I believe the Devs are doing exactly that...at this very moment. Leading with a straw-man argument is not the best way to make your case. I don't play Arrk...Sm is not Ark...SM can still be made to avoid the pitfalls other games have fallen into. BTW we are familiar with causes of this problem, as you are, so why do you say this is a non-issue? There are several threads and hundreds of posts that detail peoples concerns. Seems pretty valid to me.Honestly, this anti-HB rhetoric is getting old. The current HB system is fine the way it is, if you really want to have your stuff destroyed every night you can go play Ark. Changing the way HB's work will not stop the "turtling" that is going on in servers. The devs need to come out with a solution that gives the players reason to build additional bases and claim more territory, because currently there is no reason to. A quick list of reasons that make people turtle;
"Hound the Devs". Nice solution...sounds easy...lets ramp up the complaints until 'they' fix it. Or...the community can brainstorm possible solutions and share their experiences. Like my experience playing on a MP server for six months while the entire Admin team worked constantly to encourage players to leave their turtle shell and interact more. No one was being pestered or harassed, just enticed with activities and events, missions and contests. This was not a 'made up' issue for the server it was attempt to avoid people having a single-player experience while on a MP server.In the end, it would not change the current status quo. Changing HB's will not stop this made up issue that some people think is rampant. If you really want to see people expand in the universes then you need to hound the devs into giving us meaningful updates that provide incentives.
Did someone suggest getting rid of HB invulnerability? I missed that one completely!Honestly, this anti-HB rhetoric is getting old. The current HB system is fine the way it is, if you really want to have your stuff destroyed every night you can go play Ark. Changing the way HB's work will not stop the "turtling" that is going on in servers. The devs need to come out with a solution that gives the players reason to build additional bases and claim more territory, because currently there is no reason to. A quick list of reasons that make people turtle;
-Additional systems cost factions FP.
-Why claim more space when every system contains just about every resource in the game.
-There are not enough players to invite into different factions to be able to even claim territory.
-Most factions are 1 player factions as it is just easier to have your own faction.
-The game offers 0 incentive to join a faction, other than dealing with drama and bs.
-Even if you got rid of HB protection, any player with half a brain would just build his base in the void away from any claimed space.
In the end, it would not change the current status quo. Changing HB's will not stop this made up issue that some people think is rampant. If you really want to see people expand in the universes then you need to hound the devs into giving us meaningful updates that provide incentives.
Unless invulnerability only extends to faction entities. Now you suggest another 'killer' problem with the idea, and I respond with another simple solution... Except not - one's enough for me. But go on if you like.Then dock a non factionned ship to the public usd on the HB to break this limit and destroy it ? Then i'm forced to not place any public usd on my station because someone could use it at his own advantage ?
The fact that there is plenty of ppl pointing HB as a problem doesn't mean that restricting them is the real solution. They're a sanctuary for players and we shouldn't be forced to get out of our sanctuary until we, players, feel confident enough to face the world out of it. Taking limitations such as the mass or being enough active on the server and things like that are just going to provoke more problem than currently. Where is your carrot and your stick in that ? Where is the sandbox in that ?why do you say this is a non-issue? There are several threads and hundreds of posts that detail peoples concerns. Seems pretty valid to me.
Where did I mention that you or another discussed completely removing the HB invulnerability? There are several posts with you discussing limiting the HB invulnerability. Changing/limiting the HB protection would do nothing to stop turtling, anyone who is semi-intelligent would hide their bases in the void where the statistical chance of someone finding you is so low you are practically invulnerable. You should instead be focusing on ways to bring in incentives for factions to expand, because currently there aren't many. You are trying to fix a complex problem with a knee-jerk reaction focusing on one thing instead of looking at the whole picture.Did someone suggest getting rid of HB invulnerability? I missed that one completely!
I've thought for a while that the biggest way to encourage/force expansion (without a carrot or stick) is look at making certain systems mutually incompatible with each other (completely the opposite direction of those who want 1 giant all-in-one mega-ships with factories, shipyards, etc that they never need to leave).
You can't turtle if you can't have everything in one spot.
So maybe the energy & waste put off by factories makes it impossible for undeathinators to operate on the same entity. Perhaps jumpgates cause space-time disruptions that make the entity they're on uninhabitable to life (no NPCs on jumpgate entities) or just prevented shipyards from working on the same entity.
Then factions must make a hard choice about whether their HB is focused on personnel (undeathinator, medical, docking, etc), industry, or tying together an interstellar empire with a cluster of large jumpgates. Auxiliary stations would NEED to be established then to perform the other necessary functions. Then they'd need to be defended, by both station defenses and patrolling fleets. Smart players would insist upon redundancy in non-HB stations because we know they could be destroyed, so the idea of putting all your eggs into one mega-factory station would be ensuring your manufacturing capabilities would suffer interruptions, while setting up 3-4 more modest but still effective manufacturing stations in far-flung positions in and around your territory would give you a better chance of not losing them all at once in a war.
