Hello,
I played Starmade quite a while ago and I had some essential ideas to change the game. Now I started to play it again and I would like to post new ideas in regard of all recent patches especially including the changes to weapons, which I think, are quite good. At least it shows me, the creator(s) of this game are still changing a lot in the game.
Gameplay: This game is about harvesting things by fighting pirates or by mining/exploring. The more money you get, the more you can basically earn. Also your combat strength increases. Money shouldn't be of great consideration to balance ships, as there is always the possibility of maximization, however they should be a factor to contribute to the progress a player can make.
My suggestions aim to the following: Having diversity in gameplay by multiple efficient options and the design of ships. What we have to balance is the need of filling ships in order to maximize utility. I don't think that is nice. There should also be the possibility to walk around in your ship and watch the utility blocks being all there. Maybe have some decorations. Having the feeling of a real big spaceship with its interiour without the knowlodge of having "wasted" efficiency for "just" some decoration. My ideas are mostly about efficiency and design, also with the required changes to aquire that. I would gladly help out with more detailed numbers, as I think this might be one of the most difficult things to figure out.
Let's start.
-> Hitpoints for shields, armor, structure. Core no longer the singular block to kill.
There is a display for hitpoints but no use of it. My idea is the following, having 3 stats to define the defenses of each ship:
- Shields: Blocks all damage. Regenerates out of combat relatively quickly but also in combat a little. This "under fire" regeneration guarantees immunity against relatively small ships, which you can't harm at all. The armor % of the block hit defines the damage taken to the shield (usually hull is the thing being hit). Capacity and regeneration are based on the amount of shield blocks.
- Armor: When the shield is down, the ship armor takes damage. While block damage is prevented, utility blocks (e.g. weapons, engines, power, etc.) can get temporarily malfunctional if hit. While being attacked, block after block the status of being malfunctional is spreading by letting attacks penetrate already afflicted blocks. This is not to be confused with block hitpoints, this is only a state of temporarily not working blocks. This does not spread very drastically, as there is still armor doing its job. Armor regenerates rather slowly out of combat, but can also be repaired externally (or maybe internally too? Healing turrets with AI?). The total amount of all blocks plus all empty blocks surrounded by at least 5 blocks in any distance [Everything inside the ship, even unused space] define the amount of armor. This will cause bulky ships to be sturdier but easier to hit. (also the interiour of the ship, where you could walk around still accounts to armor)
- Structure: If shields and armor are down, the blocks itself get damaged. They will be eliminated just like now. Malfunctioning blocks are already at ~25% HP and allow penetration. The total amount of all blocks in the ship defines the structure hitpoints, however it is an amount roughly equal to the destruction of 30% of the ships content, as the structure hitpoints drop with each block destroyed. If enough blocks are destroyed, the ship becomes a wreck and salvagable. It stops regenerating anything. The core is a weakspot which takes additional damage, but to destroy the ship (owner), you need to bring the structure hitpoints to 0. Entering a wreck will initially fix some systems, but cripple weapons, engines, shields, armor and power systems for a duration based on total block amount.
-> Save the blueprint of each ship in itself to allow a repair feature.
Makes little damages hurt much less. Also great usability for repair tools. Make a quick save button or shortcut somewhere for it, and if it is already damaged, disallow save or ask if the player is sure about saving a damaged ship. Also if bought from a blueprint, use that blueprint automatically (the same with saving blueprints).
-> Weapons and Engines need to be put outside to allow vulnerabilities.
Engines should be the vulnerable spot of each ship, so the ship takes more damage or even temporary engine malfunctions despite of shields. They should be in need to be on the outside (not covered with a hull block in one direction). The result is no hull protection on engines. Also, decorative elements which are not utility blocks or hulls elements should just bypass attacks to calculate damage taken to shields for example. Engines adjacent to engines on the outside should provide 30% less efficiency. Those directly "behind" them should provide only 20% less efficiency. And for each block of distance this is another 20%/30% efficiency less. Also, to actually work, engines (and weapons) need to be outside to work at all.
-> Alter aiming and movement in massive ways.
Movement is a great issue in the game. It defines so much in this game - taking damage, dealing damage, fleeing, chasing. I would orientate to the old game "Freelancer", which was awesome, at least in its ship controls. Navigating sideways should only be possible at 10% speed at maximum. Weapons should only be able to shoot forward in a cone of 45°, ships would require to fly in the direction of their target (or face them) for the duration of their attack and therefore need to be mobile.
