- Joined
- Dec 3, 2016
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Greetings!
//Introduction (not necessary to read, you can pass it)
//Hello! I am not a gamer, but my friend talked me to test this game. Friend told me that some
//time ago more people played this game. I tested this game and I guess why. Now I am developer (of some
//plugins of Minecraft some time ago too) and know some space games and why they’re popular.
//So I am absolutely new here, but tested enough.
//Here is suggestion you might not understand, until you read it full.
//Sorry for bad English.
A lot of people playing Starmade found the same problem: turrets are weak and doing small damage for their size. Some sort of weapons looks like unbalanced. Also, here is a problem that some people makes very big and unkillable ships.
Here is coup of suggestions that should fix it. They are connected and must to be implemented at least most or nothing of them (but you still can include weapon damage fixes). Important to know that something like that is using in some space games with big success!
[Weapon damage blocks]
If you want to make a real turret, you have to place a lot of blocks. Some turrets are also large as ¼ of ship!
Here is a lot of suggestions I’ve seen on forums and heard:
1. Use overdrive effect that already exists (Yes, you can. But when you use it, you can’t add another effects, like stop or EMP. Sometimes it is important and makes me feel illy).
2. Increase block’s dps and power consumption (It would be great if not one thing. It will make ships too small and dangerous. Also, damage blocks will be very cheap for their dps. It would a big mistake. That’s why this suggestion is unreal).
3. Increase/make overdrive effect more powerful (The same as point 1).
4. Don’t change anything (Don’t resolves problem).
Any balance depends on easy rule: when you add (increase) something, you must remove (decrease) something. So, what we have: weapon dps depends on blocks count and power regeneration. If you put all weapon blocks into main ship, you can fire only at front of your ship. But if you build turrets, you have to fill their body full of blocks. That’s why big turrets can’t kill small ships fast.
I suggest the next: To get balance, weapon’s cost mustn’t be changed (or changed a little bit), but turrets have to be more powerful to their size. So, we need to make turrets use blocks of main ship’s (entity’s) body. What do we can:
1. Connect turret’s weapon computer to blocks inside main ship (But it’s hard and weird. I think it’s bad idea, but I have to write it here).
2. Don’t change anything and continue game with big turrets and/or putting turret’s body into ship’s body (But it’s hard to design turret’s body and ship’s body because they may collide).
3. Make some block that will be required to fire and increase dps of weapon blocks. Cost mustn’t be changed to get balance! So, we can add “a required block”. Let’s call it weapon CPU block (you can call it as you want. For example, weapon ammo cargo). For example:
We have 1000 weapon blocks that costs 50000 of resources. If we’ll build turret with them, it will be too big. But if we make 9 CPU blocks required (costs 50 resources) per 1 weapon block, we will have 100 weapon blocks in turret’s body and 900 CPU blocks in ship’s body with same mass, volume and cost (without any big and wrong change of balance). But now we can make turret using just 100 weapon (and 900 CPU blocks inside ship) blocks against 1000! We can use different proportions of weapon to CPU: 1:3, 1:9, 1:50, 1:100. So we can try different ways to get optimal balance. Also, to save weapon’s cost, we shall add different CPU’s types for each weapon. They have to cost the same as weapon blocks or about. Depends on you and others want.
You can ask me how to add it to the game? Way is so easy: add entity’s parameter: CPU (for each weapon if you want to save cost). Adding a new block will add max CPU to an entity. While it activates turret or adds new weapon, it must consume CPU (primary own, secondary carrier’s). If CPU is not enough, weapon can’t fire or reload.
You might be thinking about CPU and your mind is moving to small ships. Currently about making them balanced. I think it’s good idea to add starting CPU to ship core. A nonlinear dependence would be great for CPU too. For example, ship with no CPU blocks will have 100 CPU, ship with 100 CPU blocks will have 1000 CPU, ship with 1000 CPU blocks will have 5000 CPU (or something about).
