Criss' Thread

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    Well that depends on your definition of pirate. If you're only counting NPC pirates, then you are probably right. Now players...well a lot of the time they tend to resort to piracy either to test out their fancy new destroyer, or when they are really hurting for *insert resource here*.
    If they were balancing around what players currently can do it would have no escort, at least 10 PD turrets and spam swarm missiles. Not exactly something newbie friendly
     

    Darkkon

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    I think at this point that Criss is right. We are arguing in circles on a thread meant to be about ships. We can always create a new thread somewhere to argue the strategical benefits of ship construction.
     

    Criss

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    no shields and only basic hull
    Actually it has very crap shields. They were the last thing I added after power, thrusters and jump drives. It also has a very weak scanner. That said it could be made more powerful if the dish on top was docked instead. Standard armor kinda just makes sense. It's pretty much the only protection it has and it doesn't mean much since the interior is so open and mostly made of hull.
     

    Lecic

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    Yes, standard armor is basically the only protection it has. But wouldn't the TG try and keep costs down and just use basic, anyway? The ship's main protection is that it can run away easily.
     

    Crimson-Artist

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    i think we're overanalyzing this. I just happy theres going to be something else other than isanths flying around.

    Criss, if the isanth zero is iconic then why not make it the starter ship? say that its one of schemadyne's/trading guild's older models that never found a buyer so the trading guild just wants to get rid of it. this will cement the isanths recognizable status as it will be the first ship players see and use before they start to build their first true ship.
     
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    Master_Artificer

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    Maybe this is why they should not release images of ships that they will be adding to the game. :/

    We all add what we think should be included in a basic ship, and it gets out of control.
     

    Darkkon

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    Maybe this is why they should not release images of ships that they will be adding to the game. :/

    We all add what we think should be included in a basic ship, and it gets out of control.
    Just goes to show that we are a very passionate fanbase.
     

    Criss

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    i think we're overanalyzing this. I just happy theres going to be something else other than isanths flying around.

    Criss, if the isanth zero is iconic then why not make it the starter ship? say that its one of schemadyne's/trading guild's older models that never found a buyer so the trading guild just wants to get rid of it. this will cement the isanths recognizable status as it will be the first ship players see and use before they start to build their first true ship.
    Without confirming or denying anything, I am personally hoping that the new player could find a way to assemble the parts for a starter ship via starter missions around the spawn station or find a way to buy from a selection of starter ships.
     
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    MrFURB

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    I dunno, I kinda like to see the TG designs be relatively inefficient and sometimes even a bit silly. At least the lower end stuff. The TG and their immediate opponents are likely going to be the first combat experience that new players have.

    I think there needs to be a balance struck between overwhelming the player with optimized PVP ships or designs so rotten that players can't use them as an example of how to improve. Ideally the ships a player first encounters would be just effective enough to make them see how things work and improve upon them. That said, there's no reason to not ramp up the difficulty as people leave corespace and enter voidspace. I have a sneaking suspicion that may be the way Schine will handle the difficulty curve.

    Someone who's used to working with PVP/faction tech will most likely have free reign to go wherever they please and always know how to overcome an obstacle. Someone who isn't used to that will be able to grow and learn with the core-ward factions, if that makes sense.
     
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    Lecic

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    I dunno, I kinda like to see the TG designs be relatively inefficient and sometimes even a bit silly. At least the lower end stuff. The TG and their immediate opponents are likely going to be the first combat experience that new players have.

    I think there needs to be a balance struck between overwhelming the player with optimized PVP ships or designs so rotten that players can't use them as an example of how to improve. Ideally the ships a player first encounters would be just effective enough to make them see how things work and improve upon them. That said, there's no reason to not ramp up the difficulty as people leave corespace and enter voidspace. I have a sneaking suspicion that may be the way Schine will handle the difficulty curve.

    Someone who's used to working with PVP/faction tech will most likely have free reign to go wherever they please and always know how to overcome an obstacle. Someone who isn't used to that will be able to grow and learn with the core-ward factions, if that makes sense.
    You make some good points.

    I think it might be a good idea to have a pair of weak (plain cannon) PD turrets on lower end TG ships. An average player will see this and copy the design. A SMART player will upgrade them to cannon/cannon.
     

    MrFURB

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    I think it might be a good idea to have a pair of weak (plain cannon) PD turrets on lower end TG ships. An average player will see this and copy the design. A SMART player will upgrade them to cannon/cannon.
    Ooh yes. There could be an escort vessel with a particular focus on point defense and other combat utilities.
     

