enough to make it more fun and interesting could make the game itself more fun and interesting!
     

    Aze

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    the time it takes to write the code for all this greatly depends on the language, I know a little java script to know that in that language these could be finished with good effort more than likely in a larger portion of about 3-5 days.
     
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    Rewards for Mining

    I don\'t think that special rewards should be incorporated because of planet exploration. Plenty of people still visit them because they may be interesting or offer resources and that\'s a reason good enough. Remember that with time what can be found on the planet will be expanded for the sake of marvel and adventure - and for me, that\'s what important - exploration being reward in itself. If you really feel a need to reward players additionally for them to want to visit a planet, it means that the whole concept already failed.

    Rewards for Mining

    Ability to make upgraded versions of some stuff may be horrible or good - and it all depends on limitations. I am surely against leveled equipment as it should be superiority of design that will make one win, not super-class modules.

    That being said, very small stat increases (a few more hp in the hull, a few more shield points, slightly increased power output of some generator) would be beneficial but not as themselves, but as a goal to strive for. And a goal which would require plenty of work, I\'d hope - lot of resources to make those few high-grade materials for barely a dozen of Improved Hull blocks, including some that wouldn\'t be just ores, but for example stuff that can only be acquired as a loot from stronger pirate ships or unique planet-side structures/plants/mobs.

    Hostile Mobs

    Already confirmed as planned. Exercise patience.

    Handheld Defense

    As above.

    Moveable ship cores

    Sure, why not, though even more I hope one day to have stations/other structures with some sort of core too that has blueprint saving and building mode already incorporated.

    Nerfing progress

    An ongoing process, as balance usually is. Patience, again, is a virtue.

    Harder to get off spawn planet

    I\'d generally enjoy more survival aspects in the game but I think that planet-side beginning without equipment may not benefit every server or player, especially as for them it may be not fun at the very basis.

    How they want player to begin their game and with what equipment should be dependant on admins.

    Though having just a building selling stuff is hardly fun at all. It\'s like spawning near shop station, just without anything. What you\'d get is a boring grind to get where players start now. Now, being stranded on some planet or sizeable asteroid while knowing that there are kinds wrecked and abandoned structures/derelict ships around from which you can get both modules and a few items to sale/trade for rest of what you need to make small but functional ship - that\'d be nice.

    Or even better, just spawning with wrecked escape pod you need to fix up a bit to get anywhere, while there\'d be aformentioned shop with very limited selection of basic parts and some stuff strewn around to scavenge - I\'d find that far more alluring

    Fuel

    That I am plain against. While it may clash with my previously expressed hope for more survival elements, I am certain it would severely limit the joy of smooth flight and exploration and take away quite some from general enjoyment. At the very least, it should be balanced that there would be fuel-less travel alternatives. Possibly less efficient but cost-effective so fuel and modules using it would be a conscious choice of those who want quality propulsion and are willing to pay for it\'s maintenance.

    Nerf money making, Devs!

    Again, a matter of results of constant process of balancing.

    Glass/cactus not nearly as f*cking expensive what the f*ck

    And again, as above. Though I find price of the glass quite fine - it\'s not inferior in defense value to regular hull, while also offering visibility. Worth it\'s price. Cactus possibly should be balanced, yes.

    More advanced ship parts available in shops. Value equal to distance

    I already regarded tiers of modules earlier. I am against just buying some better parts, at least from anyone but the player who worked his butt off to make some. That\'d be a bad, bad development choice, in my opinion.

    FTL Drive

    Actually, for many of people suggesting such there are also people who dislike how those modules are suggested to work. Sometimes I am one of those people. Though in all honesty, I prefer your idea more than many others - if the name would be better and some aspects added:

    When the mode/drive is active, make turning severely limited and strafing disabled altogether. Plus, activation takes about 10 seconds and after said minute of speed there\'s also about 30 seconds of drive cooldown. Lastly, the drive automatically maintains the speed it\'s made for - if you try to slow down, it acts as end of the warp jump, with cooldown as if it\'d end normally. This way it\'ll be as an actual FTL drive for which you have to plot a straight, free of obstacles course and it won\'t be out-of-the-battle free card if one isn\'t prepared.

    It may seem like quite some limitations, but with just an engine offering superspeed for a minute, there would be too much space for exploits - super nimble and fast fighters or disintegrator-block-totting kamikaze ramjets. Or capital ships turned into racers. Not to mention the fact that it\'d be practically death of actual long-distance basic-drive travel. Could be bad for gameplay in practical setting. And don\'t let me start about everyone easily escaping any battle they aren\'t sure of winning. Yes, it\'d be horrible without limitations.
     
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    I want that but instead of mobs on planets I think it\'s better to make civilizations, some agressive some neutral some passive, a bit like it was in spore if you played it.
     
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    Movable core is impossible. All the ships math is calculated around it so it woul break the ship pretty much. And Aze... Starmade uses JAVA not javascript. Theres a massive difference, even if we dont include that javascript is a scripting language while java is a CODEING language. Although a little similar, java is ALOT harder, i know ive tried both (well i tried actionscript but thats just a modified version of javascript)
     
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    I like a lot of the improvements you made on my idea. And trust me, I\'m being patient. I\'m not demanding these changes be made as soon as possible. I am simply stating my suggestions. I\'m going to learn and actually work a lot with manufacturing to see exactly how it works. Then I\'m going to update this post with more refined ideas.

    Oh and I have played Spore. It\'s awesome. Haha. I\'m not sure if I like the idea of there being cities of NPCS on planets, though. They lag like crazy for me as it is, and I don\'t know how they could be executed to have a useful impact on the game.
     

    TheBlueThunder

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    I like that idea with mobs on the planets other aliens around would be great! it would be need to regain health too.
     
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    I see no problems with this that need to be mentioned since the fuel asspect could be used faster when using the ftl drive or whatever people would like to call it which would also make space battles more exicting since you can\'t avoid shots.

    But I would like to add one thing to the gameplay which is that instead of being killed when your core is destroyed you are taken prisinor by the pirates. Where you can escape on your ship if a certain percentage of blocks remain and certain ones this can be by the pirates wanting your ship so you repair it to working order or escape by some other means off the planet, station or astroid.