Alright, so I am going to make a bold suggestion here. Allow servers to be configured to take away the incentives to have docked entities and replace those options with better ones. I'm not referring to carrier ships or turrets. By this, I mean..
1. Allow a server to change the configuration file so that ION effect and other passives will NOT transfer to any docked entities. This is to help balance turrets and docked entities, like heat seeker spammers, which may utilize their own power systems. This will also discourage docked entities by making them weaken your main ship and also by making them easier to kill. Also, as it stands, the main ship can extend it's ION effect to docked entities, without any additional ion module cost? This isn't very realistic. If the player wants ION effect on the docked entity, then the docked entity should have it's own ION effect modules and energy cost.
2. Allow a change so that power supply computers/modules and shield supply computers/modules CANNOT hit any ship they are docked to (or any entities attached to that same ship). This is to make docked power/shield injectors useless, so that people do not use them, and so there will not be horrible terrible lag in combat.
3. Allow servers to configure turrets to ONLY share the shields of entities up to two deep into the chain (this is to retain the ability to have them set to odd angles, like at a 45 degree angle to the main ship).
4. Allow a setting to be switched on which would make turrets ALWAYS draw their power from their own power and then the MAIN SHIP, skipping past any entities they are docked to in between. This would make docked power cores useless and so they would be discouraged, and thus would reduce lag quite a bit.
BUT WHY?!
You might be asking why I suggest we allow server admins to implement such extreme changes. Well, I'll tell you why. Players create docked power and shield injectors, and place them deep inside of their ships. In order to make a capable warship that is a bit larger (think 100k or larger), these are 100% necessary. There is no other way to provide the power for adequate ION effect, thrusters, shield rechargers, larger weapons arrays, radarjamming, etc. The problem happens when they enter into combat and these interior docked injectors start having their rail dockers blown off. The entities rattle around inside the ship, creating massive lag with all the collision detection going on. It can be so bad that it kills the server (think of a 1m mass ship having 30 docked injectors blown off). Suffice it to say, this really kills the joy of combat. There is enough lag from missile spam, lots of surface area, possible bounding box issues, ect. We gotta stamp out lag. This is key to making combat fun and this would be a good place to start.
So, removing this sort of functionality would be a real bummer, right? I think these features of StarMade add legitimate fun to BUILDING the ship and in creating smart designs, but it KILLS the PVP, which is ultimately the whole point right? So I am suggesting these features be REPLACED by new ones that are even better. This will require a bit of a paradigm shift here, and I think it should also guide new features. When a new feature is implemented, the question of the lag it will create in actual combat needs to be seriously considered, and if the feature would produce crazy lag, just do not do it. Think of something else. Think of something better. Stop making features that require docked entities to take advantage of them.
For replacements, there need to be options that fulfill the same features but which are located on the same entity. And while we're at it, we can add some cool new features.
REPLACEMENTS:
1. Instead of docked power injectors, introduce more ways to produce power past the power cap by placing new kinds of blocks on the SAME ENTITY, but give different pros and cons to them. Some possibilities may include "Nuclear reactors," which allow you to go over the power cap, but they blow up when destroyed, like warheads. They also damage astronauts that get too close. Perhaps there could be a kind of hydrogen fuel cell, which automatically fills itself up, but must be activated by logic to release the stored energy to the main ship (then logic turned off to allow them to refill with a short pause when switching between modes). These will also supply power above and beyond the power cap, but not as much as nuclear reactors. However, they would not explode when destroyed and astronauts could safely walk near them.
2. Instead of docked shield injectors, there could be a new block called the "Shield Fission Reactor," which could be turned on and off through logic. They work like a shield-recharger when on, but use significantly less power. They will, however, overheat if on for too long and explode. And if they are on when destroyed, they will create rather large explosions, like a more powerful warhead. If off, no explosion is created.
BALANCE CHANGES:
With these new blocks, reduce the HP penalty a bit, because now there will be more fragility to these larger ships and that would need to be factored in.
Well, that's all I have for now. I know these may seem like kind of drastic changes, but I think it's a very necessary shift in thinking that needs to happen. Thank you for your time, and as always, thoughts and suggestions are welcome.