To prevent players from using ship cores to add cheap CPU, we can allow CPU sharing only from carrier to docked ships. To prevent players from turrets spam, we can block starting CPU for docked ships. To prevent players from dronespam, we can add limitation like “connection’s speed” (adding new block) which will limit amount of drones ship can to control [not necessarily if you won’t add nonlinear dependence to CPU].
But here is another way to do something like this: instead of making starting CPU for ship core and above method to limit amount of drones, we can allow sharing of carrier’s CPU to drones (we can to use limitation “connection’s speed” with success too).
If you want use both ways, drones will use carrier’s CPU and their amount will be limited. So drones will be much smaller with same dps and their damage will depend on their carrier.
I am not sure what to choose, but you can say what you think about it.
[Weapon damage fixes]
When you add (increase) something, you must remove (decrease) something. Cannon/cannon is best and unbalanced now because it has same dps as cannon/anything. When you use cannon/cannon, you will get same dps as cannon/pulse, but much faster reloading. But… it’s hard to shoot small target using cannon/pulse. Here is unbalance, because using of cannon/pulse is more difficult then cannon/cannon, but have the same dps.
Problem is unbalanced dependence of reloading speed and dps.
Loosing rate of fire should increase total dps of weapon, because it’s becomes more difficult to hit small targets and reach enough power (and power capacity) to fire. Fast reloading weapons can hit small and fast targets more easily, then slow reloading. That’s why long reload must have additional positive effect.
[Mining]
This is a part of this suggestion, because it’s connected with. Subject is: I’ve made little miner that can to get 1 amount of resources per second. When I got more resources, I’ve made medium miner which able to harv 100 amount of resources per second. Then I’ve created large miner which able to harv 10000 resources per second (using and worsening planets). And I know that I can mine a bit to make new miner which will able to eat a planet immediately (using rails and logic)! That’s one of all reasons why players build large ships! I got so much resources by mining just one day using mega-miner, which will be enough to make ship with 1000000 mass or may be more! Players don’t want to build small ships because they have full cargo of resources. It doesn’t depend on power or thrust penalties. If players wouldn’t build big ships, they can make a lot of small ships. It will make a lot of lags.
Problem is: mining is too easy while using large miners. Semi-mined planets (and asteroids too) looks miserably. Big miners (a lot of beams) makes a lot of lags for server and client.
To fix the problem I suggests to do next: Needed to prevent players from creating large miners, partial mining of planets. Here are some suggestions from me:
1. Make nonlinear power consumption of salvage modules (But players can avoid it using multiple ship cores).
2. Increase power consumption penalty per salvage group (But players can avoid it using multiple computers).
3. Add alternative way to mine planets. I suggest a passive mining using “extractors”. You can add different methods of extraction to choose: slow and fast. Slow method of extraction will not decrease planet’s resources, but slowly add resources to cargo. Fast method will desolate the planet but extract resources much faster. This mechanics can be implemented in different ways:
4. Include 1 and/or 2, but prefer players from avoiding nonlinear dependence (connection speed limit might help here to limit amount of mining drones).
If you’ll include all 4 suggestions, players will seek to use extractors against large miners and making lags. And as result, they will want to get more planets and claim more systems.
Slow passive extractors would allow players to get resources without killing server and planets.
The conclusion.
Implementation of above will make a big change in Starmade mechanics and balance. Ships will be able to fire broadside against only front. Turrets will be smaller, but still use the same amount of space, resources and power.
I think it will make this game better. You can brainstorm this. You can give feedback and suggest something. If you agree or not, it doesn’t matter so much. But when you write anything, substantiate it.
Also, if you agree with anything I wrote above, please let others know it by clicking “agree” and voting.
This post is currently zipped, f you need more arguments or images, let me know!
P.S. I am planning to add few another suggestions soon. Sorry for bad English again
//Introduction (not necessary to read, you can pass it)
//Hello! I am not a gamer, but my friend talked me to test this game. Friend told me that some
//time ago more people played this game. I tested this game and I guess why. Now I am developer (of some
//plugins of Minecraft some time ago too) and know some space games and why they’re popular.
