Croquelune
An Imaginary Number's officer
I never complete ship yet so never experiment PvP on Starmade but I had already identified and thought at this problem. It's not only slow travel, it's an aggregate of facts which deters players to do PvP. Somes are chronic problem which is common to lot of .php games like Ogame, or somes mmorpg (which are simply dying cause of that).
Fact I : The 1st wave of players to come to a new universe/server would gain a durable advantage and often will keep it all along the server life (e.g. Ogame).
--> If you're not from that wave you'll got a propensity to avoid fight because you'll never be the top predator of the pyramid.
Fact II : Then another category will also unbalance the game, the unemployed nolife who will farm and catch up their late or build a crazy advance (cumulate fact I & II and the player should reach the server deity if he's a bit experimented in the game).
--> If you're not have enought time to match up the nolife gameplay you'll got a propensity to avoid fight aswell.
Fact III : Prey prefer run and hide than confront. So let's imagine I join an hardcore server where "all blows are allowed" (sorry for the Frenchism but don't know the English equivalent) with 2-3 years of late. For sure if I'm not a stupid suicidal guy my first action will be to fly far away the central system and to not stick around strong guys (like Ogame). Then it would be to convince my allies to gather somewhere and grow together. But even like that we can't prevent a sudden attack and rampage from top tiers unless we play starmade like nolife (like Ogame). Or join the strong side.
--> If you want to growth and reach a certain level before PvP it's natural to looking for peace remoted place, so de facto you'll got a propensity to avoid fight. With the feeling to be a potential prey a player would have ABSOLUTELY no point to looking for PvP.
Fact IV : The threesome rule. Take 3 equivalent factions ; 2 factions begin to fight each other, they go weaken and mitigates. At the end the 3rd factions will take care of the rest, and should win easy. That's what happen often in RTS.
--> Conclusion : in this situation statu quo is the best tactic, de facto you'll got a propensity to avoid fight.
Fact V : You could take months to build real efficient ship, if it destroyed during his WIP phase or even when it is finished you could got a frustrastion feeling or even demotivaional one. Anyway it won't be a joyfull one like "Oh yeah ! I got fucked up ! Youhou !"
--> With your fleet jewel you'll got a propensity to avoid risky fight, or even simply avoid fight by fear of retaliations.
Fact VI : If your ship is destroyed, it's forever. They are actually no wreckage, no recycle ability, nothing which can spare you half resources our half time, so you'll have to rebuild all from the beginning.
--> Hell no, propensity to avoid fight.
I'm sure it miss some reasons but it's already enough to conclude if you are not top players of the server your propensity to looking for random PvP reach something around 0.05% for the more bellicists.
At the moment, the only viable in my point of view are Role Play server. Where PvP can be planified as event and where factions can conclude a kind of "chivalry code of conduct".
All my ship will have color light spot which use color code to transmit intentions with circuit things ; e.g. the intermittent red one will be the code for "this ship is surrendering" and hope to avoid total annihilation.
Fact I : The 1st wave of players to come to a new universe/server would gain a durable advantage and often will keep it all along the server life (e.g. Ogame).
--> If you're not from that wave you'll got a propensity to avoid fight because you'll never be the top predator of the pyramid.
Fact II : Then another category will also unbalance the game, the unemployed nolife who will farm and catch up their late or build a crazy advance (cumulate fact I & II and the player should reach the server deity if he's a bit experimented in the game).
--> If you're not have enought time to match up the nolife gameplay you'll got a propensity to avoid fight aswell.
Fact III : Prey prefer run and hide than confront. So let's imagine I join an hardcore server where "all blows are allowed" (sorry for the Frenchism but don't know the English equivalent) with 2-3 years of late. For sure if I'm not a stupid suicidal guy my first action will be to fly far away the central system and to not stick around strong guys (like Ogame). Then it would be to convince my allies to gather somewhere and grow together. But even like that we can't prevent a sudden attack and rampage from top tiers unless we play starmade like nolife (like Ogame). Or join the strong side.
--> If you want to growth and reach a certain level before PvP it's natural to looking for peace remoted place, so de facto you'll got a propensity to avoid fight. With the feeling to be a potential prey a player would have ABSOLUTELY no point to looking for PvP.
Fact IV : The threesome rule. Take 3 equivalent factions ; 2 factions begin to fight each other, they go weaken and mitigates. At the end the 3rd factions will take care of the rest, and should win easy. That's what happen often in RTS.
--> Conclusion : in this situation statu quo is the best tactic, de facto you'll got a propensity to avoid fight.
Fact V : You could take months to build real efficient ship, if it destroyed during his WIP phase or even when it is finished you could got a frustrastion feeling or even demotivaional one. Anyway it won't be a joyfull one like "Oh yeah ! I got fucked up ! Youhou !"
--> With your fleet jewel you'll got a propensity to avoid risky fight, or even simply avoid fight by fear of retaliations.
Fact VI : If your ship is destroyed, it's forever. They are actually no wreckage, no recycle ability, nothing which can spare you half resources our half time, so you'll have to rebuild all from the beginning.
--> Hell no, propensity to avoid fight.
I'm sure it miss some reasons but it's already enough to conclude if you are not top players of the server your propensity to looking for random PvP reach something around 0.05% for the more bellicists.
At the moment, the only viable in my point of view are Role Play server. Where PvP can be planified as event and where factions can conclude a kind of "chivalry code of conduct".
All my ship will have color light spot which use color code to transmit intentions with circuit things ; e.g. the intermittent red one will be the code for "this ship is surrendering" and hope to avoid total annihilation.