Simply inhibiting a HB from doing it all while still allowing it to be an invulnerable stronghold where factions can park, heal, re-spawn, and control their fleets would create reasons for expansion without penalizing anyone.
Even simpler - A mass or systems limit could even be set for HBs - the powerful invulnerability field that makes them invincible might only be able to protect a rather small structure. Then HBs could still "do it all" but only on much smaller scales, so if you wanted more than a tiny, lifeline manufacturing capability you would have to go set up additional facilities.This is my favorite as well. Simple and elegant, no carrots, no sticks, just a partial nerf to invulnerability. Especially with a server-adjustable limit. A low limit would mean a universe where homebases are basically small defensive bases with re-spawns, a tiny emergency factory line, and 2-3 docks for the team's best capital ships. A high limit could be almost unlimited and would result in universes much like they are now.
I think that infrastructure (installations with strategic value) that can be targeted to hurt an enemy is important to adding sport to Starmade, and can be done without requiring full kills. This harkens back a bit to the brainstorming in this old thread.If HB protection is limited by mass, that mass limit can be extended to docked entities on a first come first serve basis. Pilots can easily receive a message if an entity they just docked is not granted invulnerability.
Any obstacle can be overcome, it's only a matter of the work required to do so compared to the value of doing so.
This is a very valid concern, but a key part of this game's appeal is actually its complexity. That said, I prefer the simplest solution or set of solutions for exactly the reason you bring up. All we do in here is brainstorm, then the devs come through and cherry-pick stuff and analyse whether it fits their vision of the game and wrangle with the brass tacks of implementation. I've seen many ideas that were extensively and repeatedly discussed in forum appear in the game, though rarely in exactly the way expected. So I just keep brainstorming. I don't assume every idea will or should be used, even of the very good ideas.
As far as HB size goes; I really don't believe that setting a size limit on Total Invulnerability is unreasonable, especially when an invulnerable HB can easily control an area 27 sectors in volume with deadly force. It would also go a ways to curing the turtle epidemic because as long as you can have it ALL in total invulnerability, it will always take a lot of contrived, game-bending carrots and sticks to make it worthwhile to do otherwise. Limiting invulnerability in some way (not necessarily mass) seems an elegant solution. As mentioned, it can be server adjustable. It could be set to near unlimited and players will continue to play as they do - turtling in their deluxe super-bases. If it is small, it will still allow players to have a cozy little base that keeps them from becoming space hobos just because they lose a few battles. If they don't want the stress of expanding, it will actually create incentive to trade and cooperate with allies more to overcome the limits. Specializing as part of a team will become worth considering, instead of simply doing it all yourself and being an island (with a chatroom).
Of course this is really only relevant to multiplayer, so any player in SP mode could easily have a checkbox for unlimited HB just like they already do for creative mode. That could even be the default in SP. It can be implemented to have zero impact on players who "just want to build," because even if they do decide to go MP they can play on servers with extremely generous limits and they will almost never notice the change unless their main goal is to crash the server with the size of their creations (and they're the ones ruining it for the rest of us anyway ;-)).
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Thanks! The topic is similar because it's a core issue that keeps coming up for us. Again, and again and again. Often it is addressed in parts, people gripe about titans and no action, people wonder why there's no interaction... but it's one picture, and in my opinion it all comes down to ending permanent, infinite invulnerability.
Limited invulnerability - sure.
Buffs - sure.
Temporary infinite invulnerability even - maybe in certain cases....
Permanent, Infinite invulnerability though - you can't lose anything ever as long as you never leave home, so by the rules of this game the winner is he who interacts as little as possible. If you never leave HB, you never lose anything. You just hunker in static plenitude. Chatting. It barely even qualifies as a "game" if there is no risk of loss though, which can lead to boredom.
How exactly does this set-up encourage expansion? All it would do is to drive people to hide their actual bases in the void and use 2 block anchor stations to claim systems.So, limited-mass invulnerability would very much work. It works like this: The station can be X mass, and the docked mass can be X mass. The station is limited in dimensional size, too (No sphere-around-undocked/unprotected-entities for you!). The HB is invulnerable up to a certain mass, and every docked entity docked before the invulnerability cap was reached is protected. So if you dock a single monstrosity made up of 400 ships to your station, and it makes total docked mass exceed the limit, then the monstrosity is no longer HB-protected, except through the station's shields. However, if you dock each ship individually, then only the ships added after/the ship that caused the mass limit to be exceeded lose protection. No random over-massing-through-use-of-alts or crap like that.
The point that MacThule was trying to get across was that limiting HB protection would encourage expansion. So again, how exactly would your proposal encourage expansion over isolation?Homebase* not other stations. This solves everyone's problem with limiting HB mass and such and docked-entity exploits or whatever.
Where
did I mention that you or another discussed completely removing the HB invulnerability?
Although to be fair, I didn't really notice that the entire rest of your post acknowledged that the main theme was more about limiting the permanent, infinite, invulnerable homebase than getting rid of it.-Even if you got rid of HB protection, any player with half a brain would just build his base in the void away from any claimed space.