//So I am absolutely new here, but tested enough.
//Here is suggestion you might not understand, until you read it full.
//Sorry for bad English.
A lot of people playing Starmade found the same problem: turrets are weak and doing small damage for their size. Some sort of weapons looks like unbalanced. Also, here is a problem that some people makes very big and unkillable ships.
Here is coup of suggestions that should fix it. They are connected and must to be implemented at least most or nothing of them (but you still can include weapon damage fixes). Important to know that something like that is using in some space games with big success!
[Weapon damage blocks]
If you want to make a real turret, you have to place a lot of blocks. Some turrets are also large as ¼ of ship!
Here is a lot of suggestions I’ve seen on forums and heard:
1. Use overdrive effect that already exists (Yes, you can. But when you use it, you can’t add another effects, like stop or EMP. Sometimes it is important and makes me feel illy).
2. Increase block’s dps and power consumption (It would be great if not one thing. It will make ships too small and dangerous. Also, damage blocks will be very cheap for their dps. It would a big mistake. That’s why this suggestion is unreal).
3. Increase/make overdrive effect more powerful (The same as point 1).
4. Don’t change anything (Don’t resolves problem).
Any balance depends on easy rule: when you add (increase) something, you must remove (decrease) something. So, what we have: weapon dps depends on blocks count and power regeneration. If you put all weapon blocks into main ship, you can fire only at front of your ship. But if you build turrets, you have to fill their body full of blocks. That’s why big turrets can’t kill small ships fast.
I suggest the next: To get balance, weapon’s cost mustn’t be changed (or changed a little bit), but turrets have to be more powerful to their size. So, we need to make turrets use blocks of main ship’s (entity’s) body. What do we can:
1. Connect turret’s weapon computer to blocks inside main ship (But it’s hard and weird. I think it’s bad idea, but I have to write it here).
2. Don’t change anything and continue game with big turrets and/or putting turret’s body into ship’s body (But it’s hard to design turret’s body and ship’s body because they may collide).
3. Make some block that will be required to fire and increase dps of weapon blocks. Cost mustn’t be changed to get balance! So, we can add “a required block”. Let’s call it weapon CPU block (you can call it as you want. For example, weapon ammo cargo). For example:
We have 1000 weapon blocks that costs 50000 of resources. If we’ll build turret with them, it will be too big. But if we make 9 CPU blocks required (costs 50 resources) per 1 weapon block, we will have 100 weapon blocks in turret’s body and 900 CPU blocks in ship’s body with same mass, volume and cost (without any big and wrong change of balance). But now we can make turret using just 100 weapon (and 900 CPU blocks inside ship) blocks against 1000! We can use different proportions of weapon to CPU: 1:3, 1:9, 1:50, 1:100. So we can try different ways to get optimal balance. Also, to save weapon’s cost, we shall add different CPU’s types for each weapon. They have to cost the same as weapon blocks or about. Depends on you and others want.
You can ask me how to add it to the game? Way is so easy: add entity’s parameter: CPU (for each weapon if you want to save cost). Adding a new block will add max CPU to an entity. While it activates turret or adds new weapon, it must consume CPU (primary own, secondary carrier’s). If CPU is not enough, weapon can’t fire or reload.
You might be thinking about CPU and your mind is moving to small ships. Currently about making them balanced. I think it’s good idea to add starting CPU to ship core. A nonlinear dependence would be great for CPU too. For example, ship with no CPU blocks will have 100 CPU, ship with 100 CPU blocks will have 1000 CPU, ship with 1000 CPU blocks will have 5000 CPU (or something about).
To prevent players from using ship cores to add cheap CPU, we can allow CPU sharing only from carrier to docked ships. To prevent players from turrets spam, we can block starting CPU for docked ships. To prevent players from dronespam, we can add limitation like “connection’s speed” (adding new block) which will limit amount of drones ship can to control [not necessarily if you won’t add nonlinear dependence to CPU].
