Idea for a non-Sandbox style Server

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    These are all ideas that I've had in my head for some time. With the recent additions to the game, I feel a server such as this would be possible and of interest to players. Everything suggested in this post has been personally tested, and I have found ways to make it all work. These are not suggestion for the game! These are server mechanics that are all possible as the the latest Pre-build. I want to know if people are interested in a server like this.



    The ultimate goal of this server is to make StarMade feel more like a living breathing universe rather than an open empty sandbox. When a player logs onto the server they have “somewhere to play” rather than just “somewhere to build.”



    I hope to achieve this by putting a focus on Player vs Environment encounters, Role Play and Faction Warfare.



    These Change Notes seem very harsh, but please read through them to see how the server will work as a whole. Things won't be hard; they will just be different. The idea is to get people to assume a “role” within the server. You won't be able to be a jack-of-all-trades.



    Major Change Notes:

    --Credits will be hard to come by and will not be the main way to acquire items. There will be very few vanilla Trading Guild shops and you will only really be able to purchase crew members from them. There will, however, be Admin-run Trading Guild shops that will trade items for other items. The Admin-run shop will trade/sell different things based on what kind of shop it is. The different kinds of shops will be explained later in the post. I plan to create a “bounty block” that will be dropped by NPCs that can be exchanged for credits at the vanilla Trader Guild shops. There will also be Credit chips. These will be non-place able items that can be traded for their exact value. Think of it as a Check or a Credit card. 1000 Credits will be worth (1) 1000 credit chip. It's a great way to keep your credits from getting lost when you die and will make it easier for Admins to give players credit rewards without having to physically meet them online.

    --There will be many Admin-generated encounters and events. The goal is to not require the Admins have to be online for these. This is explained further in the post.

    --A number of items will be harder to get or be more expensive in order to help balance out the game. These include: AMCs, Shields, Plex Storage, Factories, Build Blocks, Salvage Cannons and several other items.

    --Hulls and Ship Cores will have their HP and armor % greatly increased.

    --Server speed will be set to 200kph, but friction will be greatly increased.

    --If possible, I would like to integrate the “StarMade Warper” add-on.

    --There will be a “Black Market” for pirate characters.



    Getting Started on the Server



    For individuals:

    Although the server will be different from Vanilla Star-made it will not be overly difficult, and you will not have to grind for hours alone before you can start to have fun. In fact, as soon as you join you will be given an option to choose a career path. Based on your choice you will receive a RP quality ship and gear that will get you started. Your options are:



    --Trader: Receive a cargo/mining ship plus factory and build block. You are neutral to all major and minor empire and hostile to pirates.

    --Mercenary: (vanilla start) Receive a capable fighter craft. You are neutral to both major empires and hostile to pirates.

    --Military: Receive an advanced fighter craft. You are hostile to one of the major empires, as well as pirates.

    --Pirate: Receive a capable fighter craft. You are allied with the pirates, and hostile to everyone else.



    For Factions:

    Feel free to bring over your whole faction! Factions of 4 or more people can declare themselves a Sovereign Government and will receive an Empire starter kit. This will include a large number of blocks as well as good recipes for hull colors of your choosing. Keep in mind, however, the existing empires don't like crowds and will declare you hostile until you can show otherwise.



    Making the Universe feel alive and for once giving players something to do

    I want to put a focus on P v E so that players don't have to be the sole generator of role play when Admins are not around. Admins will set up encounters and missions when they log on and post about them on the forums. These can vary from “destroy that base”, “find this ship”, “acquire X amount of a good”, etc. Once a player completes the mission, they will just need to PM the Admin in charge of it and the player will receive their reward. I've developed a system in which Admins will be able to give players rewards without both parties needing to be online.

    At some point I plan to create a private server forum page where Admins will offer missions, and players can post what they are selling or what they are looking to buy.

    Pirates will be difficult and persistent. There will also be a few hostile NPC factions managed by Admins that players will encounter.

