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    Game Balance Suggestions

    Discussion in 'Suggestions' started by CIR, Nov 28, 2015.

    1. Ankron

      Joined:
      Jan 20, 2014
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      1.) Dump the "reactor dildo" for particle effects instead
      2.) make it so stabilizers are meant to move the particles between them to something like a particle receiver.
      3.) Make it so that if a particle escapes it causes damage to the ship. IE someone destroys a stabilizer and a particle gets out it hits say a critical system that system could explode armor well them it just punches a hole in the armor.
      4.) Create a repair system where destroyed blocks are show as ghosted components that someone could repair even in battle. This could create a need for a crew to keep systems repaired. This need also means the bigger the ship, the bigger the crew required to maintain everything.
      5.) Add an were out effect that grows linearly the bigger the ship is. IE big ships require big engines that need more maintenance. Again going back to block ghosting and engineers. The side effect of this kind of system is a balanced game with out having to Nerf stuff.
       
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    2. NuclearFun

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      Sep 27, 2013
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      No idea if this thread is anywhere near "alive"... but whatever

      Rebalance the jumpdrive - it is overly power hungry, slow and tedious - every reasonable ship i tried so far needed the jump power efficiency chamber lvl3 to not go over 100%.
      -> Make the auto charge standard and lower the power costs.
       
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    3. boomchacle

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      Aug 9, 2016
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      I believe that cannons should have a longer range than lasers so you can use them like sniper rifles, because at the moment there's almost no point to using cannons over lasers. Make it so that Cannon+cannon does not have any recoil so that AMS turrets can actually hit missiles, but give those less range like it used to.
       
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    4. Nebulon-B_Frigate_FTW

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      In terms of damage per energy, cannons should be the best because they're bad at hitting. Beams should be the worst due to being easy to hit.
       
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    5. Tsnonak

      Tsnonak Let's_Kautsch!

      Joined:
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      155
      Hello,
      I sure hope this Thread is still alive, because...
      I would like to suggest...

      Removing Fertikeen from the basic Hull Recipe (it was added recently with the Weapons Update, v0.201.126).
      Requiring Fertikeen for Standard and Advanced Armor production is totally good, but not for Basic Hull.

      The Reasons: In my opinion...

      This puts way too much strain on Fertikeen, it is already heavily mined for production of Standard and Advanced Armor.

      Accompanied with the fact that many servers have asteroid-respawn turned off, this is not new-player friendly at all.
      ("too much work makes Johny a dull boy") ^^


      Maybe think of it like the Scaffold-block, the "basic" framework for Armor-blocks (like before). ;)


      Who's with me on this one fellas? --->
       
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    6. MrGrey1

      Joined:
      Feb 10, 2017
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      Agreed. Basic building blocks should be easily available and plentiful. Think minecraft cobblestone. Making it hard to get is not achieving anything. Anybody know what the reason for this change was?
       
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    7. Valiant70

      Valiant70 That crazy cyborg

      Joined:
      Oct 27, 2013
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      2,189
      Basic armor is nearly useless in combat unless you pack on ridiculous amounts of the stuff, so this should be fine. New players on roleplay servers sometimes have a hard time finding enough ferkiteen to make their early-game ships look like ships instead of blobs of naked systems.
       
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    8. DrTarDIS

      DrTarDIS Eldrich Timelord

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      I think the "basic" blocks are supposed to be scaffold, mesh, grill, and girders (which are very cheap/easy to make) while all the "hull" is now degrees of armor and colour vanity.

      It would be nice to have orientation, and shapes added to all those above blocks to fit with that.
       
    9. Tsnonak

      Tsnonak Let's_Kautsch!

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      This is a very good point, which I failed to address...

      I would say there needs to be a "basic" Hull (simple Recipe like before), because building a ship out of scafold, mesh, grill, and girders is just plain old stupid silly.

      There needs to be Basic Hulls for interior and whatnot.
       
    10. Valiant70

      Valiant70 That crazy cyborg

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      What we may need is a hull equivalent that's treated as a decoration block.
       
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    11. MacThule

      Joined:
      Jan 31, 2015
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      1,689
      Is it just me, or do thrusters need to be dialed down a bit now that systems are relatively stable? Currently their power draw is so low that making every ship of every size and role all push 100% of server max isn't even a consideration - it's a must because it rarely costs more than 5-10% of a ship's power regen to max its speed (making the "max" speed the "everything" speed) even with a ton of armor.