--> Turret act as normal weapons, but require more power.
Instead of making them AI at standard, they should be 360° rotating weaponry on medium and larger ships. There should be an option for a view for ships, where the ship turn does not follow the cursor/aiming. You fire them like regular weapons, but only those fire which have line of sight to the target (not obstructed by your own ship blocks). Also, turrets need a disadventage, so let them require 30% more power per attack. AI turrets act on themselves, but their energy cost per attack should be increased by another 30%. Also, currently turrets have lost their advantage of shooting down smaller ships, as they miss 99% of their attacks, it's like they aren't even trying. If the movement change shouldn't be enough, their aiming needs to improve. They can't hit anything on a range of even 500... maybe a capital sized carrier... but that's not their real purpose, is it?
---> Turrets become protected by the shield of the ship they are attached to.
Turrets can be a weakspot on each ship, but they should not be easy picking for even the slightest of attacks. In case their average durability is too low, they should be protected by their host. Easy solution (I think I got this from one suggestion from somewhere on the forums), the turrets share the shield of the host ship, but it needs to be dependant of the host ship, how much. I would suggest the following:
As long as the shield is over 50%, the absorbtion is 100% for the turret.
If it is below 50%, the damage absorb on the turrets drop from 100% to 0% as the shield of the host drops from 50% to 0%. So before the turrets can be clipped as weakspots, the shield needs to be down enough. Remember, beside the shields there is still the armor, so until ~30% of the total HP (disregarding structural HP) is destroyed, the turrets are immune.
----> Speed between 20-80, hyperdrive for 150-200.
Speed should be variable along with turning speeds. Smaller ships faster, bigger ships slower. Make a hyperdrive for a maximum speed thing, which needs to be charged for some time. The speed should vary between ~20-80, while hyperdrive should be a set 150-200. While in hyperdrive, ships are invulnerable and untrackable, but can also not attack themselves. Also, if a ship drops out of hyperdrive, its power drops to 25%, shields to 50% (and both regenerate quickly to 100% if not under fire within these few seconds) and weapons will not work for several seconds (depending on size, also prolonged if under attack). This should fix the issue with standardized flying speeds and make hyperdrive not a charge-attack-style of thing.
-> Missiles (and everything with even a little AoE) should deal a base damage plus a potential increase of up to ~200% of their damage if it can hit enough blocks with their AoE.
Best case is a spot in a form of a cave, surrounded on 5 of 6 sites with blocks. The damage potential should be much greater there. However, if a missile can only hit a standing out spike, it should deal much less damage. This is rather important for shields and armor, as blocks get destroyed correctly anyways. This will also assist the creation of clever ship designs and also grant adventages and disadventages in different designs. For example, if you surround the back side of the engines with a weird long hull case, someone could still fire a missile in the middle, and the surrounding hull is actually increasing the damage taken (whereas the weakspot 'engine' is much harder to get to).
-> Allowing decorative interiour of ships by balancing utility blocks so, that there is no need and sense to "fill" the rest of the empty space.
By using the energy generator dimension limitation, you can also limitate the amount of blocks within each ship. Additional power generators cause increasing disadventages. While they increase power generation even further for really hungry ships, they should also decrease shield regeneration power. Technically, they would "redirect" shield energy into more power (rapidly exponentially increasing that amount). Also, shield blocks should drain energy passively. The more you use for shields, the less you have left for other systems like weapons. Power storage modules should also drain passively more energy. Engines and weapons will just need too much energy on use. Make all computer systems use up energy by default (depending on the amount of their modules) to prevent filling the rest of the ship with them as "options". All these changes would greatly increase decision making.
[I would really like to build ships without filling them "after I am finished with the important stuff" with shield generators and regenerators. Maybe add a /fill option instead...]
--> Power cores will be calculated only once in the dimensions formula and additional ones transfer big chunks of shield strength into power.
Power generation should be the limiting element of each ship, the calculations with dimensions is a great solution for that. I would alter it as follows: Their dimensions form a cuboid which prevents any more than only one of this function to happen. Additional power generators will give much less of that power, however, additional power should not be needed in normal cases. Power should still be a deciding factor in combat. I would suggest to let power generators act also partially as power storage, while the power storage modules will grant additional power capacity for the cost of shield capacity (for those kinds of ships, which need it). Same principle as above.
