If you could add/change/remove one thing in Starmade, what would it be?

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    So, if you were all of a sudden Schine came to you and said "What one thing would you want to add, remove or change about StarMade, what would it be?" and whatever you said happened, what would you choose?

    I personally would add a more Social Module. So the game would be more social and roleplay-enhanced. Such as being able to go to a Bar on a planet or on a Station and interact with other players. I know you could sort of do that already by just building a bar and get people to go there. But I have always visioned the game having more of a social aspect where you can pick if you want your chat to be on a local channel, global channel, out-of-character channel and also if you have a radio you can tune in to a frequency and speak to people in your Organisation.

    StarMade in my eyes would be such a fun game to play on with other people in a roleplay themed server. A massive organisation which overrules everyone, other clans trying to overthrow them, people going places to trade their resources and etc.

    So, what would you pick?
     
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    So, what would you pick?
    I would look at StarMade as a platform to expand upon by others.

    I would want StarMade to have endless possibilities. To see how far my players could take it. To be amazed by what the players of my game would do with it.

    I would add very little content but offer maximum flexibility and tools so players could setup there own universe. There would be pretty much not a single setting or function that could not be tweaked or changed by my players.

    I would try to make the game as simple as possible to pick up. But offer advanced options for those that master it.

    I would open my game for modders and offer assistant in better integrating those mods into StarMade.

    If people setup servers for StarMade and ran into difficulty. Than I would offer support and try to deal with the problem.

    I would set aside one day a week or every other week. To play my game and mingle with the other players. I would be recognizable and announce before hand when I would do this. I would understand and accept that some players would take advantage of this. To do lets call it unexpected things.
     
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    NeonSturm

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    I want SMs display logic to advance.
    I need a database accessible through display modules and a way to import/export from MySQL so that you can edit it with good existing tools.
    For a quest system or crew-AI

    Also what you speak to a crew-man should be inserted into a display block next to his spawner and what he says is when this display block gets updated by logic.


    Finally, I want to know the distinction between "robots and peoples" and a restriction against building sentinent AI.
    I think Sentinent AI will poison itself trying to create sentinent AI.

    We reward neurons which produce results we experience in our environment, even if it is harmful to us.
    We ask after the why and go forward and backward in time with our logic.
    We set conditions before and after the present dynamically from which we mix different presents - creating a universe which exists entirely in our minds.

    To stop AI going sentinent, we need to set the origin of everything to the present, not the imagined future or the imagined past.

    Especially we need to stop the recursive self-imagination.

    Just question for a moment what happens if you had code representing your self.
    Your brain rewards neurons which represent truth compared to yourself.
    Everything gets channeled through your real self and these "thoughts through code" and compared.


    To do that, you have to think what the code does and what you think simultanously, but it takes more time to "think about thinking" than just "thinking" so that your "thinking" is slowed to the speed of "thinking about thinking".

    Getting faster means you have to react intuitively which your code can't do because you don't jet understand intuition.

    And some day you have to go back to your regular "thinking" without "thinking about thinking" which is more difficult than said.
    Because the reward of understanding everything creates a neuro-transmitter imbalanace and over-rewards everything, including thinking about negative thoughts.

    For a thinker who's highest reward is learning something new or comparing himself in a new way, it's poisonous to learn about himself the first time if he has no distraction IRL from it.
    [doublepost=1514661588,1514661523][/doublepost]
    I would add very little content but offer maximum flexibility and tools so players could setup there own universe. There would be pretty much not a single setting or function that could not be tweaked or changed by my players.
    The functions which define how power output is calculated based on block placement?
     
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    The functions which define how power output is calculated based on block placement?
    Currently the basic concept of power is hard coded into the game you can not change it. Same with shields and many other things. I would not hard code them. It would just be an example of how it could work.
     

    NeonSturm

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    Currently the basic concept of power is hard coded into the game you can not change it. Same with shields and many other things. I would not hard code them. It would just be an example of how it could work.
    Sounds very good, but where is the difference to making SM open-source if everything is exposed?
    How much can you expose without triggering Shine's fear of an open-source version of SM?
     
