I recommend having two different downloads for Starmade. They will both have the same resources. The difference will be in the configuration files.
1. Roleplay/Builder Edition
2. Combat Edition
I say the game absolutely needs to be distributed in at least two forms, because of the disparity between Scifi media, and the reality of needing limited systems. In short, Scifi media shows ships as empty vessels, with many rooms, and very few (but highly effective) systems. On the other hand, combat-optimized building systems emphasizes system building versus rooms and role-play-spaces.
So in the one game of Starmade you have two diametrically-opposed camps:
The combat competitors versus the creative builders.
Take this deckplan as an example of a standard Scifi "floorplan". It's almost nothing but rooms.
Where did you say you wanted the hyperdrive? In the overhead compartment? In the wing with the fuel?
The following floorplan is a little more reasonably balanced between walkable floorspace and systems, but still has a huge floorspace-to-systems ratio.
These kinds of deckplans are great for shows and movies, where the stars of the show are seen discussing their situations during long walks through corridors, doorways, rooms, and elevator cabs.
This is generally where the roleplay and re-creation builders want to be. Lots of floor space. Lots of detail. Very few "system blocks". Translated to Starmade, that translates to high-output, high-efficiency systems, of which few are needed to make the ship fully functional and fly-able.
Now compare that with the combat competitor's standard ship layout. They -might- have a core room with a little walking space, but their floor-space is rarely going to exceed 1% of the ship's layout.
As long as you have all systems with the same effectiveness, the roleplay/recreation ships are going to be positively decimated and outperformed at every turn by competitive ships packed with systems.
How do you reconcile the two camps in one game? I think you should offer two sets of downloads. One for competitors, and one for creative builders, with wildly different default configurations.
Everybody gets to feel like they are downloading the "real" game, not a pale imitator, and they get the system default configuration the conforms best to their play-style.
The real trick, server-side is to have the "type" of game prioritize servers that follow that version's "philosophy". I.e. Combat-downloaders connect to combat-style servers, while role-play-downloaders connect to builder-style servers.
We can do this manually now, but all too often, the two camps get onto the same server and try to play by the same configuration, but with opposing mindsets. It just doesn't work. the builders feel like they are outgunned (and boy, are they!), while competitors prefer raw performance and don't get a lot of fun out of poking holes in a builder's weaker creation.
1. Roleplay/Builder Edition
2. Combat Edition
I say the game absolutely needs to be distributed in at least two forms, because of the disparity between Scifi media, and the reality of needing limited systems. In short, Scifi media shows ships as empty vessels, with many rooms, and very few (but highly effective) systems. On the other hand, combat-optimized building systems emphasizes system building versus rooms and role-play-spaces.
So in the one game of Starmade you have two diametrically-opposed camps:
The combat competitors versus the creative builders.
Take this deckplan as an example of a standard Scifi "floorplan". It's almost nothing but rooms.
Where did you say you wanted the hyperdrive? In the overhead compartment? In the wing with the fuel?
The following floorplan is a little more reasonably balanced between walkable floorspace and systems, but still has a huge floorspace-to-systems ratio.
These kinds of deckplans are great for shows and movies, where the stars of the show are seen discussing their situations during long walks through corridors, doorways, rooms, and elevator cabs.
This is generally where the roleplay and re-creation builders want to be. Lots of floor space. Lots of detail. Very few "system blocks". Translated to Starmade, that translates to high-output, high-efficiency systems, of which few are needed to make the ship fully functional and fly-able.
Now compare that with the combat competitor's standard ship layout. They -might- have a core room with a little walking space, but their floor-space is rarely going to exceed 1% of the ship's layout.
As long as you have all systems with the same effectiveness, the roleplay/recreation ships are going to be positively decimated and outperformed at every turn by competitive ships packed with systems.
How do you reconcile the two camps in one game? I think you should offer two sets of downloads. One for competitors, and one for creative builders, with wildly different default configurations.
Everybody gets to feel like they are downloading the "real" game, not a pale imitator, and they get the system default configuration the conforms best to their play-style.
The real trick, server-side is to have the "type" of game prioritize servers that follow that version's "philosophy". I.e. Combat-downloaders connect to combat-style servers, while role-play-downloaders connect to builder-style servers.
We can do this manually now, but all too often, the two camps get onto the same server and try to play by the same configuration, but with opposing mindsets. It just doesn't work. the builders feel like they are outgunned (and boy, are they!), while competitors prefer raw performance and don't get a lot of fun out of poking holes in a builder's weaker creation.