Under the line: Adding too much of a certain block type should have a purpose, like having more energy generation and capacity for deathrays. Or having more shields and less energy for more durability. Also more engines for more speed, but as it should require way more power to utilize, shields and damage would suffer. If your ship is smaller, it is way harder to hit, but it itself deals less damage.
Example:
You have standard 2000 blocks of interiour to fill with utility blocks. Most of it should not and need not to be filled - some space to walk around in your ship. Your ship inside has the a cubic capacity of 20 (length) x 10 x 10 (=2000 blocks).
You build the power generator 'grid' with the optimum of 20 + 10 + 10 blocks, this is the main scale of things you can build inside and how you can handle these things in action.
You have 1960 blocks left. You build 200 engines on a outside surface of 10x5 x2 times. 100 blocks replace the actualy hull, the other 100 blocks are behind them. This design might prove a big weakness on the back side, but spares much power for other things. We have 1860 blocks left. We build 300 shield capacitors and 100 shield regenerators. 1460 left. We add some cannons, 4 guns with each 60 blocks. 1220 left. We add some rockets for extra burst, 3 with each 80 blocks. 980 blocks left. Done. Now we fill the inside of the ship or leave it as it is. The power consumtion should be that of a normal fighter, well balanced. It can deplete in combat, but that's normal and not a big issue.
-> If you add more power generators or capacitors, you lose shield power (defensive power). You can use it to have even bigger or much more power hungry weapons. Or more weapon versatility. Or more speed and maneuverability. Or stealth systems. [There would be still a loophole to exploit. But that's still fixable.]
Addition: Decorative blocks of all kind weigh nothing in regards of movement and speed and are ignored by any damage physics. They will get destroyed thought if penetrated or caught in an AoE.
-> Stealth.
Stealth is often a mighty weapon in skilled hands in most of the games. It should come along with adequate (dis)adventages... but it should at least come with some sense! As of now, it works really weird. It only makes really sense, if you can hide before you can see an enemy, which is mostly possible if having permanent stealth. This should not be a big issue, just a question of building a ship. Also it needs to be merged with the radar thing, as both of them make no sense individually. It should cost quite some sacrifices, like missing versatility, less defenses, special ship designs, making them weak in face to face combat, but strong on surprise attacks. Also allow them to restealth, but make it cost power, and even more power if hit while being stealthed to sustain the stealth. See next paragraph for more details.
-> Power and shield regeneration.
In EVE-Online the regenerations of these things are interesting. They regenerate more if they are lower, but not too low. I think that is quite clever to alter regeneration based on their capacity state. I would suggest the following:
As the power is more filled, it regenerates faster.
On 0% it regenerates with 40% efficiency. On 100% it regenerates with 100%. On 50% it regenerates with 70%. In cases of stealthers it would allow permanent stealth mostly only if their energy is at least ~50-70% (they would also need to stop engines to spare power). If they drop below that, their energy generation becomes too low to maintain permanent stealth. Also this allows a combat gameplay where bursting or keeping sustained firepower is a decision to make. Also using engines excessively would have influence on all that, but be only really a matter for bigger ships. This will grant the game much more depth.
For shields however, I think the same should apply, however, with one further adjustment while being under fire: The regeneration needs to drop to ~30% if being hit. It should gradually get back to 100% if not hit for several seconds. If the shield drops to 0%, it becomes passive: It will not absorb anything until it reaches 30% by its regeneration (ignoring being under fire) (also a maximum regeneration of 2% per second under this circumstance). At this point it reactivates by being at 30%. This makes big burst weapons even more powerful, as they can drop the shields immediately low to prevent a good chunck of their regeneration they would have under perma-fire.
-> The bigger the weapons, the more the damage, the higher the AoE and/or penetration, the slower the attack rate, the slower the shots, the higher the power requirement (all in relation of course).
(Each weapon should have different base strengths regarding splash damage and penetration, and they should never just destroy one singular block by default!)
Bigger weapons tend to be on bigger ships. If you have 100 cannons to distribute, the following happens:
100 - You have a big cannon with the highest damage potential out of the 100 cannons. If your shots hit, they hurt a lot. However, they have problems hitting and require very much power.