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    Sounds very good, but where is the difference to making SM open-source if everything is exposed?
    How much can you expose without triggering Shine's fear of an open-source version of SM?
    Do they fear it?

    StarMade does not need to be open source to offer flexibility.

    It does not become less or more StarMade even if someone turns it into a desktop space fish aquarium simulator. You still have to buy the base game from Schine to use it.
     
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    So, if you were all of a sudden Schine came to you and said "What one thing would you want to add, remove or change about StarMade, what would it be?" and whatever you said happened, what would you choose?
    I'd tell Schine that I need time to think about it, then wait for many years because I wouldn't want to waste the opportunity requesting something that Schine ends up doing anyway.

    Given that crew is planned (and at least likely to be implemented in some form eventually); I'd probably end up asking for consumables (e.g. food and fuel) because I don't think multi-player can work properly without them (huge ships used for everything because nobody has to care about fuel consumption, factions that don't go outside their home base and don't bother with trade routes or mining because they've stockpiled resources, no reason to have wars over territory, etc).
     
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    Add missions and campaigns, also the ability to mod in your own universe with own ships and stations.

    Change small fighters and weapons to actually be hurtful to bigger ships.

    Remove insanths.
     

    Non

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    Ok, one thing, but its kinda big:

    Stats should be shared between docked entities, like all stats. Shields, health, mass, armor, dimensions, everything, cause thats what it would take to get rid of docked hulls I think. Probably ways to exploit this idk.
     
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    Me. I'd change the decision made some six months back to for all intents scrap the entire build system and redo the whole thing virtually from scratch. We had a good thing going for a while. It is gone, replaced by something I see as vastly inferior in virtually every way.

    I don't know why I keep checking in here. Nostalgia I suppose. The game I used to love and have high hopes for is gone. I shall likely never play it again.

    No single thing changed in this current disaster would fix it. They threw the baby out with the bathwater and replaced it with a skeletal homoncules.
     
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    I would like to see the new power system replaced with something that gives a lot more option for power sources.
    I want different power sources like solar power, hydrogen fuel cells, chemical rockets, fission, fusion, and antimatter.
    That would give a lot of options for powering ships with varying costs, fuel requirements, and risk of exploding if damaged.

    The solar power could work well for smaller ships, so you don't need to worry about fuel.
    A fission reactor could power a ship for a very long time between refueling.
    Antimatter could power a giant super weapon, but would be very expensive and hard to make.
     
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    I would like to see the new power system replaced with something that gives a lot more option for power sources.
    I want different power sources like solar power, hydrogen fuel cells, chemical rockets, fission, fusion, and antimatter.
    That would give a lot of options for powering ships with varying costs, fuel requirements, and risk of exploding if damaged.

    The solar power could work well for smaller ships, so you don't need to worry about fuel.
    A fission reactor could power a ship for a very long time between refueling.
    Antimatter could power a giant super weapon, but would be very expensive and hard to make.
    I concurr, theres a ton of intersting and fun mechanics they could at least have disscused!
    I think the community is fed up with the devs reluctance to directly communicate their thoughts and feelings on the game.
    With the devs and community working together we could have already had the power system over a done with by now imo (and in a way that satisfies both groups).

    It just seems a needless waste of the devs and communitys time for SMs development to be handeled like this (One of the devs have even said Schema prefers this "Long-distance Morse-code")

    :catdone::catdone::catdone::catdone::catdone::catdone::catdone::catdone::catdone::catdone::catdone::catdone::catdone::catdone::catdone::catdone::catcry::catcry::catcry::catcry::catdone::catdone::catdone::catdone::catdone::catdone::catdone:
    WHY?
     
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    I hate stabilizers. I would remove them, or failing that, make their presence merely optional, instead of mandatory.

