Search results for query: economy

    1. MacThule

      Why P2.0 is unbalanced

      ...but don't weigh much and will no longer count as ship damage, so 10% extra blocks could be something like decor that doesn't reflect actual economy of engineering. Power is the thing, of course. In your example of a 300m ship versus a 150m ship they actually have nearly the same power...
    2. L

      At this point, will the devs listen to the playerbase even?

      ...kill gigantism, proper ai fleet so that a player faction doesn't require 100 players live to go to war, the removal of the shop system so the economy is only feed by player and npc faction miner/factories making war and territory control meaningful, and that's about it they should finish...
    3. DoomCarrot

      A Radicaly New Approach for Viable Planets:

      ...the current “not really a planet planets.” Also, I think the dev team is focused far more intently on the power update and npc factions and economy and such. This is a cool discussion, but this is like the 10th viable planet idea discussion, and I haven’t seen a dev comment on any of them...
    4. Mered4

      Starmade Systems, but Rational

      I agree with what he said, and I built miners meant to strip mine entire planets and chew through asteroids in seconds. Certain resources are extremely difficult to find in sufficient quantity within any given 10 cubed system space. It made mining a function of chance that the asteroids you...
    5. Nosajimiki

      Starmade Systems, but Rational

      ...make armor of any sort 100% useless unless it also got a major buff at which case block HP just becomes a moot point. It would destroy the economy because you'd need 100x less Thren, Zernicur, and Haylite basically making ship construction rely on just the 4 materials for making shields...
    6. Mered4

      Starmade Systems, but Rational

      I agree, and that's partly why i prefer such a simple, straightforward approach. It pulls the focus away from the whole *tedious miningad nauseam* part of Survival. Instead, we focus on the player interaction and construction side of things. You must not have read what I said. DPS and power...
    7. Nosajimiki

      Starmade Systems, but Rational

      ...are my own thoughts: This is overly simplified. This level of simplicity only works on RTS type games where you need to power an entire economy within minutes of starting a game. Starmade needs a its diversity of resources, but less tedium in acquisition. Instead, more forms of passive...
    8. Lecic

      Starmade Systems, but Rational

      ...has no consequences and no effect. The #1 complaint I hear from other PvPers is the lack of things to actually fight for. Furthermore, your economy proposal does nothing for PvP. Ships are legitimately less valuable than the raw materials they are made of. It is always cheaper to produce an...
    9. Mered4

      Starmade Systems, but Rational

      ...You've mentioned two very different goals for player interactions in this post. You want to encourage conflict and nurture a galactic economy. Now, conflict will naturally arise in any system of interaction between human players. It happens voluntarily, even in a sandbox environment...
    10. Lecic

      Starmade Systems, but Rational

      Great principles. Pretty meh suggestions. You can't have a good, galactic trading economy with only 3 resources, especially one where those 1 of those resources is a generic. Hell no. We have already made the less complex and more sane choice of giving all shapes of a block the same stats...
    11. Nosajimiki

      Brainstorm This: Crew Chambers (no crew)

      Keep in mind that large ships are already nerfed. They turn slower, they take more damage, shields already suffer from fall-off ROI, small weapons deliver damage more efficiently than larger ones due to damage charts, and they are much harder to power. My suggestion is just to further...
    12. MacThule

      Brainstorm This: Crew Chambers (no crew)

      ...function and offsetting outages and overheats, the advantage of larger vessels becomes more durability and resilience at the cost of block economy, the edge for smaller ships becomes extreme cost-efficiency (per-component block value would be better) and much greater simplicity of...
    13. L

      Prerelease v0.200.250

      well, drama aside stable is quite good. if there was a way to remove shop outside of faction stations and have the universe economy rely on npc/player faction mining/production/trading it'd be already great
    14. Brokengauge

      If you could add/change/remove one thing in Starmade, what would it be?

      Baby steps lol. I could see RTS type of mechanics working, but I think as part of some end-game level of faction control. Right now, I just want to be able to tell all the ships with me to focus on specific targets, or assign smaller escorts to my larger fleet elements. Ships should have roles...
    15. MacThule

      If you could add/change/remove one thing in Starmade, what would it be?

      ...of owned entites directly via spreadsheet, sale of ships, stations, and yes even planets via market. General macro tools for strategy and economy. Of course, this presumes more functional fleets. I would also add vulnerable infrastructure requirements for fielding larger fleets, sustained...
    16. Jake_Lancia

      StarMade Community Trading Card Game

      The StarMade Community TCG is a card game created by me and Plaz, similar to such popular TCGs as YuGiOh and Pokemon cards but featuring StarMade ships and stations. It is a heavy WIP, and will require balancing once enough cards are ready for a match of the game. Resources for building the...
    17. NTIMESc

      Players can sell ships at shops

      Because StarMade's dynamic economy could one day feature multiple currencies, exchange rates, inflation, investment markets, and a server-wide galactic bank that makes loans to multi-faction conglomerates to finance custom luxury planet building. 9 quintillion is enough for little ol' Earth, but...
    18. jayman38

      Players can sell ships at shops

      I think you are greatly underestimating the value of system blocks and the capital ships they make. Back in the credit-based Starmade economy, players regularly hit the credit limit very quickly. Granted, if the original cost of blocks and things were reduced by an order of magnitude, it might...
    19. Skwidz

      Players can sell ships at shops

      Not that anyone would need that much. Unless you were building an entire solar system.
    20. jayman38

      Players can sell ships at shops

      I remember how credits were back when it was still a credits based economy, and you got real blocks from salvaging space stations. And it's worse than you think, because it is a signed int. So you could only hold up to 2.1 B credits. Back then, there were constant suggestions to increase the...