50, 50 - You have 2 cannons with a good damage potential. Your shots are faster and hit well. The aiming is ok to hit even smaller ships.
25, 25, 25, 25 - You have 4 small cannons with moderate damage. Your shots fire quite rapidly and hit very well. You can hit much smaller ships than yours.
10x 10 - 10 cannons with low to 'ok' damage. Your shots are so fast they hit even the tinyest of ships. The energy consumtion is quite low and allows to exist as secondary systems. Maybe put them on turrets.
Examples with ratings:
Interceptor (small fighter)
Size: 1 (grants superiour defenses to bigger weapons and slower ships)
Attack: 1 (effective against all speeds, but only up to defense 3)
Defense: 1
Speed (which adds to defense): 10
Fighter (medium fighter)
Size: 3
Attack: 3 (effective against up to speed 8, up to defense 5)
Defense: 3
Speed: 8
Stealth Bomber (medium sized assassin)
Size: 3
Attack: 5 [big burst weaponry] (effective against up to speed 5, up to defense 7)
Defense: 1
Speed: 7
Barrier (medium-large sized tanky frontline)
Size: 4
Attack: 3 [weapons with disturbing functions] (up to speed 8, up to defense 5)
Defense: 7 [destined to withstand heavy punishment]
Speed: 5
Cruiser (large fighter)
Size: 5
Attack: 5
Defense: 5
Speed: 6
The possibilities would be endless. However, as of now, aiming is a misery, turrets are useless, movement is ridiculous, but the potential for awesomeness is there!
Bugs:
- Unguarded space stations can be quickly "looted" by placing a building block somewhere on it and using a 10x10x10 deleting cube. I don't think this makes sense in regard of the existence of salvage cannons. I see it as an easy exploit to get credits very quickly. Solution: Deny the possibility of using (or also placing of) building blocks on stations or ships which do not belong to you. This allows a continual progress in the game for players.
- Turret AI uses weapon combinations weirdly. It fires with all weapons regularly and seems to either ignore or use combinations. Hint: Make all weapons on cooldown after changes to their combinations / effects to prevent abuse.
Trust me, these changes would improve the game mechanics by far.
Greetings!
I played Starmade quite a while ago and I had some essential ideas to change the game. Now I started to play it again and I would like to post new ideas in regard of all recent patches especially including the changes to weapons, which I think, are quite good. At least it shows me, the creator(s) of this game are still changing a lot in the game.
Gameplay: This game is about harvesting things by fighting pirates or by mining/exploring. The more money you get, the more you can basically earn. Also your combat strength increases. Money shouldn't be of great consideration to balance ships, as there is always the possibility of maximization, however they should be a factor to contribute to the progress a player can make.
My suggestions aim to the following: Having diversity in gameplay by multiple efficient options and the design of ships. What we have to balance is the need of filling ships in order to maximize utility. I don't think that is nice. There should also be the possibility to walk around in your ship and watch the utility blocks being all there. Maybe have some decorations. Having the feeling of a real big spaceship with its interiour without the knowlodge of having "wasted" efficiency for "just" some decoration. My ideas are mostly about efficiency and design, also with the required changes to aquire that. I would gladly help out with more detailed numbers, as I think this might be one of the most difficult things to figure out.
Let's start.
-> Hitpoints for shields, armor, structure. Core no longer the singular block to kill.
There is a display for hitpoints but no use of it. My idea is the following, having 3 stats to define the defenses of each ship:
- Shields: Blocks all damage. Regenerates out of combat relatively quickly but also in combat a little. This "under fire" regeneration guarantees immunity against relatively small ships, which you can't harm at all. The armor % of the block hit defines the damage taken to the shield (usually hull is the thing being hit). Capacity and regeneration are based on the amount of shield blocks.
