Well EVE has some more mechanics that come into play on this those ships role, what i described is only how they fight, other than that they are immune to many inderdiction systems, warp faster than other ships, can lock onto targets extremely fast, and they have bonuses to scrambling their warp and sublight engines, so in ganking they literally do what the name says, they intercept enemy ships before they can escape of reach their destination. And Interceptor the name itself, its true that a class of fighter has been called interceptor, but many other things are also called like that, what they all have in common is simply that they are designed to intercept something.Interceptor is quite an odd name. I thought interceptor were usually short range all-weather fighters, used mostly for taking out bombers then ballistic missiles. But whatever XD
Nearly, althou that would be true for all Frigate Size Ships in EVE, Interceptors (And 2 Faction Frigates) are just the kings of speed, like most Frigates move betweet 400 and 600ms, or 3000 to 7000ms with micro warp drives, Interceptors (and said faction frigates) can reach 10000 to 14000ms if i remember right. Although in EVE there are a couple more mechanics like Signature Size used in Combat that also benefit Interceptors, but kinda hard to explain in a few words :xThat sounds a lot like a corvette.(Well, at least in several space games) 100-150m, really fast and nimble.
Honest question, do we need Ship Classes? I mean in the end those are all over the Place same as with how Manufacturers Classify their Products. If its about seeing what an enemy ship might be, well you do have its Mass and Name, so that might be an Indicator, for example if i fly around with a 50k Mass ship will be cautios if i see something above that, if i see something below it, meh lets blow it.I can see how that could be an issue then. :/
The annoying thing in starmade is that you have only one thing you can use to make simple enough calculation and determine the ship's class. That would be the volume.
If we don't use that as our variable in our equations, we'd probably need the player to tell us what class the ship is. But that would be pretty limiting.
I honestly dont like Tier based Mechanics in such open environments, when it could be done much simpler.There is also however, something else that could be done. Or at least something I thought about.
This tiering idea for systems that I brought up earlier, was partly born out of a desire to make fast corvettes to take out bombers and fighters, just like they do in Sins of a Solar Empire, or well something like the SpringBlossom in X3 (love that ship :D ).
It revolves around having to install a larger higher tier multi-block system thruster on something that's barely big enough to have it, like the kind of ship you're talking about. That means, based on the tier and weight, and output of the system, it might be much easier to get a better approximation of the top speed the player is looking for. And the sheer size of the multi-block structure implies the ship will be of the right class automatically by fitting it. Think of it a little like ship Meta-data, if that makes sense ^^;
(I was considering adding that in this thread, but I thought that with the thruster update eventually coming I'd get even more flak, and well, I'm don't really know much about that update yet frankly..) What do you think about something like that ?
Okay this would be a large rant on game design, but to make it short:
In my opionion Starmade needs an "Average Flow", that means you take an average ship and look out of how many blocks its made viewed in percentages, that should create a rather ballanced and average jack of all trades like ship. What that average is also does depends on how players build, so you cant just take a currently average ship as those are based on a borken flow. Now say the average would be 10% of a ship is Thrusters, if something deviates from that Average Flow, it will lose and gain, say a ship now spots 30% Thrusters, it would be much more agile and faster, but for that it would need to sacrifice other blocks. Its pretty simple in theory, but highly complex in practice. The reason why this currently doesnt work is because Starmades Blocks arent ballanced against each other, some are basically just much more worth than others, and some soft and hard caps do even make it impossible on some blocks, like thrusters for example.
Like i explained earlier, in their current scale, ammo wouldnt make a difference in PVP, only PVE. So i think its not a viable solution,Would you think that making ammunition stores containing to scale missiles could help then ? And I mean by that, the missile tubes would be only that, tubes. And the missiles would be stored in a similar way as the cargo in the cargo system I mentioned, only the missiles would have to be full-size within the volume of the ammo store. So in essence, you could carry more less powerful missiles, but fewer really powerful ones, and you'd have to sacrifice space for it.
I know space might be an issue, and people can always build bigger. But a constraint like this is much more crippling because you'd need for each missile in stock a volume equal or lesser to your missile tube system, and the size would determine power more or less.
Exceptions make the rule so to say XDI'm glad someone mention the "golden factor" XD
That something I noticed a lot of people seem to forget really often. People trying to punish the player instead of rewarding them and use positive reinforcement.
However, I tend to wonder if simulators aren't an exception sometimes.. Lots of tedious stuff, but what's really fun and seems to keep people playing, is the payoff or all their effort and the chores they had to put up with. I'm not saying that's an absolute truth for everyone though
Joke aside, this is a good example for the fact that different people enjoy different things. I for exmaple know a few people in EVE who dont like any kind of combat, but they enjoy sitting in asteroid belt, mining the fuck out of some roids for hours, figuring out market trends in the Ingame market, producing stuff and selling it, they literally do nothing else since years... PVP, Exploration, Mission Running, nah they dont like that. For me personally thats like "WTF, that boring", for me as hobby game designer its an intriguing factor that such people do exist and actually are a very very important part of EVE community, without them EVE would not work. Same as with that there are different reasons why people play a game, most people do it for Fun, many still do it for fun but also other reasons, some do it for entirely differnt reasons. But yeah, before i ramble on this, this goes deep into Player Psychology and offering Game Play Diversity.
The funny thing is, the one-size-fits-all solution does exist, but its complex. Its called Game Design.The more I read this the more I'm thinking its true that a one-size-fits-all solution won't work out very well.. But that's apparently what the devs are aiming for themselves :/
Its annoying how there are so many things interfering with each-others right now. Its as if everything was put together without considering how it would mess with the rest.
And all those many things interfering with each other, well thats were Starmades Game Design currently fails, because its not just inventing differnt Game Mechanics and throwing them into a pot to create a game, no its also making all those Mechanics work together to form an engaging and fun experience for the player. I dont know if Schine actually has somebody with Game Designs experience, but i have the feeling that they dont.
Well all those servers were Survival XDThat's actually a pretty steep requirement IMO. 0_o
Well, for survival anyways..
I can't help but wonder if the average joe will really want to build into the 1,000,000 blocks ships, considering its so time consuming..
And I wonder if people playing the survival game mode, and having fleet battles either in PVE or PVP would have smaller ships than people playing something like battle mode or creative mode ?
Because that would really change everything about balance, because the costs and returns are different between survival and creative for example.. :/
Let me tell you the story of one of my faction members, he joined, never played Starmade before, i explained him some stuff, he did go fly off with a small auto miner, mined some planets, build his first 15k mass ship, didnt work that well against the servers pirates, he lost and replaced it 2 times, bit later he replaced it with a 55k ship and upgraded it to a point were it was nearly 60k. That happends in les than 2 weeks, with a player that never played the game before, and maybe was 2-3 hours active a day. So right now, if you do the overpowered Planet Mining (or some other things work too), you can gain resources at stupidly high rates.
Well they already said they wont put a cap on that, but that we propably will gain a server config for it, so server owners can decide.The way things are going, I wouldn't be surprised if Schine would cap ship size eventually..
I truly wonder what modern science would have to say about ships being the size/weight of a planet or something bigger trying to move around within a star system. (In starmade scale, those huge ships are larger than stars.. And thus weight more, if volume==mass applies to everything else.. )
The physics issues linked to that gotta be interesting.. You'd travel with your own star system orbiting your ship? Or maybe the ship would collapse on itself, given the strength and density of the material used probably wouldn't be enough to hold its own weight.. ಠ_ಠ
And honestly, Starmade is not really a good example for Physics, stuff in that game is so small, the suns and planets wont even have enough core mass to stay together. XD