A ten million block newbie brick doom cube showed up at my homebase just the other day and sat there for five minutes disgorging swarmers and occasionally four, I am sure quite powerful missiles. (He "rulz" because he has figured out that piling ten to twenty five million blocks together is the way to 'win' the game and the rest of us "newbs" are idiots as he loves to boast.) He actually destroyed something I was working on. (Just experimenting with a power structure and had it undocked so I could see it's stats independent of the station.)When was the last time any of you actually saw a titan on a server? or are you just repeating the 2 year old rhetoric?
I've built 2 on servers before, and I'm building a third one in single player that I will be importing and blueprint filling on my current server when it is done. All three being at least a kilometer long.When was the last time any of you actually saw a titan on a server? or are you just repeating the 2 year old rhetoric?
There is no need for hard rules, this 5 simple guide lines is all that is needed.The games in alpha stage, i am responsible for keeping my server running and populated. a hard limit and server rules keeps the server online and stops those players from trying to ruin it for others.
The numbers above were only an idea, not set in stone.
When something resembles more a shoe box than a ship, it's a newbie brick. When any effort made to give it the slightest shred of non-rectangle shape is unwedged grey armor, it's a newbie brick. When such a ship's weapon systems appear to be utterly uninspired other than pile on more bricks, it's a newbie brick. When such a someone thinks they've mastered the game because they've discerned that the key to winning the game is to break the server with ships that measure in kilometers, that theirs is the penultimate mastery of play, they are a noob, and anything they build, by definition, a newbie brick.when is something a newbie brick ?
just another relative term based on the observers ideas or ?
Your history teacher was wrong. Imagine that possibility.My history teacher once said: If the smallest group within a society doesn't work, the society as a whole doesn't work...
We have these rules, it doesnt stop anyone from trying to break the server. even block hard limits dont stop anyone from going over them(blueprint past it).this 5 simple guide lines
This forum is here to help the developers find out what are popular ideas and what are not. The people making the decisions need to know what the majority of players think so they can make the game appeal to the maximum number of players. This may seem unfair if you hold an opinion in the minority, oh well, c'est la vie. [Proper criticism should directed at the ideas not the individual who proposes those ideas.] If the debate does not result in some form of consensus, or majority view then it would not be useful for guiding development.The discussions on this board often go into bashing unpopular ideas and opinions of minorities. I mean who in the world is willed to participate in discussions when the majority finds it good to bash minorities instead of just accepting another view.
I agree with you in principal on most of your points. I have a perspective that I think is valid regarding build aesthetics. This relates to role-play.Some players just want to play and fight, and they should NOT be attacked for that any more than should players who just want to design and build and not fight. We don't force designers to fight, we shouldn't force fighters to design (or failing that treat them like pariahs).
I wouldn't call the 24 main offensive turrets on this thing 'small'. Technically their blueprint names refer to them as 'medium'. If they were bigger in fact, they would occlude each other's firing arcs. As it is, they can 'all' bear on a target to it's fore, and if they uncork, will together hit with an alpha strike of 120 million damage. The 56 tiny turrets are obviously point defense turrets. I consider this to be a barely adequate quantity of point defense. The inbetween turrets (20 of them) are 'dakka' turrets, which I would classify as small. However each of them puts out 20K damage per second in rapid cannon/cannon/punch fire, along with 150 modules of cannon/cannon/stop. They are there for shooting down drones and torpedoes.Panpiper sounds like you need some very large ion turrets, 100 small turrets just start to go into the laggy section of the game, we had a nighogger battleship on our server with 150 turrets... you dont wanna see it in combat or lose a combat, which is far worse...
Call me weak or beanpicking, but I see where this leads and its not based on mutual understanding. I dont enjoy talking like that.Your history teacher was wrong. Imagine that possibility.
I never found a game able to manage that people investing less time are as well off as people playing a lot more. How would that be fair to those putting more time into it? But we have this thing called shipyard, great mechanic you can build and even testfly stuff without any ressource cost so technically you could build along as you want before leaving the shell. or just put in a blueprint and spawn something to pew pew right away. the thing i figured is less that people spend more time in the game and more that people do more testing upfront to know how to really play which gives their stuff an advantage.Can you please understand guys: If someone wants to play this game he should be able to do pvp after one to five hours of gameplay. But on every bloddy server there are ships bigger than 200k the daily bread. Do you know how long I need to build a ship of 1k mass with enough details after 30 hours of gameplay? I need 4 to 10 hours. I am talking about a cool ship, with interiour and a unique hull design. Now even if some better man than me only needs 2 hours to design a 1k sized ship - how long would he need to do this into the 100k mass size? Lets say 20 hours.
And the point I am trying to make: with a limit of 100k mass you allready have an incredibly big ammount of creative possibilities in design and tactics. This size limit is enough to do pvp. This whole thread is not dedicated to the creative builders. This thread is dedicated to the guys who want to play rp and pvp. Keep that in mind when you defend any bigger size limit.
