I was laying down some storage-room cargo storage last night, and I got to thinking back on the cargo update. It was pretty revolutionary. I don't think anyone had made a suggestion for that kind of cargo handling. It was really nice. Plus, I have seen a shortage of suggestions on the forum lately, so I wanted to ask the community:
What kind of weird block-based changes would you like to see in Starmade next, similar to the out-of-left-field cargo update? Schine would much prefer that new changes to gameplay should be block-based when possible, so these kinds of suggestions would be much more valuable to Schine.
Examples that have been suggested before:
Thruster controller computer, which, when master over a thruster group, alters the thrust calculations, so that the returns on a bigger group aren't as diminished as an uncontrolled thruster group of the same size.
The catch? If the computer is destroyed, the entire thruster group goes offline as if it were all destroyed.
Similar to the thruster controller computer, a shield computer. Maybe it alters the shield power calculations for a slaved group, or maybe it provides increased shielding on one of the six faces.
Same catch: if the master computer is destroyed, the entire slave group goes offline.
Secondary rail contacts, which backup the first rail contact, so that if the first rail is destroyed, the second rail takes over, preventing laggy detachment.
I realize that control computers aren't very exciting, especially since the "catch" of destroyed computer doesn't mean much; when the shields drop, the battle is normally over quickly with mass destruction being the order of the day. It's just such an interesting game mechanic to be able to target individual subsystems. Even if you don't get through the shields, there are other gameplay mechanics that can be done, such as scanning for details, "hacking", or planning some sort of sabotage.
Or it can go the other way around: the catch of control computers might be that the enemy can "read" them with scanners and have more detail on the capability of your ship. I have always thought that space games give the player too much information on enemy vessels when initially targeted. It was always more interesting to me when the readings glitched out, or gave an ominous "unknown" reading.
For example, it would be interesting if the exact shield energy was unknown unless there was a computer to scan. Even then, you only find out about that shield group. So a stealth mission to scan -all- the shield computers would finally yield all the shield data.... If the enemy had all their shields connected to controllers. It would also be useful to be able to scan an energy controller and get a much better idea on how much excess e/s a ship has. For example, if they are running right up to the limit on their e generation, you'll want to target an energy computer close to the surface of the ship, to cripple them quickly.
tl;dr: brainstorm suggestions similar to the cargo-computer/cargo-storage master-slave paradigm for more block-based gameplay.
What kind of weird block-based changes would you like to see in Starmade next, similar to the out-of-left-field cargo update? Schine would much prefer that new changes to gameplay should be block-based when possible, so these kinds of suggestions would be much more valuable to Schine.
Examples that have been suggested before:
Thruster controller computer, which, when master over a thruster group, alters the thrust calculations, so that the returns on a bigger group aren't as diminished as an uncontrolled thruster group of the same size.
The catch? If the computer is destroyed, the entire thruster group goes offline as if it were all destroyed.
Similar to the thruster controller computer, a shield computer. Maybe it alters the shield power calculations for a slaved group, or maybe it provides increased shielding on one of the six faces.
Same catch: if the master computer is destroyed, the entire slave group goes offline.
Secondary rail contacts, which backup the first rail contact, so that if the first rail is destroyed, the second rail takes over, preventing laggy detachment.
I realize that control computers aren't very exciting, especially since the "catch" of destroyed computer doesn't mean much; when the shields drop, the battle is normally over quickly with mass destruction being the order of the day. It's just such an interesting game mechanic to be able to target individual subsystems. Even if you don't get through the shields, there are other gameplay mechanics that can be done, such as scanning for details, "hacking", or planning some sort of sabotage.
Or it can go the other way around: the catch of control computers might be that the enemy can "read" them with scanners and have more detail on the capability of your ship. I have always thought that space games give the player too much information on enemy vessels when initially targeted. It was always more interesting to me when the readings glitched out, or gave an ominous "unknown" reading.
For example, it would be interesting if the exact shield energy was unknown unless there was a computer to scan. Even then, you only find out about that shield group. So a stealth mission to scan -all- the shield computers would finally yield all the shield data.... If the enemy had all their shields connected to controllers. It would also be useful to be able to scan an energy controller and get a much better idea on how much excess e/s a ship has. For example, if they are running right up to the limit on their e generation, you'll want to target an energy computer close to the surface of the ship, to cripple them quickly.
tl;dr: brainstorm suggestions similar to the cargo-computer/cargo-storage master-slave paradigm for more block-based gameplay.