1. Allow a server to change the configuration file so that ION effect and other passives will NOT transfer to any docked entities. This is to help balance turrets and docked entities, like heat seeker spammers, which may utilize their own power systems. This will also discourage docked entities by making them weaken your main ship and also by making them easier to kill. Also, as it stands, the main ship can extend it's ION effect to docked entities, without any additional ion module cost? This isn't very realistic. If the player wants ION effect on the docked entity, then the docked entity should have it's own ION effect modules and energy cost.
2. Allow a change so that power supply computers/modules and shield supply computers/modules CANNOT hit any ship they are docked to (or any entities attached to that same ship). This is to make docked power/shield injectors useless, so that people do not use them, and so there will not be horrible terrible lag in combat.
3. Allow servers to configure turrets to ONLY share the shields of entities up to two deep into the chain (this is to retain the ability to have them set to odd angles, like at a 45 degree angle to the main ship).
4. Allow a setting to be switched on which would make turrets ALWAYS draw their power from their own power and then the MAIN SHIP, skipping past any entities they are docked to in between. This would make docked power cores useless and so they would be discouraged, and thus would reduce lag quite a bit.
BUT WHY?!
You might be asking why I suggest we allow server admins to implement such extreme changes. Well, I'll tell you why. Players create docked power and shield injectors, and place them deep inside of their ships. In order to make a capable warship that is a bit larger (think 100k or larger), these are 100% necessary. There is no other way to provide the power for adequate ION effect, thrusters, shield rechargers, larger weapons arrays, radarjamming, etc. The problem happens when they enter into combat and these interior docked injectors start having their rail dockers blown off. The entities rattle around inside the ship, creating massive lag with all the collision detection going on. It can be so bad that it kills the server (think of a 1m mass ship having 30 docked injectors blown off). Suffice it to say, this really kills the joy of combat. There is enough lag from missile spam, lots of surface area, possible bounding box issues, ect. We gotta stamp out lag. This is key to making combat fun and this would be a good place to start.
So, removing this sort of functionality would be a real bummer, right? I think these features of StarMade add legitimate fun to BUILDING the ship and in creating smart designs, but it KILLS the PVP, which is ultimately the whole point right? So I am suggesting these features be REPLACED by new ones that are even better. This will require a bit of a paradigm shift here, and I think it should also guide new features. When a new feature is implemented, the question of the lag it will create in actual combat needs to be seriously considered, and if the feature would produce crazy lag, just do not do it. Think of something else. Think of something better. Stop making features that require docked entities to take advantage of them.
For replacements, there need to be options that fulfill the same features but which are located on the same entity. And while we're at it, we can add some cool new features.
REPLACEMENTS:
1. Instead of docked power injectors, introduce more ways to produce power past the power cap by placing new kinds of blocks on the SAME ENTITY, but give different pros and cons to them. Some possibilities may include "Nuclear reactors," which allow you to go over the power cap, but they blow up when destroyed, like warheads. They also damage astronauts that get too close. Perhaps there could be a kind of hydrogen fuel cell, which automatically fills itself up, but must be activated by logic to release the stored energy to the main ship (then logic turned off to allow them to refill with a short pause when switching between modes). These will also supply power above and beyond the power cap, but not as much as nuclear reactors. However, they would not explode when destroyed and astronauts could safely walk near them.
2. Instead of docked shield injectors, there could be a new block called the "Shield Fission Reactor," which could be turned on and off through logic. They work like a shield-recharger when on, but use significantly less power. They will, however, overheat if on for too long and explode. And if they are on when destroyed, they will create rather large explosions, like a more powerful warhead. If off, no explosion is created.
BALANCE CHANGES:
With these new blocks, reduce the HP penalty a bit, because now there will be more fragility to these larger ships and that would need to be factored in.
Well, that's all I have for now. I know these may seem like kind of drastic changes, but I think it's a very necessary shift in thinking that needs to happen. Thank you for your time, and as always, thoughts and suggestions are welcome.
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