G
GDPR 302420
Guest
Hello StarMade citizens
Today i wish to propose a few suggestions to make combat more varied, fun and challenging as well as improve coordination in groups, I've gotten these ideas from popular space games such as Elite: Dangerous and EVE Online
Firstly to get rid of the "Biggest Ship Wins" principle StarMade has and force people to use different ship sizes for different encounters i propose the SIGNATURE RADIUS SYSTEM:
A signature radius system how it works is simple in principle:
A ships total mass will determine its signature radius for so example a 1000 mass ship may have a 1000 signature radius
Each weapon group will have a "Fire Radius" different weapons of the same size will have different values for example:
1000 group missile system may have 1000 Base Fire Radius and +500% Addition Fire Radius (seeing as missiles are currently in my opinion the most effective weapon) so that's 6000 Fire Radius
1000 group Cannon system may have 1000 Base Fire Radius and +400% Additional Fire Radius (as cannons are the second most effective imo) So that's 5000 Fire Radius
1000 group Damage Beam system may have 1000 Base Fire Radius and a +300% Additional Fire Radius (As beams are the 3rd most effective imo) so that's 4000 Fire Radius
1000 group damage pulse system may have 1000 base Fire Radius and an +200% additional Fire Radius (as damage pulse is the least effective imo) so thats 3000 Fire Radius
Now here is the part that matters:
If a ships weapons Fire Radius is larger than the Signature Radius of the ship it is fighting then the damage output of the debuffed by a certain percentage depending on the size of the Bigger Ships Weapons Fire Radius and the smaller ships Signature Radius
So for example
a 10k mass missile system (60k fire radius) fires is missiles at a 10k total mass ship because the signature radius of the target is 10k and the fire radius of the missile system is 60k the missile does 500% less damage to the target (so 1% less for every 1000 fire radius more then signature radius)
so does that mean that small ships are invincible against larger ones
NOPE: because the next section in my short story covers how signature radius can be increases when conditions are met here is a list
When a target is charging their jump drive or jumping their signature radius is increased by 300%
When a target is firing missile their signature radius is increased by 50%
When a target is firing cannons their signature radius is increased by 35%
When a target is firing damage beams their signature radius is increased by 20%
When a target is firing damage pulses their signature radius is increased by 10%
When a target is using a Standalone Overdrive Effect, Ion Effect or Piercing Effect Systems their signature radius is increased by 75%
When a target is using Standalone Explosive Effect, Pull Effect, Push Effect or Stop Effect Systems their signature radius is increased by 50%
When a target is using Standalone EMP Effect or Punch-Through Effect Systems their signature radius is increased by 30%
This will make combat varied, fun and as stated above remove the Biggest Ship Wins principle this games combat system is relient on.
Secondly i Propose my 2 cents on Warp Drive Blocking:
I reckon that Some kind of "bubble" could be deployed that stops warping out of that bubble this is useful for fleet battles where the a faction/group doesn't want their targets escaping as currently in StarMade anouther combat principle is "If you think you cannot win Jump out then your enemy won't find you" this needs to be fixed.
I also believe that it is necessary to add something that is left behind when you jump out, this object may be scanned/entered with a specialty system that allows you to jump to the targets destination, this also helps get rid of the "once you jump you win" principle that StarMade is using.
In my honest opinion i believe that it could be implemented that when a jump drive module is activated the target will auto align so the front of their ship faces their destination and once that happens ships take about 2-3 seconds to reach warping speed so they can still be hit while jumping until they reach warping speed, finally i think that jumping should take 15 seconds rather than around 3 and during this time a special system could be used to target a ship in warp and within range and force the jump drive to re-direct its course to the ship using the systems sector, this could make jumping more risky and more fair so when they jump the fight isn't over.
My 3rd and final Proposal is to improve efficiency of fleet formation tactics and communication:
Firstly we have groups that can be formed by players and invite others to their group this "fleet" can then share their position on the map with others as well as allow the next suggestions to be possible.
Fleet Waypoints, Priority Targets and Markers, these system is simple UI modifications that a fleet commander can set:
Fleet Waypoint: Sets a waypoint on everyone in that fleets UI that can be warped to multiple waypoints can be set so that a specific path can be taken rather than a direct route
Priority Targets: Fleet commanders can place a marker on a target that indications its kill priority for example a larger target could be set with priority 1 and a smaller one could be set with priority 2.
