Lecic
Convicted Lancake Abuser
I smell barbecue. It smells good.
I smell barbecue. It smells good.
people will always undock sometime. be it in a cloaker or something a lil stronger to go the shop to get a larger ship. hit em in transitBut that's you flying around, killing anyone you find, not declaring war on them. There's a difference between a war, and killing some guy on your way to your local donut shop. :p
But they will. That's the problem. If there is a prominent threat (By prominent, I mean another faction who wants to explicitly kill them) then they'll stay there until the war is declared over. IIRC, this exact thing has happened before, but someone correct me on that if I'm wrong. :p
Oh, welp...
Once more stuff is added in, then there'll much more of a reason to keep playing. ATM, the game doesn't have nearly as many of the features that'll be coming later on, which'll provide a continuous reason to play, even after losing all your stuff. Either that, or you're part of the <1%. :p
I'm unsure how this would work. It wouldn't stop an established player to bring several smaller ships to bypass the mass restriction. Just park them pointed at the station or planet, and use remote logic to fire the weapons.I think it would be nice if factions homes would be invincible to any ship of a certain ration or greater of mass(if a ship has more than 50%mass of the station) This would allow noobie factions a scale-up fight, as they improved their base and made it larger more and more ships would be able to attack the, but would protect them from massive jugarnauts wiping them away. Large factions wouldmstill be able to duke it out, but they couldn't kill off new players.
we do have a reason to leave home base: suppliesPersonally I'd like to be given reasons to expand my territory. Perhaps some resource chokepoints, like needing resources from different colours of stars or gas giants to do certain crafting. Adding ways to passively gain resources from these bodies would also give the cargo system some use.
You'd have to protect your installation, and the cargo shipments from and to your home base. Attackers could cripple your supply line, giving you an incentive to invest in NPCs or add other players to your faction.
Right now, the invulnerable faction home is OP, because there's no real reason to ever leave it. Add those reasons, instead of nerfing the home base.
Sure, you have to leave your base in a mobile ship. Nothing is encouraging you to build anything stationary in a potentially dangerous place.we do have a reason to leave home base: supplies
you cant manufactor ships without raw input of ores or shop runs for items (corse ya need credits... witch... wait for it... you need to leave your base to get)
Finally someone gets it, the only other reason that these suggestions are made constantly is that the people who suggest it do not have commitments to follow through on (work,school) or have way too much free time on their hands. They get bored with the game, start having a world war three wet dream and decide to make a voxel game into a space war game (EVE).Why does it seem like it is always the noobs or alts that scream for homebase protection to be removed?
Hell this poll already has 79% of the votes being negative for it. (53% saying hell no)
Take a look at every other dead thread like this before thinking about making new ones please.
Well lets see how you just lied through your implication of the previous statements.But something that I've never stated, is that the game should be centered around war.
That's a problem entirely on it's own, and ultimately should be solved through different means than killing one of the biggest sources of fun for the game. And don't say war isn't the biggest source of fun, it always has been, is, and always will be. And if you have no intention of war, then fuck you
So I ask again, at what point was this post not centered around war. Because honestly when you use the word war in almost every sentence in your statements, I am fairly certain that is your main concern.Now this whole suggestion is centered around war, but it doesn't mean the game should be centered around war, or that I want it to be.
The problem is that most people don't have satillite outposts because if they wanted the you just build out there with their invincible station of dirt and delete the blocks inbetween.Wow, this thread is a mess. Almost as bad as the original suggestion.
Starmade isn't Rust, there's no reason taking a home base should be any easier than it currently is. If you really want to assault a base, attack their satellite outposts.
Maybe that is because of the fact that there is no need for other stations or bases other than the homebase, imagine what would happen if we needed more stations.The problem is that most people don't have satillite outposts because if they wanted the you just build out there with their invincible station of dirt and delete the blocks inbetween.
It would be a calculation of total mass of hostile(and nutral?) ships within render distance at any given point, with a cooldown of a certain amount of time so people couldn't send one ship at a time. Of course at some point it would just turn into people with glass cannons sniping factions, but they would be really weak glass cannons anywayI'm unsure how this would work. It wouldn't stop an established player to bring several smaller ships to bypass the mass restriction. Just park them pointed at the station or planet, and use remote logic to fire the weapons.
An alternative would be a ladder system like in use in FPS arenas, to match players of equal skill against each other. But I fear most servers aren't populated enough to actually do this.
warp gates for rapid travel between areasSure, you have to leave your base in a mobile ship. Nothing is encouraging you to build anything stationary in a potentially dangerous place.
Having a jump drive charged up is also a great way to avoid any conflict if you want.