I like seeing big ships, but not for pvp. I admire your big buildings, dedication and work you put into them. But here we need to talk about what we can do to improve the pvp with the tools we have right now. Not in one year or six months. We want more players now. And we could also think flexible and not bind ourself to the maximum possible size of ships (actually over 500k mass and bigger) given by the server speed.
Call me weak or beanpicking, but I see where this leads and its not based on mutual understanding. I dont enjoy talking like that.
I see that you disagree with me, but the reasons are totally different from what I told and I don't understand how it is important for the arguments I made to even adress the history teachers opinion. I try to repeat myself and hope you adress whole argument next time, and not the part it's easiest to pick on. Until I am not understood I don't try to reply to your arguments.
The story about him was an introducing example. And my argument - what I hope gets read from someone here - was:
There are no working relationships between small ships in fights, because the actual server pvp (not how it could be - how it is right now on every server played on) is laid out to ignore small ships in favour of turtling, until you have a big enough ship to come out of your shell. There are just no fights between small ships on any servers out there, and so there aren't any working battle mechanics between fighters - because they are not used. I mean if small ships would work, they would be used in fights. And until they are not usefull in the pvp of servers the pvp is simple broken I say. And also to adress the turtling my suggestion is to lower the size to 100k so everyone comes out of his shell earlier.
Imho I would even use 50k and 100k should be earned with some special game rule...Remember: This limit is stated, because there are not enough people playing pvp. And the limit can ofc be bigger for servers who want big ship pvp. Sadly you can't set the ship size limit for different sectors, so you could have a battle zone with scaled difficulty of ship sizes.
Also keep again in mind: You need at least 10 hours to design a 100k mass ship. If you want a bigger audience playing this game, you need to allow pvp for people with small ships who only can spend 5 to 10 hours a week playing a game and want to have pvp non the less. I think the most people writing here have spent very long in this game and are dedicated players, but we are not the people. We are one part of the audience, but we also need to think about the big majority and their ability to have pvp withing 5 to 10 hours of gameplay.
How does that quote go... "Never interrupt your enemy when they are making a mistake, it's impolite"I wouldn't call the 24 main offensive turrets on this thing 'small'.
Give this man a medal.This includes docking a ship from it's extended gangway entitys camera to a station. NOBODY CARES that performance or any other resoon would speak against this.
Same goes for ai. An ai trying to fire through it's docked entity is stupid thus the game is crap, period, deleted
also schine has to streamline lots of other processes regarding logics i.e. having to put tons of activation modules somewhere to adjust a setting is a no go. rail speed ... that stuff makes a difference if placed next to a module or further away but connected all such stuff needs to become intuitive -> big load of work a head.
Finally when it comes to actually haveing stuff to do ... do not rely on a quest system. instead focus on building an economy and then just make factions generate quests based on real calculated need each game tick. if the player blows up farming stations in a system well everyone better become hungry quickly and food being a top priority as quests...
Fuck it, give him two.I never found a game able to manage that people investing less time are as well off as people playing a lot more. How would that be fair to those putting more time into it? But we have this thing called shipyard, great mechanic you can build and even testfly stuff without any ressource cost so technically you could build along as you want before leaving the shell. or just put in a blueprint and spawn something to pew pew right away. the thing i figured is less that people spend more time in the game and more that people do more testing upfront to know how to really play which gives their stuff an advantage.
Focusing on the Techwars comment:Give this man a medal.
I have to parrot the quest point; it's like adding a collectible card game to starmade. It's pretty much just it's own thing that's slapped on, rather than having the actual game give you a reason to play. I don't mind missions being in the game at all, but they won't keep a bad game afloat. Lots of bad games have missions, they wont fix anything on their own.
Fuck it, give him two.
As for carrots, i think a large portion of the problem stems from the fact that you sink hundreds of hours into building these things and then, being sufficiently stupid, you can lose them in a few minutes. It doesn't make any sense for pure combat to reward resources equal to the investment so it's just a net sink of your time. Look at eve, what is it 95% of players never leaving the high sec?
It's completely opposite to starmade's current operation but you could adopt a Techwars approach where only shipyards cost resources, but produces ships for free, up until a certain amount are around. (IE: fighter shipyard takes 4 hours to make a fighter and can support up to 10 of them) This eliminates the cost sink for taking ships out, losses are gradually replaced and there's no benefit to them sitting around collecting dust. It's probably a bit too arcady, but really you're just taking out the mining and refining resources into ship components step, and that's automated anyway.
In that case don't build it. Given a long enough timeline, every ship dies regardless of specs. Never bother with anything you're not comfortable replacing. Repeatedly.Unless it takes hundreds of hours of gathering resources to build the design...in that case...
Context goes a long way. I enjoy light RP servers, actually. No objection to server-based style standards, but those will still result in much fighting over the details of the issue. Their funeral.Sometimes the context makes a difference.
Oh yeah, there is a certain enforced style server that I'm sure we've all seen but I won't name that looked great until I saw "All ships and stations have to be in X style".Context goes a long way. I enjoy light RP servers, actually. No objection to server-based style standards, but those will still result in much fighting over the details of the issue. Their funeral.