But here is another way to do something like this: instead of making starting CPU for ship core and above method to limit amount of drones, we can allow sharing of carrier’s CPU to drones (we can to use limitation “connection’s speed” with success too).
If you want use both ways, drones will use carrier’s CPU and their amount will be limited. So drones will be much smaller with same dps and their damage will depend on their carrier.
I am not sure what to choose, but you can say what you think about it.
[Weapon damage fixes]
When you add (increase) something, you must remove (decrease) something. Cannon/cannon is best and unbalanced now because it has same dps as cannon/anything. When you use cannon/cannon, you will get same dps as cannon/pulse, but much faster reloading. But… it’s hard to shoot small target using cannon/pulse. Here is unbalance, because using of cannon/pulse is more difficult then cannon/cannon, but have the same dps.
Problem is unbalanced dependence of reloading speed and dps.
Loosing rate of fire should increase total dps of weapon, because it’s becomes more difficult to hit small targets and reach enough power (and power capacity) to fire. Fast reloading weapons can hit small and fast targets more easily, then slow reloading. That’s why long reload must have additional positive effect.
[Mining]
This is a part of this suggestion, because it’s connected with. Subject is: I’ve made little miner that can to get 1 amount of resources per second. When I got more resources, I’ve made medium miner which able to harv 100 amount of resources per second. Then I’ve created large miner which able to harv 10000 resources per second (using and worsening planets). And I know that I can mine a bit to make new miner which will able to eat a planet immediately (using rails and logic)! That’s one of all reasons why players build large ships! I got so much resources by mining just one day using mega-miner, which will be enough to make ship with 1000000 mass or may be more! Players don’t want to build small ships because they have full cargo of resources. It doesn’t depend on power or thrust penalties. If players wouldn’t build big ships, they can make a lot of small ships. It will make a lot of lags.
Problem is: mining is too easy while using large miners. Semi-mined planets (and asteroids too) looks miserably. Big miners (a lot of beams) makes a lot of lags for server and client.
To fix the problem I suggests to do next: Needed to prevent players from creating large miners, partial mining of planets. Here are some suggestions from me:
1. Make nonlinear power consumption of salvage modules (But players can avoid it using multiple ship cores).
2. Increase power consumption penalty per salvage group (But players can avoid it using multiple computers).
3. Add alternative way to mine planets. I suggest a passive mining using “extractors”. You can add different methods of extraction to choose: slow and fast. Slow method of extraction will not decrease planet’s resources, but slowly add resources to cargo. Fast method will desolate the planet but extract resources much faster. This mechanics can be implemented in different ways:
a. Adding new blocks “extractor computer” (which must be limited by 1 per planet or planet part) and “extractor module” (not necessary). Putting them on the planet, connecting, configuring and activating will start extraction of resources.
b. Transportable extractor. The same as in “a” point, but extractor computer will be placed at ship. So ship will be able to dock to any planet and mine it.
c. Both “a” and “b”.
b. Transportable extractor. The same as in “a” point, but extractor computer will be placed at ship. So ship will be able to dock to any planet and mine it.
c. Both “a” and “b”.
4. Include 1 and/or 2, but prefer players from avoiding nonlinear dependence (connection speed limit might help here to limit amount of mining drones).
If you’ll include all 4 suggestions, players will seek to use extractors against large miners and making lags. And as result, they will want to get more planets and claim more systems.
Slow passive extractors would allow players to get resources without killing server and planets.
The conclusion.
Implementation of above will make a big change in Starmade mechanics and balance. Ships will be able to fire broadside against only front. Turrets will be smaller, but still use the same amount of space, resources and power.
I think it will make this game better. You can brainstorm this. You can give feedback and suggest something. If you agree or not, it doesn’t matter so much. But when you write anything, substantiate it.
Also, if you agree with anything I wrote above, please let others know it by clicking “agree” and voting.
This post is currently zipped, f you need more arguments or images, let me know!
P.S. I am planning to add few another suggestions soon. Sorry for bad English again