In a game with hundreds of different weapon combinations, what incentive, realistically, could possibly outweigh Permanent, Infinitite, Free, Total Invulnerability? Nothing can. That is why with years of discussions such as this engaging hundreds of players, no sufficiently compelling incentive has been found. Nothing can override the most OP, game-breaking incentive there is - the incentive to leave their home base as rarely and briefly and possible... so people start discussing sticks - punishing players for staying in their ubertastic HBs the way the rules tell them they should. That's not right either - players can't be punished for doing what they are clearly being strongly compelled to do in order to gain access to the single biggest advantage available in the entire game; God Mode. Unless... you know of some incentive that doesn't involve punishing players for following the rules, that would induce YOU, personally, to spend tons of time away from your fortress, knowing full well that your opponents need take no such risks and probably won't?You should instead be focusing on ways to bring in incentives for factions to expand, because currently there aren't many.
You're saying that a solution that evolved over several years involving discussions with hundreds of veteran players is "a knee-jerk reaction?" Your basis of comparison completely eludes me. Anyone can call anything anything else, but that does not make it so. The solutions being discussed are not knee-jerk reactions or anything like that. certainly not all of them, anyway. They are long-discussed, long-considered, repeatedly refined and attempt to address the root problem underlying the never-ending Cold Game status in Starmade MP. This has been a problem for large numbers of players for many for years now. Years. The response is typically "if you want that, go play something else..." So most players do. Which is why our numbers blow despite how amazing the game is.You are trying to fix a complex problem with a knee-jerk reaction focusing on one thing instead of looking at the whole picture.
Thanks MacThule While I have not given up on Crew & FPs to provide the needed incentives I do agree: this fact remains at the heart of the problem.In a game with hundreds of different weapon combinations, what incentive, realistically, could possibly outweigh Permanent, Infinitite, Free, Total Invulnerability? Nothing can. That is why with years of discussions such as this engaging hundreds of players, no sufficiently compelling incentive has been found. Nothing can override the most OP, game-breaking incentive there is - the incentive to leave their home base as rarely and briefly and possible... so people start discussing sticks - punishing players for staying in their ubertastic HBs the way the rules tell them they should. That's not right either - players can't be punished for doing what they are clearly being strongly compelled to do in order to gain access to the single biggest advantage available in the entire game; God Mode. Unless... you know of some incentive that doesn't involve punishing players for following the rules, that would induce YOU, personally, to spend tons of time away from your fortress, knowing full well that your opponents need take no such risks and probably won't?
I do not believe such an incentive exists or can be devised. Only the chance to achieve a superior buff could entice players away from the buff already gained by turtling, and what could be superior to Permanent, Infinite, Free Invulnerability?
Very good thinking here Scypio. This is the right kind of mechanic for creating real incentive.- Crews : Like that one too. Control populated planets, control stations where we can hire them. Theses points should give crews on an exponential formula, every another crew getting more expensive to hire for each of theses points separately. Get something to expanse your empire trough the stars or do not but you'll need much more credits to do so.
How exactly is HB protection the leading cause to turtling? I've read a lot of talk, but very little logical justification for the statements. Let's say they got rid of the protection, how exactly would that help the situation? The way I see it, that would just cause players to build their 1 base in the void where the statistical chance of someone happening upon it is so low the base might as well be invulnerable. There's a lot of focus on this thread about HB's but very little in the underlying issue, that there is absolutely no incentive right now to build more than 1 station or to claim additional stations. As it is, the current state of the game discourages expansion and the building of additional stations. Stations need something done to make them worthwhile, because right now they are more of a hindrance than an asset. The problem I have with this thread is that everyone is focusing on one thing (HB protection) and not looking at the underlying issues with the game. There is zero incentive to expand and build additional stations and if they removed/changed HB protection there would still be zero incentive to expand and build additional stations.Thanks MacThule While I have not given up on Crew & FPs to provide the needed incentives I do agree: this fact remains at the heart of the problem.
Total, limitless HB-invulnerability is a leading cause of stagnant MP servers.
Agreed, while homebases enable turtling at reasonably central location, what causes it is the ability of others to attack you and destroy everything you have. Basically, it's a very successful griefing protection. That doesn't mean it's the bestest possible and the only choice ever available, but for the moment it's what stands between pointless gankfest (or guess the galaxy hide and seek) and reasonably playable game.How exactly is HB protection the leading cause to turtling? I've read a lot of talk, but very little logical justification for the statements. Let's say they got rid of the protection, how exactly would that help the situation? The way I see it, that would just cause players to build their 1 base in the void where the statistical chance of someone happening upon it is so low the base might as well be invulnerable.
Total, limitless HB-invulnerability is what that discussion is about. There is not a conspiracy to eliminate HB-invulnerability here, just a discussion about how it can be adjusted to improve the meta-game on MP servers. Lets not shut down the debate before it starts...this is how ideas evolve. If I wanted to play a SP game that pretends to be MP I would be playing NMS.How exactly is HB protection the leading cause to turtling?