- Armor: When the shield is down, the ship armor takes damage. While block damage is prevented, utility blocks (e.g. weapons, engines, power, etc.) can get temporarily malfunctional if hit. While being attacked, block after block the status of being malfunctional is spreading by letting attacks penetrate already afflicted blocks. This is not to be confused with block hitpoints, this is only a state of temporarily not working blocks. This does not spread very drastically, as there is still armor doing its job. Armor regenerates rather slowly out of combat, but can also be repaired externally (or maybe internally too? Healing turrets with AI?). The total amount of all blocks plus all empty blocks surrounded by at least 5 blocks in any distance [Everything inside the ship, even unused space] define the amount of armor. This will cause bulky ships to be sturdier but easier to hit. (also the interiour of the ship, where you could walk around still accounts to armor)
- Structure: If shields and armor are down, the blocks itself get damaged. They will be eliminated just like now. Malfunctioning blocks are already at ~25% HP and allow penetration. The total amount of all blocks in the ship defines the structure hitpoints, however it is an amount roughly equal to the destruction of 30% of the ships content, as the structure hitpoints drop with each block destroyed. If enough blocks are destroyed, the ship becomes a wreck and salvagable. It stops regenerating anything. The core is a weakspot which takes additional damage, but to destroy the ship (owner), you need to bring the structure hitpoints to 0. Entering a wreck will initially fix some systems, but cripple weapons, engines, shields, armor and power systems for a duration based on total block amount.
-> Save the blueprint of each ship in itself to allow a repair feature.
Makes little damages hurt much less. Also great usability for repair tools. Make a quick save button or shortcut somewhere for it, and if it is already damaged, disallow save or ask if the player is sure about saving a damaged ship. Also if bought from a blueprint, use that blueprint automatically (the same with saving blueprints).
-> Weapons and Engines need to be put outside to allow vulnerabilities.
Engines should be the vulnerable spot of each ship, so the ship takes more damage or even temporary engine malfunctions despite of shields. They should be in need to be on the outside (not covered with a hull block in one direction). The result is no hull protection on engines. Also, decorative elements which are not utility blocks or hulls elements should just bypass attacks to calculate damage taken to shields for example. Engines adjacent to engines on the outside should provide 30% less efficiency. Those directly "behind" them should provide only 20% less efficiency. And for each block of distance this is another 20%/30% efficiency less. Also, to actually work, engines (and weapons) need to be outside to work at all.
-> Alter aiming and movement in massive ways.
Movement is a great issue in the game. It defines so much in this game - taking damage, dealing damage, fleeing, chasing. I would orientate to the old game "Freelancer", which was awesome, at least in its ship controls. Navigating sideways should only be possible at 10% speed at maximum. Weapons should only be able to shoot forward in a cone of 45°, ships would require to fly in the direction of their target (or face them) for the duration of their attack and therefore need to be mobile.
--> Turret act as normal weapons, but require more power.
Instead of making them AI at standard, they should be 360° rotating weaponry on medium and larger ships. There should be an option for a view for ships, where the ship turn does not follow the cursor/aiming. You fire them like regular weapons, but only those fire which have line of sight to the target (not obstructed by your own ship blocks). Also, turrets need a disadventage, so let them require 30% more power per attack. AI turrets act on themselves, but their energy cost per attack should be increased by another 30%. Also, currently turrets have lost their advantage of shooting down smaller ships, as they miss 99% of their attacks, it's like they aren't even trying. If the movement change shouldn't be enough, their aiming needs to improve. They can't hit anything on a range of even 500... maybe a capital sized carrier... but that's not their real purpose, is it?
---> Turrets become protected by the shield of the ship they are attached to.
Turrets can be a weakspot on each ship, but they should not be easy picking for even the slightest of attacks. In case their average durability is too low, they should be protected by their host. Easy solution (I think I got this from one suggestion from somewhere on the forums), the turrets share the shield of the host ship, but it needs to be dependant of the host ship, how much. I would suggest the following:
As long as the shield is over 50%, the absorbtion is 100% for the turret.
If it is below 50%, the damage absorb on the turrets drop from 100% to 0% as the shield of the host drops from 50% to 0%. So before the turrets can be clipped as weakspots, the shield needs to be down enough. Remember, beside the shields there is still the armor, so until ~30% of the total HP (disregarding structural HP) is destroyed, the turrets are immune.
----> Speed between 20-80, hyperdrive for 150-200.
Speed should be variable along with turning speeds. Smaller ships faster, bigger ships slower. Make a hyperdrive for a maximum speed thing, which needs to be charged for some time. The speed should vary between ~20-80, while hyperdrive should be a set 150-200. While in hyperdrive, ships are invulnerable and untrackable, but can also not attack themselves. Also, if a ship drops out of hyperdrive, its power drops to 25%, shields to 50% (and both regenerate quickly to 100% if not under fire within these few seconds) and weapons will not work for several seconds (depending on size, also prolonged if under attack). This should fix the issue with standardized flying speeds and make hyperdrive not a charge-attack-style of thing.
