- Joined
- Jun 26, 2013
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To everyone who will give into his or her time to read this, my intentions are solely to provide a different, stage view of the current status of the development of the game, and its mechanics, mostly focused to combat.
I mean no disrespect to anyone ever, I use information from previous alpha and beta testing, and also will try to show insight on how games are developed, and what currently the developers have told us in QA's
Currently, StarMade is in Alpha
And what this means, as in most software development, is that the main focus of this game stage, is to add all the planned features (or most of them) into the code, and remove as many bugs as possible from the interaction of the features on themselves. Therefore, most suggestions in this stage of development are encouraged to bug tracking and solving, and to test that the game features do work as intended, and are shaped to maximize the potential of the gaming software.
But I don't want to wait until release to tweak everything!
So, you won't! That is what beta testing phase is for. In beta, most features will be complete, so the interaction between mechanics is finally in the proper place to begin balancing everything out into the sweet spots everyone wants them to be. It is the main focus of a beta stage to sort balance into the game.
So, in alpha, what i should contribute should be....
Toward finding exploits, bugs, and anomalies in the game features as they are being added. X weapon effect does nothing, cores detach turrets, shields won't work, defensive bonuses don't work etc.... and make use of the bug tracker to sort out the issues as they keep adding features. To help Shape the features, not in values, but in use and functionality. Shields stop bullets?, good they work. How many? well, not in there yet. Do ships move like they should according to mass, and the games flight model? Yes, then move ahead. Do weapons do damage? All of them? With all effects? they all work for sure? in all situations? Good. And so on. Features that are inside, and have functionality, even if limited or not in their adequate spectrum, can wait a little bit to the beta stage. Also making the game as flexible and balanced into the main core feature in this case: Ship building. The more flexibility we try to add thru suggestions, the more designs become more viable for more roles, and the better the overall experience should be!
So, in the beta, I should make suggestions towards mechanics interacting with each other and balance them?
That is what the beta is for! It is the IDEAL stage to tweak all the numbers you want to tweak in any game.
Now, how I propose we look at combat now, and in the future.
Combat is a complex thing to balance, and that is something that must always be kept in mind.
In this game in particular, combat has several aspects, all of which will interact and directly affect the others once all of the mechanics are working the way they are intended to work. A shield stop bullets. Armor makes up the ship. Weapons damage shields and turrets. The ship moves the way it should.
So we can say combat is composed of:
Movement: The primordial thing to do in every situation that demands the use of force. This is terribly important to every game featuring combat, and even most of the ones that don't have it, use it as its main gameplay feature. It is something that inherently decides the nature of any engagement, and even a game.
Offense: The ability of the in-game features to cause damage to an enemy.
Defense: The ability to withstand damage, in any form, with the in'game features.
Skill: How actually able is the pilot or person in the game to perform the first three components.
Optional feature: Economy. War has to be profitable, right?
Several game systems make up more than one of the aspects listed here. And they are correlated, because movement directly affects your ability to deal damage, or defend yourself, in any given situation.
The game directly controls 3 of the 4 variables above. The first step, as i said before, in any Alpha, is making sure they all work the way they are intended to work.
Do combat works right now the way it should be?
Certainly not! Movement, the way I read the QA's and most of the moderator opinions, is still being reworked in order to make ships follow the flight model the developer wants to use in the game.
Offense is still being adapted, and although it works, it has more additions being planned to it.
Defense, is also having more features added, in the way of effect blocks.
Also, economy will sort out even more details, like fleet composition and ship size feasibility.
So, if i say that X system needs a rework right now, it could be biased due to game state?
Yes, I am very afraid almost all combat experience, from everyone, at this stage of development, while not futile, only serves on purpose: Making sure things have the functionality they should have, as explained above. Making sure things work, is our duty as players on Alpha stage, while trying to enjoy ourselves as much as we can!
I believe this is something to be read by everyone, depending on game stage development. I followed what I've seen people do in other alphas and beta I've been.
I mean no disrespect to anyone ever, I use information from previous alpha and beta testing, and also will try to show insight on how games are developed, and what currently the developers have told us in QA's
Currently, StarMade is in Alpha
And what this means, as in most software development, is that the main focus of this game stage, is to add all the planned features (or most of them) into the code, and remove as many bugs as possible from the interaction of the features on themselves. Therefore, most suggestions in this stage of development are encouraged to bug tracking and solving, and to test that the game features do work as intended, and are shaped to maximize the potential of the gaming software.
But I don't want to wait until release to tweak everything!
So, you won't! That is what beta testing phase is for. In beta, most features will be complete, so the interaction between mechanics is finally in the proper place to begin balancing everything out into the sweet spots everyone wants them to be. It is the main focus of a beta stage to sort balance into the game.
So, in alpha, what i should contribute should be....
Toward finding exploits, bugs, and anomalies in the game features as they are being added. X weapon effect does nothing, cores detach turrets, shields won't work, defensive bonuses don't work etc.... and make use of the bug tracker to sort out the issues as they keep adding features. To help Shape the features, not in values, but in use and functionality. Shields stop bullets?, good they work. How many? well, not in there yet. Do ships move like they should according to mass, and the games flight model? Yes, then move ahead. Do weapons do damage? All of them? With all effects? they all work for sure? in all situations? Good. And so on. Features that are inside, and have functionality, even if limited or not in their adequate spectrum, can wait a little bit to the beta stage. Also making the game as flexible and balanced into the main core feature in this case: Ship building. The more flexibility we try to add thru suggestions, the more designs become more viable for more roles, and the better the overall experience should be!
So, in the beta, I should make suggestions towards mechanics interacting with each other and balance them?
That is what the beta is for! It is the IDEAL stage to tweak all the numbers you want to tweak in any game.
Now, how I propose we look at combat now, and in the future.
Combat is a complex thing to balance, and that is something that must always be kept in mind.
In this game in particular, combat has several aspects, all of which will interact and directly affect the others once all of the mechanics are working the way they are intended to work. A shield stop bullets. Armor makes up the ship. Weapons damage shields and turrets. The ship moves the way it should.
So we can say combat is composed of:
Movement: The primordial thing to do in every situation that demands the use of force. This is terribly important to every game featuring combat, and even most of the ones that don't have it, use it as its main gameplay feature. It is something that inherently decides the nature of any engagement, and even a game.
Offense: The ability of the in-game features to cause damage to an enemy.
Defense: The ability to withstand damage, in any form, with the in'game features.
Skill: How actually able is the pilot or person in the game to perform the first three components.
Optional feature: Economy. War has to be profitable, right?
Several game systems make up more than one of the aspects listed here. And they are correlated, because movement directly affects your ability to deal damage, or defend yourself, in any given situation.
The game directly controls 3 of the 4 variables above. The first step, as i said before, in any Alpha, is making sure they all work the way they are intended to work.
Do combat works right now the way it should be?
Certainly not! Movement, the way I read the QA's and most of the moderator opinions, is still being reworked in order to make ships follow the flight model the developer wants to use in the game.
Offense is still being adapted, and although it works, it has more additions being planned to it.
Defense, is also having more features added, in the way of effect blocks.
Also, economy will sort out even more details, like fleet composition and ship size feasibility.
So, if i say that X system needs a rework right now, it could be biased due to game state?
Yes, I am very afraid almost all combat experience, from everyone, at this stage of development, while not futile, only serves on purpose: Making sure things have the functionality they should have, as explained above. Making sure things work, is our duty as players on Alpha stage, while trying to enjoy ourselves as much as we can!
I believe this is something to be read by everyone, depending on game stage development. I followed what I've seen people do in other alphas and beta I've been.
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