    Pirates will drop a very small amount of loot, but they will also contain the bounty block which can be sold at just about any shop for a cash reward. There will be different bounty blocks based on the difficulty of the pirates. An easy pirate may contain a block worth 100k, while a pirate capital ship or station will be worth much much more.

    There will be powerful pirate and hostile NPC “stations” (will actually just be ships with no thrusters so they can be easily be re-spawned). These will be filled with lots of loot, but will be very hard for a player to take down alone. All the more reason to work with friends!

    If you're a pirate character, you may find Cargo ships floating around space that belong to either the trading guild, or one of the other empires. These ships will be accompanied by escort ships that you can battle and claim their cargo to sell on the pirate Black Market.

    If you're a Trader, you may want to fly back and forth from shop to shop and empire to empire exchanging base goods to sell at higher prices to make a quick buck, or to help develop your own recipe and production line.

    That's just the stuff you'll be able to do alone. There will also be Admin events and an evolving story for the server. Empires will rise and fall, and surprises will happen!



    Changes to the Economy

    The goal is to make an economy that is primarily based on trade and manufacturing rather than selling loot to the Trading Guild shops. I would like players to focus on interacting with other players rather than manufacturing things for their own use and making their own personal economy.



    The Trading Guild shops will include:

    --Refinery: Exchange generic resources like rock for minerals at a high ratio

    --Bio-domes: You can buy plants and terrain with credits for your recipes

    --System Fab: Buy computers, and manufactured goods like paint, processors, expanders, etc... for credits

    --Med Fab: Exchange minerals for hull blocks and other generic items

    --Advanced Fab: Exchange higher lvl minerals for thrusters, power, weapons, AI, Shields and other higher tier items

    --Ship Yards: Sells everything ship related for credits, including ships!



    Factories and manufacturing

    A role play element will be required for factories. Setting up a factory will require you to build a physical structure on a station or plant. You can't just hide your factory block under a rock.

    For every item category (as listed in the shop) you will need to build a separate add-on to your main factory structure. For example: Your factory produces Hulls (listed under “General” in the shop) and you want to start making thrusters (listed under “Ship” in the shop), you will need to build a little add-on to your factory to make it look like you have multiple assembly lines running. NOTE: you DO NOT need to have multiple factory blocks, it just needs to look like you have multiple factories. Your factories don't need to be large or extremely detailed; they just need to look like something. You will be able to see examples of factories near spawn.



    Ships on the Server

    There will be Ship classes based on the overall cost of a ship (including anything docked to it). The goal is to keep ships from becoming a big one-man death machine. Based on the cost, you will have certain crew requirements (not actual AI crew, imaginary ones). The number of crew determines what interior commendations your ship will require. There will be a full list of ship classes and requirements to come, however there will be no hard restrictions on ships. Ships that follow the RP guidelines will be considered “Insured”. These ships will be re-spawned at no cost to the player if heavily damaged or destroyed. Ships are going to be a big investment. If it exceeds the cost tier, it won't be a big deal, but it may make you a target of pirates who would like to get a hold of your vessels. So build big at your own risk.

    To extend the role play and combat experience, both regular and hardened hull will have a significant armor percentage increase. It will most likely be set around 70% for hulls and 90% for Hardened hulls. This is to hopefully make missiles, rather than AMCs the weapon of choice. AMCs should be used to suppress shields while missiles are used to punch through the hulls. As a rule of thumb, if your ship has turrets you cannot have an AMC array as your primary weapon on your ship.

    When building or repairing a ship you will need to build a ship yard. Examples of which can be seen at the spawn station. ALSO you can find Shipyards in protected sectors on the server where you can build a ship and safely dock when offline.





    These are all of the changes/features I am going to share at this point. I have many others, but I will not bore you with them. I'm interested in knowing if this a server that the community would like to see or if I should let these ideas go.
     