-> Missiles (and everything with even a little AoE) should deal a base damage plus a potential increase of up to ~200% of their damage if it can hit enough blocks with their AoE.
Best case is a spot in a form of a cave, surrounded on 5 of 6 sites with blocks. The damage potential should be much greater there. However, if a missile can only hit a standing out spike, it should deal much less damage. This is rather important for shields and armor, as blocks get destroyed correctly anyways. This will also assist the creation of clever ship designs and also grant adventages and disadventages in different designs. For example, if you surround the back side of the engines with a weird long hull case, someone could still fire a missile in the middle, and the surrounding hull is actually increasing the damage taken (whereas the weakspot 'engine' is much harder to get to).
-> Allowing decorative interiour of ships by balancing utility blocks so, that there is no need and sense to "fill" the rest of the empty space.
By using the energy generator dimension limitation, you can also limitate the amount of blocks within each ship. Additional power generators cause increasing disadventages. While they increase power generation even further for really hungry ships, they should also decrease shield regeneration power. Technically, they would "redirect" shield energy into more power (rapidly exponentially increasing that amount). Also, shield blocks should drain energy passively. The more you use for shields, the less you have left for other systems like weapons. Power storage modules should also drain passively more energy. Engines and weapons will just need too much energy on use. Make all computer systems use up energy by default (depending on the amount of their modules) to prevent filling the rest of the ship with them as "options". All these changes would greatly increase decision making.
[I would really like to build ships without filling them "after I am finished with the important stuff" with shield generators and regenerators. Maybe add a /fill option instead...]
--> Power cores will be calculated only once in the dimensions formula and additional ones transfer big chunks of shield strength into power.
Power generation should be the limiting element of each ship, the calculations with dimensions is a great solution for that. I would alter it as follows: Their dimensions form a cuboid which prevents any more than only one of this function to happen. Additional power generators will give much less of that power, however, additional power should not be needed in normal cases. Power should still be a deciding factor in combat. I would suggest to let power generators act also partially as power storage, while the power storage modules will grant additional power capacity for the cost of shield capacity (for those kinds of ships, which need it). Same principle as above.
Under the line: Adding too much of a certain block type should have a purpose, like having more energy generation and capacity for deathrays. Or having more shields and less energy for more durability. Also more engines for more speed, but as it should require way more power to utilize, shields and damage would suffer. If your ship is smaller, it is way harder to hit, but it itself deals less damage.
Example:
You have standard 2000 blocks of interiour to fill with utility blocks. Most of it should not and need not to be filled - some space to walk around in your ship. Your ship inside has the a cubic capacity of 20 (length) x 10 x 10 (=2000 blocks).
You build the power generator 'grid' with the optimum of 20 + 10 + 10 blocks, this is the main scale of things you can build inside and how you can handle these things in action.
You have 1960 blocks left. You build 200 engines on a outside surface of 10x5 x2 times. 100 blocks replace the actualy hull, the other 100 blocks are behind them. This design might prove a big weakness on the back side, but spares much power for other things. We have 1860 blocks left. We build 300 shield capacitors and 100 shield regenerators. 1460 left. We add some cannons, 4 guns with each 60 blocks. 1220 left. We add some rockets for extra burst, 3 with each 80 blocks. 980 blocks left. Done. Now we fill the inside of the ship or leave it as it is. The power consumtion should be that of a normal fighter, well balanced. It can deplete in combat, but that's normal and not a big issue.
-> If you add more power generators or capacitors, you lose shield power (defensive power). You can use it to have even bigger or much more power hungry weapons. Or more weapon versatility. Or more speed and maneuverability. Or stealth systems. [There would be still a loophole to exploit. But that's still fixable.]
Addition: Decorative blocks of all kind weigh nothing in regards of movement and speed and are ignored by any damage physics. They will get destroyed thought if penetrated or caught in an AoE.
-> Stealth.