    Crimson-Artist

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    Without confirming or denying anything, I am personally hoping that the new player could find a way to assemble the parts for a starter ship via starter missions around the spawn station or find a way to buy from a selection of starter ships.
    perhaps both options could work. start the player off with the tutorial quest then give players the option to branch it off into another quest line that would reward players with the starter ship.

    for instances, from the new game start that you explained in the Q&A players would start from the cryo pod and be able to walk left into the station or right into the airlock (the quick start option). why not have a NPC greet us in front of the cryo pod and offer to give us the tutorial mission. when we accept we are led into the station then before any actual tutorials are given we are told that the reward for finishing the tutorial would be the parts for build our first ship but as a alternate quest we can do something else and be rewarded with access to the starter ship(s).

    that way you have 3 new game options
    1. do the tutorial and get your starter parts
    2. do a branching quest and get the starter ship
    3. jump out the airlock and have a start similar to the current new game start.
     
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    You make some good points.

    I think it might be a good idea to have a pair of weak (plain cannon) PD turrets on lower end TG ships. An average player will see this and copy the design. A SMART player will upgrade them to cannon/cannon.

    Oh lekek, This is the trade guild a bunch of corporate corrupt little bastards, They do not care about loss as long as its "acceptable" If not, Send the fleet.

    All they care about is money and much like EA they won't spend it on making something good... only on something that makes them more money.
     
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    Lecic

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    Oh lekek, This is the trade guild a bunch of corporate corrupt little bastards, They do not care about loss as long as its "acceptable" If not, Send the fleet.

    All they care about is money and much like EA they won't spend it on making something good... only on something that makes them more money.

    You see if you've ever been in control of an empire you'd know that losing one ship or two but gaining ten and killing ten of your foe is an acceptable loss.
    So, what you're saying is, you DON'T think new players should be given ANY examples to copy or improve upon? That sounds like a very bad idea to me.
     
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    So, what you're saying is, you DON'T think new players should be given ANY examples to copy or improve upon? That sounds like a very bad idea to me.
    You must love to put words in peoples mouth you seem to do it all the time.

    What you seemingly forget (very conveniently) is that there is A a tutorial and B other NPC guilds.

    A player does not need to learn right off the bat how to make a PD turret rather he should come across other NPC's (That are not the TG) and learn that way.

    This is a corporate empire and there are many other empires out there if the player must he can use our official wiki or find a more advanced not profit orientated guild to look at.

    Another point to be made is that this is a cargo ship and its not the TG's main military which you also seem to conveniently forget. As Criss has already hinted at and stated there will be other ships most likely escorts with PD turrets and more advanced ships in more dangerous space.

    You seem to assume as well that there is no law in space rather we can look at an example say, ED which has both lawless and lawful space assuming we had this in starmade it might not even be required of this ship to have PD is safer areas and for more dangerous areas it will have an escort.

    Not every ship of every type in every guild has to have PD turrets or any other feature you would normally have as this is intended for progression and gameplay.
     

    Criss

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    Yeah guys I would ask that you wait bit before assuming things. There are as I said plenty of assets to get through and show off. As time goes on and you've seen more then perhaps we can debate this a little. Otherwise please be patient and hold off till later. There are 3 pages here already and a lot of it is debate over one ship. I'd rather not delete non-critical comments :)
     
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    Reilly Reese

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    The trade guild is likely the first NPC faction players will encounter and learn from. It makes sense to introduce a common and necessary defensive system to players early on.

    I think a good way to introduce PD would be to have very few TG ships in core space with PD- it's a personal expense that a freighter captain makes themselves, rather than something the TG will cover. This gives an opportunity to introduce PD without breaking the lore of "TG doesn't part with their money easily."
    Then, mid-space has nearly every freighter having at least a PD turret or two, and some even have the occasional escort.
    Finally, in the nearly lawless area of the galaxy (arms, very rim of the center section) has freighters with a few small offensive turrets, lots of PD, and nearly always have escorts. Freighters in this area could even have upgraded armor or shields.

    Criss , have you considered opening up opportunities for the community to work with the devs on this sort of thing?
    I believe at some point it was mentioned there would be a star system security rating much like EVE's Hi Sec Low Sec System. This particular craft would be doing work in High to medium rated systems where it is unlikely to be attacked. I would never see an Ibis (EVE Rookie Ship) in a low sec system because that's suicide.
     

    Criss

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    Lecic Involve the community with builds? As cool as that would be, it could end in disaster. Everyone has their opinion as to the best ship. That's not the point of these vessels. They are here to be an example, serve a specific role, and to become an interactive part of the universe. Somehow someone will find an excuse to put missiles on a TG ship, even though we have already discussed that the TG prefers cannon weaponry. We will however be doing more contests where players can submit ships for random factions. The details of that have yet to come about however I want to get that going soon.
     
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