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    Sounds interesting. For blocks of certain values, you may want to use the gold/silver/bronze bars that are already in game, so no modding required.
     

    NeonSturm

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    Ships on the Server


    There will be Ship classes based on the overall cost of a ship (including anything docked to it).


    Credits? Silver-bars? Or cost in \"vitals\" = thrusters, reactors, amcs shields, everything active/usefull ...?


    There will be a full list of ship classes and requirements to come, however there will be no hard restrictions on ships.


    Will exceeding ships be free-to-kill?


    To extend the role play and combat experience, both regular and hardened hull will have a significant armor percentage increase. It will most likely be set around 70% for hulls and 90% for Hardened hulls. This is to hopefully make missiles, rather than AMCs the weapon of choice. AMCs should be used to suppress shields while missiles are used to punch through the hulls.


    If you increase HP, spawned in ships may have not full hp. On my current server we had this issue. With 100 and 200 hp, that makes 333 and 2000 effective hp - did you know that it will be such a huge gap?

    Is projectile-speed fixed, so that you can get faster missiles?





    I don\'t know much about wrappers which enable events, but is it possible to have safe routes and routes where pirates attack more likely, but for more profit?

    I am interested in this.
     
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    @Itmauve:



    That is exactly the plan =D I have no intent do any modding outside of the block config.





    @NeonStum:



    Cost guidelines would be based on the cost of the ship via the catalog menu.



    I\'m not entirely sure what you mean by \"free-to-kill\"...



    Hull HP is one of those little issues that can\'t easily be worked around. Unless we had a \"/restore_Ship_HP\" command *coughCalbiricough* that would fill in any missing HP it wouldn\'t be an issue. If a ship is built on server, or built off server using the same block config it shouldn\'t be an issue. If I were to increase HP for hulls I would make that portion of the block config available to people so they could build ships offline and then import them.



    By \"projectile speed fixed\" are you talking about additive velocity and the \"velocity modifier\"? I haven\'t played around with those much. But yes, faster missiles would be ideal.



    I\'m also not sure of what you mean by wrappers.
     
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    Most of the things you listed we have planned; in fact, some of these are in the process of being implemented right now. I\'d go down and give it a look see.
     

    NeonSturm

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    I\'m not entirely sure what you mean by \"free-to-kill\"...


    Does not start a war if someone kills these ships.

    Peoples are not neccessarily allowed to hunt down the killer, except it is killed in home territory by others.


    I\'m also not sure of what you mean by wrappers.


    http://star-made.org/content/starmade-wrapper-starmade-server-management-tool
     
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    @neonstum



    Ah is see. Any attcaking would be considered an act of war, be it an RP ship or not. As I mentioned, RP ships that fit the guidelines would be replaced for free by Admins as an incentive to build with in the rules. Players with ships outside the rules may receive extra attention from pirates and overpowered Admin ships. So if you want to build big, you better build very big. Standard rules for combat would apply. No attacking people who are offline, no bumping ships out of protected sectors etc..



    As far as the Wrapper goes. I would only plan to use the Warp gate script at this time as it is built into the tool and easy to implement. I\'m personally hesitant to use it to create other scripts... the game is still in development after all and I wouldn’t want to write a complicated script just to have it broken by an update to the game or by an update to the Wrapper tool itself.



    Another major hurtle is that a server like this would require a dedicated Admin staff rather then just one person hosting a server and coming online once in a while to check in. I\'ve been on so many server where the Admins simply don\'t do anything. Since there is no way to automate the custom economy and NPC factions at this point it will have to be done manually by Admins for now. If a knowledgeable scriptwriter was to be apart of the server, it would make a lot of things possible and easier.



    @Comr4ad



    I\'m very familiar with Nass Hardcore. I do admire your custom Block config and would be making something very similar. The problem with most Hardcore servers is that they don\'t add anything to the Star-made experience. Every Hardcore server i\'ve tried is just a Sand-box filled with glass. It\'s harder, but there is no reward for it being hard. It just takes longer to accomplish the same things you would be doing on a regular server. It makes it nearly impossible for casual players to get into the game.