Stealth is often a mighty weapon in skilled hands in most of the games. It should come along with adequate (dis)adventages... but it should at least come with some sense! As of now, it works really weird. It only makes really sense, if you can hide before you can see an enemy, which is mostly possible if having permanent stealth. This should not be a big issue, just a question of building a ship. Also it needs to be merged with the radar thing, as both of them make no sense individually. It should cost quite some sacrifices, like missing versatility, less defenses, special ship designs, making them weak in face to face combat, but strong on surprise attacks. Also allow them to restealth, but make it cost power, and even more power if hit while being stealthed to sustain the stealth. See next paragraph for more details.
-> Power and shield regeneration.
In EVE-Online the regenerations of these things are interesting. They regenerate more if they are lower, but not too low. I think that is quite clever to alter regeneration based on their capacity state. I would suggest the following:
As the power is more filled, it regenerates faster.
On 0% it regenerates with 40% efficiency. On 100% it regenerates with 100%. On 50% it regenerates with 70%. In cases of stealthers it would allow permanent stealth mostly only if their energy is at least ~50-70% (they would also need to stop engines to spare power). If they drop below that, their energy generation becomes too low to maintain permanent stealth. Also this allows a combat gameplay where bursting or keeping sustained firepower is a decision to make. Also using engines excessively would have influence on all that, but be only really a matter for bigger ships. This will grant the game much more depth.
For shields however, I think the same should apply, however, with one further adjustment while being under fire: The regeneration needs to drop to ~30% if being hit. It should gradually get back to 100% if not hit for several seconds. If the shield drops to 0%, it becomes passive: It will not absorb anything until it reaches 30% by its regeneration (ignoring being under fire) (also a maximum regeneration of 2% per second under this circumstance). At this point it reactivates by being at 30%. This makes big burst weapons even more powerful, as they can drop the shields immediately low to prevent a good chunck of their regeneration they would have under perma-fire.
-> The bigger the weapons, the more the damage, the higher the AoE and/or penetration, the slower the attack rate, the slower the shots, the higher the power requirement (all in relation of course).
(Each weapon should have different base strengths regarding splash damage and penetration, and they should never just destroy one singular block by default!)
Bigger weapons tend to be on bigger ships. If you have 100 cannons to distribute, the following happens:
100 - You have a big cannon with the highest damage potential out of the 100 cannons. If your shots hit, they hurt a lot. However, they have problems hitting and require very much power.
50, 50 - You have 2 cannons with a good damage potential. Your shots are faster and hit well. The aiming is ok to hit even smaller ships.
25, 25, 25, 25 - You have 4 small cannons with moderate damage. Your shots fire quite rapidly and hit very well. You can hit much smaller ships than yours.
10x 10 - 10 cannons with low to 'ok' damage. Your shots are so fast they hit even the tinyest of ships. The energy consumtion is quite low and allows to exist as secondary systems. Maybe put them on turrets.
Examples with ratings:
Interceptor (small fighter)
Size: 1 (grants superiour defenses to bigger weapons and slower ships)
Attack: 1 (effective against all speeds, but only up to defense 3)
Defense: 1
Speed (which adds to defense): 10
Fighter (medium fighter)
Size: 3
Attack: 3 (effective against up to speed 8, up to defense 5)
Defense: 3
Speed: 8
Stealth Bomber (medium sized assassin)
Size: 3
Attack: 5 [big burst weaponry] (effective against up to speed 5, up to defense 7)
Defense: 1
Speed: 7
Barrier (medium-large sized tanky frontline)
Size: 4
Attack: 3 [weapons with disturbing functions] (up to speed 8, up to defense 5)
Defense: 7 [destined to withstand heavy punishment]
Speed: 5
Cruiser (large fighter)
Size: 5
Attack: 5
Defense: 5
Speed: 6
The possibilities would be endless. However, as of now, aiming is a misery, turrets are useless, movement is ridiculous, but the potential for awesomeness is there!
Bugs:
- Unguarded space stations can be quickly "looted" by placing a building block somewhere on it and using a 10x10x10 deleting cube. I don't think this makes sense in regard of the existence of salvage cannons. I see it as an easy exploit to get credits very quickly. Solution: Deny the possibility of using (or also placing of) building blocks on stations or ships which do not belong to you. This allows a continual progress in the game for players.
- Turret AI uses weapon combinations weirdly. It fires with all weapons regularly and seems to either ignore or use combinations. Hint: Make all weapons on cooldown after changes to their combinations / effects to prevent abuse.
Trust me, these changes would improve the game mechanics by far.
Greetings!