Apologies for the delay, here's the answers to our last QA We are behind by 2 QAs, due on the 12th and the 26th, if we're able to get enough questions for the next QA fast enough, we'll do two QAs over two weeks to catch up.
Questions are open for the next one here: [12th of May] Schine Bi-weekly Q&A
A: We would like to try a linear model first, but if we see that it won’t fit our requirements, we will likely switch to an exponential one. - schema
A: As we move on with the universe update (which is affecting all play styles, especially players that don’t fight), we will release milestones as dev builds along the way - schema
A: These features are on our list, but I can’t say yet with certainty if it will be exactly that way. We always wanted to make some kind of hybrid of space station and ship, and if it fits within our balance and our new universe, we will definitely go forward with it. - schema
A: We already have some plans that overlap with the crew part of the suggestion quite a bit. I can’t say yet exactly what our crew system is going to look, because implementation can always go in a different way than originally planned. It might be a good idea to tie in functional crew with chambers somehow, but I can’t promise anything in that regard. I will definitely think about the possibility. - schema
A: We noticed the same problem. We are currently working on ways to teach players the mechanics without them having to read a wiki or watch a tutorial. However, those options will still be available. We are just waiting for the weapons update to finish to do new tutorials, so they are up to date.
Along the way, we would like to do more contextual help to teach players. Little hints and GUI elements that tell the player exactly what to do, without being obstructive. Since I can’t play the game with the eyes of a new player, these things are often hard to find, so If anyone has an idea about those kinds helpful elements, I gladly listen to it in the discord. - schema
Questions are open for the next one here: [12th of May] Schine Bi-weekly Q&A
What are the plans for scaling armor better on large ships? Are you going to stick with the current linear model, or adopt a more exponential-based one?
A: We would like to try a linear model first, but if we see that it won’t fit our requirements, we will likely switch to an exponential one. - schema
Do you plan for middle term (before 2019) to implement features for players who don't focus on fight ?
Because actually aside fight, there is only creative aspect but no in game relation/utility (aside host a MP faction).
Actually i play with logics and rails, but same finding...
I don't speak necessarely about full/complex features but some draft to play with waiting better...
A: As we move on with the universe update (which is affecting all play styles, especially players that don’t fight), we will release milestones as dev builds along the way - schema
Will the game allow players who play as a nomad to access features reserved only for empire building factions?
For instance could players build a fleet of ships and treat these ships as a mobile space station? Sort of like a migrant fleet where either one or more ships will have space station like functions. Such as respawning, shipyard, factories, ect.
A: These features are on our list, but I can’t say yet with certainty if it will be exactly that way. We always wanted to make some kind of hybrid of space station and ship, and if it fits within our balance and our new universe, we will definitely go forward with it. - schema
Have you had a chance to skim the suggestion to allow 'reactor' chambers to double as functional, navigable interior spaces directly, rather than making interior spaces compete with system bricks inside of hulls? Is it possible that we might ever see development of ship systems head in this direction, will chambers and other systems likely remain as solid masses, or is this just a notion to examine at a much later date after the universe update has been released and stabilized?
Systems 2.0 is still going through development and things haven't been completely set in stone, so it's not too late to consider and I thought I should ask, though the notion of 'integrity' seems utterly incompatible and probably torpedoes this option at this point.
A: We already have some plans that overlap with the crew part of the suggestion quite a bit. I can’t say yet exactly what our crew system is going to look, because implementation can always go in a different way than originally planned. It might be a good idea to tie in functional crew with chambers somehow, but I can’t promise anything in that regard. I will definitely think about the possibility. - schema
I've spoken with a few casual players of Starmade who haven't touched the game since pre-power 2.0, and I've found that for people who only know the old system all of the new mechanics are a bit confusing at first, and many of the new features and equations are a bit hard to comprehend or figure out. Aside from the wiki, what other plans do you have for informational/tutorial-type help? Some options include built-in interactive tutorial worlds (think of it as being like Elite Dangerous' tutorial that involves a short sequence of missions in a world that automatically resets upon exit), downloadable worlds with examples and explanations of specific features, and the classic tutorial video.
A: We noticed the same problem. We are currently working on ways to teach players the mechanics without them having to read a wiki or watch a tutorial. However, those options will still be available. We are just waiting for the weapons update to finish to do new tutorials, so they are up to date.
Along the way, we would like to do more contextual help to teach players. Little hints and GUI elements that tell the player exactly what to do, without being obstructive. Since I can’t play the game with the eyes of a new player, these things are often hard to find, so If anyone has an idea about those kinds helpful elements, I gladly listen to it in the discord. - schema