I completely agree! This will also increase the importance of shipyards.This is only a small part of a more general suggestion I'm mulling over, but it is something that I think might add to this thread:
This would mean larger factions would be required to maintain larger areas of territory to protect their fleet, which would leave them open to guerilla warfare that aims to undermine that protection. It would also leave small factions with a safe-haven, without also enabling 1-man titan factions (joelbrisco, anyone?) to safely rule a server; in fact, such oppressive factions would be at a severe disadvantage in the fight to maintain their FP costs.
- Docking entities (turrets included) to the homebase (past some arbitrary free amount of mass) should cost FP/tick (if FP runs out, docked entities are no longer protected).
- In addition, the primary source of FP should be claiming and holding systems, rather than just having players online (income from players should possibly even be reduced).
- The length of an FP tick should be increased (ideally to 24h), and the other FP numbers rebalanced so that they are still equivalent to the current default.
Seeing as the main complaint against homebases is that enemies will simply dock up safely during times of war, it seems that the primary concern is the protection of the ships and turrets on the homebase, rather than the homebase itself. This mechanic would deal with that, without also trying to introduce a homebase-killing mechanic*.
*I think there is a place for such mechanics, but it should be rather more challenging than what is proposed within this thread; for example, holding all the systems adjacent to the targets' home system for a notable period of time.
joel used bugs to dupe blocks for his big ass titan. no one gets that large that fast legitimatlyThis is only a small part of a more general suggestion I'm mulling over, but it is something that I think might add to this thread:
This would mean larger factions would be required to maintain larger areas of territory to protect their fleet, which would leave them open to guerilla warfare that aims to undermine that protection. It would also leave small factions with a safe-haven, without also enabling 1-man titan factions (joelbrisco, anyone?) to safely rule a server; in fact, such oppressive factions would be at a severe disadvantage in the fight to maintain their FP costs.
- Docking entities (turrets included) to the homebase (past some arbitrary free amount of mass) should cost FP/tick (if FP runs out, docked entities are no longer protected).
- In addition, the primary source of FP should be claiming and holding systems, rather than just having players online (income from players should possibly even be reduced).
- The length of an FP tick should be increased (ideally to 24h), and the other FP numbers rebalanced so that they are still equivalent to the current default.
Seeing as the main complaint against homebases is that enemies will simply dock up safely during times of war, it seems that the primary concern is the protection of the ships and turrets on the homebase, rather than the homebase itself. This mechanic would deal with that, without also trying to introduce a homebase-killing mechanic*.
*I think there is a place for such mechanics, but it should be rather more challenging than what is proposed within this thread; for example, holding all the systems adjacent to the targets' home system for a notable period of time.
Im sorry im the one not being serious? At what point did I resort to calling people a retard when someone disagrees with me? And I am sorry but am I supposed to be threatened by you when you tell me to fuck off multiple times? When you want to have a professional conversation without the childish "fuck you's" I will still be here, and I dont plan on leaving anytime soon.Oh heel, these bitches getting sassy now. :p
Wha? How did I lie? Where did I lie? xD
Wha? Are you mentally disabled or something? I clearly stated, that the suggestion revolves around enabling war, however, I the wont/shouldn't revolve around war.
By easier than it is, do you mean easier than mostly impossible? And no, this isn't Rust, it's Starmade, this suggestion is in no way trying to turn it into Rust, this suggestion is trying to simply improve the homebase protection so that factions aren't immortal, whether they're big or small.
You'd still be able to dock up to homebase, and be immortal, thus this still needs to exist if you want to be able to actually finish a war (That doesn't involve on giving up when the enemy is all invulnerable)
Alright, you can go fuck yourself, simple as that. But that laughing works both ways, especially when that who is laughed just so happens to be the one calling out someone else. Do you want to know what you've done, you've simply said no, insulted me, and contributed NOTHING, other than "no, it's not rust, fuck you". You haven't explained yourself, all you've done is assumed that I want the game to be about war, that I want it to Rust, etc. etc. without actually thinking about the suggestion, you've made bullshit assumptions about both me, and the suggestion and came up with calling me stupid. YOU SIR, are the one who's stupid, YOU are the one who's failed to use any sort of intellect in your "contributions" here, and yet you have the audacity to call me the stupid one. You can quite simply go fuck yourself, we're trying (Keyword: trying) to have a serious conversation about this, and how it can properly implemented, and so far, there are very few, out of everyone here, who've actually made any proper contributions, while the rest have just complained and assumed, not even thinking it through. I bet half of you read the title, and just guessed it'd be shit, again, without actually thinking about the bloody suggestion. I would suggest you learn not to be an arrogant prick before calling someone out on being stupid, now get the fuck out of here, this is a serious thread.
Here we go, this is a REALLY good system. Dammit, I kind of want to replace the OP with just this. You actually understand the problem here, I salute you for actually thinking. On a side note, there'd need to be more ways in which FP can be drained, since we're now changing the biggest FP drain to an FP income facet.