      So all the ships are fairly homogeneous in thrust now, +/- chamber effects, and speed/maneuver requires no sacrifice or trade at all. Might as well make thrust a single block with a value of '1,' modified only by chambers.

      Why does 50m/s even exist?

      Perhaps a 25-50% bump to their active power draw (nothing major)? Just so they aren't essentially free to pour all over every ship?
      --- Updated post (merge), Aug 22, 2018, Original Post Date: Aug 22, 2018 ---
      Aluminum siding block, eh? A new texture would be nice to go with it as well...
       
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    12. Nebulon-B_Frigate_FTW

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      Honestly, I think StarMade got it super wrong by making thrusters so unrestricted and simple, unlike other space games. But anyways, yeah the thrust curve should be adjusted.
       
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    13. Tsnonak

      Tsnonak Let's_Kautsch!

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      Dec 14, 2014
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      I also just noticed that Glass now also needs Fertikeen but not Glass Doors? ö.Ö

      Way too much pressure on Fertikeen... Please change this back...

      UpDate v0.01:

      I'm going to go all the way out here and say...
      There was likely no good reason for this change, there is lots of other stuff that is way more important.
      It kinda feels like it was done out of sheer boredom without much thought...

      This is not enhancing the "new player" experience and could be detrimental in persuading peeps into buying the game.

      I would agree on a new Hull-block that works as deco, but this should be in place first.

      People need some type of "simple" hull to build thier first ships / stations with...
       
      #173 Tsnonak, Aug 22, 2018
      Last edited: Aug 23, 2018
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    14. Tsnonak

      Tsnonak Let's_Kautsch!

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      Also agree!
       
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    15. MacThule

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      I think they're simple so that even noobs can get around, but you know there could be two tiers of sub-light propulsion; current thrust (simple) with a really terrible acceleration/deceleration rate, and advanced thrust that requires more engineering but has better thrust rates.

      And re-reading my post I realized that the issue isn't about top speed. It's about acceleration. Or more specifically, the rate of acceleration. I think perhaps the acceleration rates are what are really inflated.

      All ships should be able to hit around the same speeds, but some should be getting there in 10-20 seconds, while for others it should take minutes of constant acceleration to reach full speed or correct full speed directional movement (in which case we should have sticky acceleration, of course, so that we aren't forced into constantly humping the 'W' button).
       
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    16. Nebulon-B_Frigate_FTW

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      Indeed. Give every ship the same max speed, show our actual "TMR" (it should be "TWR", "TMR makes no sense) instead of capping at 2.5, and make it harder to reach that 2.5 to begin with.
       
    17. DrTarDIS

      DrTarDIS Eldrich Timelord

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      For thrust...I kinda like the Current curve on the higher end. Honestly it should probably be flipped though: Exponential returns rather than log, since larger ships have more volume&mass by definition.


      Weight is mass times gravity.
      Thrust:weight would change under any gravity not earth standard ~9.8m/s/s. Not really an issue since starmade only has one standard gravity so far, but if it ever gets dialed-in it could be one. Either way, for inertal flight, mass is the right name.
      [​IMG]
      Eh, I Think Girder fits the role, it just needs all the shapes added to it and orientation&mirroring of textures fixed. Low cost, low weight, low BHP. Sadly only cubes, though that IS kinda standard for a noob-ship, at least most of the ones I've seen rarely use anything but pure-block.
       
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    18. Nebulon-B_Frigate_FTW

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      1g is assumed. The issue is that thrust and mass can't be a ratio, they use different units, which would make that a rate; thrust and weight are a ratio.
       
    19. MConlisk

      Joined:
      Jan 17, 2015
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      26
      I think it would be cool to allow multiplayer ships to have certain players pilot while others can use a computer to adjust shield strength from side to side or pull power from FTL to boost weapon strength. Also pinpoint a location on an enemy ship and when the shields go down transport a boarding party over. I think these things would promote people working together instead of everyone having their own faction.
       
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    20. DrTarDIS

      DrTarDIS Eldrich Timelord

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      Thrust is a force, mass is an inertial value (resistance to force)
      They ARE a valid ratio...
       
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