Markets: Waypoints that are shared with everyone in a fleet and that can be targeted to warp to from the waypoints panel in navigation can be used to set rally points, retreat points etc
And that's it i hope you like my ideas constructive criticism welcome but please be gentle
Today i wish to propose a few suggestions to make combat more varied, fun and challenging as well as improve coordination in groups, I've gotten these ideas from popular space games such as Elite: Dangerous and EVE Online
Firstly to get rid of the "Biggest Ship Wins" principle StarMade has and force people to use different ship sizes for different encounters i propose the SIGNATURE RADIUS SYSTEM:
A signature radius system how it works is simple in principle:
A ships total mass will determine its signature radius for so example a 1000 mass ship may have a 1000 signature radius
Each weapon group will have a "Fire Radius" different weapons of the same size will have different values for example:
1000 group missile system may have 1000 Base Fire Radius and +500% Addition Fire Radius (seeing as missiles are currently in my opinion the most effective weapon) so that's 6000 Fire Radius
1000 group Cannon system may have 1000 Base Fire Radius and +400% Additional Fire Radius (as cannons are the second most effective imo) So that's 5000 Fire Radius
1000 group Damage Beam system may have 1000 Base Fire Radius and a +300% Additional Fire Radius (As beams are the 3rd most effective imo) so that's 4000 Fire Radius
1000 group damage pulse system may have 1000 base Fire Radius and an +200% additional Fire Radius (as damage pulse is the least effective imo) so thats 3000 Fire Radius
Now here is the part that matters:
If a ships weapons Fire Radius is larger than the Signature Radius of the ship it is fighting then the damage output of the debuffed by a certain percentage depending on the size of the Bigger Ships Weapons Fire Radius and the smaller ships Signature Radius
So for example
a 10k mass missile system (60k fire radius) fires is missiles at a 10k total mass ship because the signature radius of the target is 10k and the fire radius of the missile system is 60k the missile does 500% less damage to the target (so 1% less for every 1000 fire radius more then signature radius)
so does that mean that small ships are invincible against larger ones
NOPE: because the next section in my short story covers how signature radius can be increases when conditions are met here is a list
When a target is charging their jump drive or jumping their signature radius is increased by 300%
When a target is firing missile their signature radius is increased by 50%
When a target is firing cannons their signature radius is increased by 35%
When a target is firing damage beams their signature radius is increased by 20%
When a target is firing damage pulses their signature radius is increased by 10%
When a target is using a Standalone Overdrive Effect, Ion Effect or Piercing Effect Systems their signature radius is increased by 75%
When a target is using Standalone Explosive Effect, Pull Effect, Push Effect or Stop Effect Systems their signature radius is increased by 50%
When a target is using Standalone EMP Effect or Punch-Through Effect Systems their signature radius is increased by 30%
This will make combat varied, fun and as stated above remove the Biggest Ship Wins principle this games combat system is relient on.
Secondly i Propose my 2 cents on Warp Drive Blocking:
I reckon that Some kind of "bubble" could be deployed that stops warping out of that bubble this is useful for fleet battles where the a faction/group doesn't want their targets escaping as currently in StarMade anouther combat principle is "If you think you cannot win Jump out then your enemy won't find you" this needs to be fixed.
I also believe that it is necessary to add something that is left behind when you jump out, this object may be scanned/entered with a specialty system that allows you to jump to the targets destination, this also helps get rid of the "once you jump you win" principle that StarMade is using.
In my honest opinion i believe that it could be implemented that when a jump drive module is activated the target will auto align so the front of their ship faces their destination and once that happens ships take about 2-3 seconds to reach warping speed so they can still be hit while jumping until they reach warping speed, finally i think that jumping should take 15 seconds rather than around 3 and during this time a special system could be used to target a ship in warp and within range and force the jump drive to re-direct its course to the ship using the systems sector, this could make jumping more risky and more fair so when they jump the fight isn't over.
My 3rd and final Proposal is to improve efficiency of fleet formation tactics and communication:
Firstly we have groups that can be formed by players and invite others to their group this "fleet" can then share their position on the map with others as well as allow the next suggestions to be possible.
Fleet Waypoints, Priority Targets and Markers, these system is simple UI modifications that a fleet commander can set:
Fleet Waypoint: Sets a waypoint on everyone in that fleets UI that can be warped to multiple waypoints can be set so that a specific path can be taken rather than a direct route
Priority Targets: Fleet commanders can place a marker on a target that indications its kill priority for example a larger target could be set with priority 1 and a smaller one could be set with priority 2.
Markets: Waypoints that are shared with everyone in a fleet and that can be targeted to warp to from the waypoints panel in navigation can be used to set rally points, retreat points etc
And that's it i hope you like my ideas constructive criticism welcome but please be gentle