First things first, this is more of a discussion on game mechanics then a specific suggestion. But could eventually bring some useful suggestions so I'm leaving it here.
This game has complexity in it, that is true. The generators are a good example of this, using interesting math to force some creative designs, kinda. Weapon systems also have some complexity, allowing you to blend them with other systems and effects.
Here is my argument. These various systems don't actually encourage complex or intelligent design. On big ships, generators are just spammed, on smaller ships having them in long strips is pretty effective. While their are several weapon systems, I doubt many are used. Their seem to be 3 or 4 combinations which are generally considered by the community to be the 'best' set up and most ships use them. Shields, even though they have diminishing ratios, generally just involve spamming shield blocks until they reach a value they like.
One of my favorite parts about games is their complexity. For example (ugh, I hate using this as an example) I used to play modded Minecraft and the most rewarding part about that was building factories. Having to make big complex factories and manage the amount of stuff going in to avoid overflow, having systems to deal with overflow that might occur by accident. Having systems that shutdown parts of the factory in certain dangerous situations, just having to spend 10-20 minutes planning out how I would make it in my head. StarMade, while on the surface seeming complex, to me at least lacks this complexity once you get deeper into the game.
I mainly want to see what other people think of this, but I do have a rough idea as an example.
EDIT FOR CLARITY: The idea doesn't specifically need to be a change to the weapon system, was just using it as an example of complexity. Other things could be improved, maybe the way we generate and use power (through some sort of wiring/routing system) or maybe the way thrusters work.
Thank you to anyone who read all that, free cookie to you.
Please tell me your thoughts and possible arguments/improvements for or against the idea. (I already know implementation would be hard.)
(Where I got info on lasers http://upload.wikimedia.org/wikipedia/commons/9/92/Lasercons.svg )
This game has complexity in it, that is true. The generators are a good example of this, using interesting math to force some creative designs, kinda. Weapon systems also have some complexity, allowing you to blend them with other systems and effects.
Here is my argument. These various systems don't actually encourage complex or intelligent design. On big ships, generators are just spammed, on smaller ships having them in long strips is pretty effective. While their are several weapon systems, I doubt many are used. Their seem to be 3 or 4 combinations which are generally considered by the community to be the 'best' set up and most ships use them. Shields, even though they have diminishing ratios, generally just involve spamming shield blocks until they reach a value they like.
One of my favorite parts about games is their complexity. For example (ugh, I hate using this as an example) I used to play modded Minecraft and the most rewarding part about that was building factories. Having to make big complex factories and manage the amount of stuff going in to avoid overflow, having systems to deal with overflow that might occur by accident. Having systems that shutdown parts of the factory in certain dangerous situations, just having to spend 10-20 minutes planning out how I would make it in my head. StarMade, while on the surface seeming complex, to me at least lacks this complexity once you get deeper into the game.
I mainly want to see what other people think of this, but I do have a rough idea as an example.
First ditch the entire current weapon system, then make the weapons themselves require construction. (I'll be using the actual parts needed to build a laser in real life in this example, the parts could be 'gameified' if they were actually implemented)
Lets say you want to build a laser, first you might need to place some form of 'light source' near a 'crystal' which would have to be roughly the same size as each other.
Then two reflective surfaces would need to be made. One completely reflective one and one semi reflective one (this would be where the laser exits). Their size would need to match that of the laser medium otherwise you would either be wasting room or damaging the weapon.
Finally you would need to in case the whole thing in some form of shielding (no good if the light can get out) and attach some form of radiators to the side, these radiators would determine how long you could fire your laser before it overheats and need to cool-down.
Then you could go a step further and attach lenses to the front, certain lenses would focus the damage closer, allowing for short range fire. While others would focus it into the distance, but because of the way that works, would lower or spread out the damage on anything close range. (People could intentionally use their laser out of focus to get a spread effect like that.)
Even further you could allow blocks that customize the power input, have a block that constantly supplies power to the laser allowing for sustained fire. Or in front of that block place capacitors and charge up your laser for a high power burst.
If capacitors were used the strength of the laser might be determined by your radiators ability to dissipate the heat. Not enough radiators and charging up too long could cause damage. Meaning you would need to work out how much your willing to push your weapons (also allows for single shot doomsday weapons, where the damage output is huge because the weapon completely destroys itself).
Lets say you want to build a laser, first you might need to place some form of 'light source' near a 'crystal' which would have to be roughly the same size as each other.
Then two reflective surfaces would need to be made. One completely reflective one and one semi reflective one (this would be where the laser exits). Their size would need to match that of the laser medium otherwise you would either be wasting room or damaging the weapon.
Finally you would need to in case the whole thing in some form of shielding (no good if the light can get out) and attach some form of radiators to the side, these radiators would determine how long you could fire your laser before it overheats and need to cool-down.
Then you could go a step further and attach lenses to the front, certain lenses would focus the damage closer, allowing for short range fire. While others would focus it into the distance, but because of the way that works, would lower or spread out the damage on anything close range. (People could intentionally use their laser out of focus to get a spread effect like that.)
Even further you could allow blocks that customize the power input, have a block that constantly supplies power to the laser allowing for sustained fire. Or in front of that block place capacitors and charge up your laser for a high power burst.
If capacitors were used the strength of the laser might be determined by your radiators ability to dissipate the heat. Not enough radiators and charging up too long could cause damage. Meaning you would need to work out how much your willing to push your weapons (also allows for single shot doomsday weapons, where the damage output is huge because the weapon completely destroys itself).
EDIT FOR CLARITY: The idea doesn't specifically need to be a change to the weapon system, was just using it as an example of complexity. Other things could be improved, maybe the way we generate and use power (through some sort of wiring/routing system) or maybe the way thrusters work.
Thank you to anyone who read all that, free cookie to you.
Please tell me your thoughts and possible arguments/improvements for or against the idea. (I already know implementation would be hard.)
(Where I got info on lasers http://upload.wikimedia.org/wikipedia/commons/9/92/Lasercons.svg )
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