    As far as what I would add? Some AI improvements, firstly. Actually, since the mechwarrior series seems to be a source of at least some inspiration, how about just copy/paste all the lance commands available from mechwarrior 4: mercenaries. RTS level of control is not needed, at least not while you're in a ship yourself.
     
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    With the devs and community working together we could have already had the power system over a done with by now imo (and in a way that satisfies both groups).
    With the devs and community working together, it'd take four years of pure arguing before people realise that they'll never get what they want because 99% of people want something slightly different; and then Schema would end up implementing something that has extreme performance problems because one person that wanted it had no clue about programming (but was smart enough to create 50 different puppet accounts to make it seem like many people wanted the same thing). :cool:
     
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    I would add a strategic layer. A map you could actually use to interface with your fleets, planets and stations directly and a decent suite of GUI interfaces for all your fleets, facilities, ships, factories, shipyards, etc. Essentially I'd make physically zooming around to various things I control more of an option than a requirement, allowing better organization and management of larger-scale holdings, operations, and armadas. Facilitate managing and transfer of owned entites directly via spreadsheet, sale of ships, stations, and yes even planets via market. General macro tools for strategy and economy. Of course, this presumes more functional fleets.


    I would also add vulnerable infrastructure requirements for fielding larger fleets, sustained camping, etc - as has been discussed about the docks quite extensively in the past.
     
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    I would add a strategic layer. A map you could actually use to interface with your fleets, planets and stations directly and a decent suite of GUI interfaces for all your fleets, facilities, ships, factories, shipyards, etc. Essentially I'd make physically zooming around to various things I control more of an option than a requirement, allowing better organization and management of larger-scale holdings, operations, and armadas. Facilitate managing and transfer of owned entites directly via spreadsheet, sale of ships, stations, and yes even planets via market. General macro tools for strategy and economy. Of course, this presumes more functional fleets.


    I would also add vulnerable infrastructure requirements for fielding larger fleets, sustained camping, etc - as has been discussed about the docks quite extensively in the past.
    Baby steps lol. I could see RTS type of mechanics working, but I think as part of some end-game level of faction control. Right now, I just want to be able to tell all the ships with me to focus on specific targets, or assign smaller escorts to my larger fleet elements.

    Ships should have roles, but the most important part of that is, you k ow, fulfilling their role. They don't currently do this, and they should before any other fleet mechanics get introduced.
     
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    Baby steps lol. I could see RTS type of mechanics working, but I think as part of some end-game level of faction control. Right now, I just want to be able to tell all the ships with me to focus on specific targets, or assign smaller escorts to my larger fleet elements.
    Heh. IKR. Better fleets in general would be so nice...

    I just want a good interface to be able to control things like factories and faction modules I own without flying there and doing it in person, to start. I don't need crazy RTS control from the map, but being able to interact with things by GUI at distance would be nice and maps are convenient ways of viewing assets across space, compared to a spreadsheet I mean, though those are nice too. It would save tons of bullshit tedium used to literally just to go back and forth accessing cores, faction modules, build blocks, and factories of every little thing you own every time you need to tweak something or adjust a setting across assets (faction permissions, for example).
     
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    Heh. IKR. Better fleets in general would be so nice...

    I just want a good interface to be able to control things like factories and faction modules I own without flying there and doing it in person, to start. I don't need crazy RTS control from the map, but being able to interact with things by GUI at distance would be nice and maps are convenient ways of viewing assets across space, compared to a spreadsheet I mean, though those are nice too. It would save tons of bullshit tedium used to literally just to go back and forth accessig cores, faction modules, build blocks, and factories of every little thing you own every time you need to tweak something or adjust a setting across assets (faction permissions, for example).
    If it were up to me, I'd make it a gameplay mechanic to promote one of your crew to stay there and handle that stuff. You could tweak it yourself, through the box, but over time it would learn your preferences and adapt to that.

    You don't see an emperor traveling to every little Podunk town to make sure all his crops are cropping, and all his factories are....factoring. that's what peons are for!