    The server I propose would have a focus on events and missions. Also the fact that you get a starter ship is a big help in getting you into the game.



    A few more details on how I hope to make this server a little more interesting:

    The starter ship is a big focus. People get a ship that is decent size so that it can be upgraded over time and fairly capable VS the lesser MOBs. Missions will have rankings so players have an idea if they will be able to take it on or not. Larger RP ships can be bought or received as rewards. Lets face it, building a big ship is a pain.



    The mission system will work something like this:

    People should create a personnel faction, if they are not a part of one, as soon as they join the server to prevent griefing and to receive mission rewards. Everyone would have a reward box set up on either their ship or their home base.

    A mission will be posted on the server forums along with details and reward information. Mission will be spawned very far away from, populated sectors so that people wont randomly come across them. Once the mission item is acquired the player will notify an Admin and place it in the reward box. The admin will then join that players faction and take the mission item out of the box and place the reward inside. With this system Admins will not need to be present and mission can be completed by people whenever. Admins will just need to spawn the event, activate all the AI, post about it and give the reward to whoever completes it.



    There will also be random MOBs Spawned by admins in populated sectors. You may find a damaged freighter surrounded by pirates, a very powerful MOB, a hostile station or an enemy fleet near your home base that you can freely take down.



    Faction Competition:

    Giving Factions something to fight over is a goal I also hope to accomplish. Since shops are rare Factions may want to claim them as their own and keep others way Also some Missions and powerful Mobs will be spawned in the same spot every time. Factions that control these areas will consistently benefit from those rewards. As factions dominate a sector or area they may earn the right to have a sector of their choosing become protected. Admins may also encourage factions to fight with each other for rewards. If I am able to implement Warp Gates Factions will for sure want to make sure they have firm control over them.





    This server would be very work intensive for Admins, but in a way that I hope would be fun for both Admin and Player. The server will have an evolving story, it will not be static. What factions and players do will effect the outcome of these story lines.
     
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    Your server ideas basically sound like any other roleplay server but you have a block that has rare spawns and has a higher value. I don\'t think you should force people to have to have one of only 4 classes either. Plus what is the point of having a cargo ship and escorts when you can just have a fast fighter with a single storage container? I was also wondering why you would turn the friction up so high? Space has no friction except for the occasional floating molecule or atom which makes very high friction extremely unrealistic.
     
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    I forgot to add in my other post that I think the idea of a non sandbox style server completely defeats the idea of starmade and everything that it stands for. Some of the first words on the website say that starmade is an open world sandbox game. Taking it away seems redundant since there are plenty of other space games that aren\'t sandbox.
     
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    If there was an RP server like the one I\'m proposing I would be busy playing on it rather then writing about it. The four starting classes have to do with the items you start with they are in no way restrictions. For example you start out as a miner you get a ship loaded with mining cannons and plex storage. You start out as a trader you get a shop, a build block and factory modules. Those items would be otherwise hard to get.

    Friction is simply a balance element to differentiate between a fighter and a big titian. There is no friction in space, but there are lots of gravitational forces for the record. Just pretend that ships have inertial dampers build into them that slows them down one you take your foot off the gas.

    Minecraft has tons on mods that make it very different from the vanilla game. Many of those mods are way more popular then minecraft itself. Are they stupid and pointless? Also if you know of a highly customizable multiplayer space sim with an endless persistant universe I would love to know about it =D

    Think of it this way. Starmade currently lacks any kind of story or naritive. For those people who want that in a game this server would provide that.
     

    NeonSturm

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    I think it would be a big step easier -and forward- if we could link servers together.

    Same admin staff, different settings.

    Some chat channel linked to talk to other admins ingame.



    Especially if different servers can share events this way.