Hello and a good day,
I have a couple of thoughts about StarMade and wanted to share them in the hope that others might develop them with me.
StarMade is still in alpha phase and therefore I do not expect it to be well developed at this point even though I have to admit that it is very good already. Nonetheless there are a few basic things that I find to be heading into the wrong - or rather an un-optimal direction.
I like that you can build your very own ship but the way it is done is too simple! It all comes down to placing thousands of blocks. Sure there is some thinking involved when building reactors but in the end that's simple as well. The result is that players build giants that can outtank anything because they have a 300 000 shields/sec regeneration rate while pirates don't even do 1 000 damage/sec. To counter such a Leviathan you simply have to build a larger one. Not very creative. A possible solution might be to have more complex block-interaction. I am thinking of the IndustrialCraft, BuildCraft and Forestry mod for MineCraft: there are endless ways to build something and therefore your creativity knows no limits. It also would allow for very clever systems and a much more personalized wayd of building ships. For example the power generation: in IndustrialCraft there is a power unit called EU/t (EnergyUnits; EnergyUnits/tick) and there are many ways to generate that energy like fossil fuels, biomass, solar power, nuclear reactors, etc. In order to use that generated energy one has to lay down a power-grid that may have different currents and therefore you need different type of cables that are made out of different materials that where extracted from different ores and so forth. And what about a communications array? Sure simple, server-wide chat is easy to do but wouldn't it deepen the experience when you actually have to be in communications range to talk to someone? For longer distances you could build stations that act as communication-relays.
Don't just give the players a block that does everything for them make them do it themselves!
Another thing that I was thinking about is more subsystems. For now you pretty much have certain systems integrated like radar that lets you spot objects that you may not even be able to see yet. Why not make it that such a system has to be build by the player themself? Maybe by giving a sensor block and the more sensor block a ship has the further it can scan e.g. for pirates that are 10 systems away. My personal preference would be a complex, self-developed system like mentioned above. Another subsystem could be internal anti-personnel turrets. I always wondered why in all the sci-fi movies the warships never had any internal turrets. How easy would it have been to defend the Enterprise if AI-guided turrets would simply kill all the intruders instead of running around in jump-suits and getting hit by lasers.
Some kind of FTL-Drive: this topic has already been discussed but I wanted to give my opinion at this point anyway. My implementation idea is as follows: a subsystem that needs to build up power based on the distance and the mass of the ship. Maybe add some base value to it so 1 sector jumps would take longer to charge than to travel by sub-light but at the same time make very long distances not as time consuming. A exemplary calculation could be like this:
charge duration (in seconds) = (mass * distance)^(1/3.6) + 60
mass = 4000 (as example)
sector size = 3000m*3000m*3000m (don't know what the actual size is)
distance = in meters in a direct line to the target location
charge for 1 sector = (4000 * 3000)^(1/3.6) + 60 = 2m32s
charge for 2 sectors = (4000 * 6000)^(1/3.6) + 60 = 2m52s
charge for 5 sectors = (4000 * 15000)^(1/3.6) + 60 = 3m24s
charge for 10 sectors = (4000 * 30000)^(1/3.6) + 60 = 3m55s
charge for 20 sectors = (4000 * 60000)^(1/3.6) + 60 = 4m32s
charge for 50 sectors = (4000 * 150000)^(1/3.6) + 60 = 5m34s
charge for 100 sectors = (4000 * 300000)^(1/3.6) + 60 = 6m32s
charge for 1000 sectors = (4000 * 3000000)^(1/3.6) + 60 = 11m30s
This number could also be interpreted as travel time where the player would plot a course, enter warp instantly (be put into some pseudo-dimension) and after the duration teleport to the target destination (this way there will be no heavy load on the server).
Drones. Different types of drones like combat drones, repair drones, mining drones, sensory drones could be awesome! Small, AI-controlled ships that you can dock/undock by remote command.
Some other things that, as I think, everyone can agree on:
That is all I can think of for now.
I have a couple of thoughts about StarMade and wanted to share them in the hope that others might develop them with me.
StarMade is still in alpha phase and therefore I do not expect it to be well developed at this point even though I have to admit that it is very good already. Nonetheless there are a few basic things that I find to be heading into the wrong - or rather an un-optimal direction.
I like that you can build your very own ship but the way it is done is too simple! It all comes down to placing thousands of blocks. Sure there is some thinking involved when building reactors but in the end that's simple as well. The result is that players build giants that can outtank anything because they have a 300 000 shields/sec regeneration rate while pirates don't even do 1 000 damage/sec. To counter such a Leviathan you simply have to build a larger one. Not very creative. A possible solution might be to have more complex block-interaction. I am thinking of the IndustrialCraft, BuildCraft and Forestry mod for MineCraft: there are endless ways to build something and therefore your creativity knows no limits. It also would allow for very clever systems and a much more personalized wayd of building ships. For example the power generation: in IndustrialCraft there is a power unit called EU/t (EnergyUnits; EnergyUnits/tick) and there are many ways to generate that energy like fossil fuels, biomass, solar power, nuclear reactors, etc. In order to use that generated energy one has to lay down a power-grid that may have different currents and therefore you need different type of cables that are made out of different materials that where extracted from different ores and so forth. And what about a communications array? Sure simple, server-wide chat is easy to do but wouldn't it deepen the experience when you actually have to be in communications range to talk to someone? For longer distances you could build stations that act as communication-relays.
Don't just give the players a block that does everything for them make them do it themselves!
Another thing that I was thinking about is more subsystems. For now you pretty much have certain systems integrated like radar that lets you spot objects that you may not even be able to see yet. Why not make it that such a system has to be build by the player themself? Maybe by giving a sensor block and the more sensor block a ship has the further it can scan e.g. for pirates that are 10 systems away. My personal preference would be a complex, self-developed system like mentioned above. Another subsystem could be internal anti-personnel turrets. I always wondered why in all the sci-fi movies the warships never had any internal turrets. How easy would it have been to defend the Enterprise if AI-guided turrets would simply kill all the intruders instead of running around in jump-suits and getting hit by lasers.
Some kind of FTL-Drive: this topic has already been discussed but I wanted to give my opinion at this point anyway. My implementation idea is as follows: a subsystem that needs to build up power based on the distance and the mass of the ship. Maybe add some base value to it so 1 sector jumps would take longer to charge than to travel by sub-light but at the same time make very long distances not as time consuming. A exemplary calculation could be like this:
charge duration (in seconds) = (mass * distance)^(1/3.6) + 60
mass = 4000 (as example)
sector size = 3000m*3000m*3000m (don't know what the actual size is)
distance = in meters in a direct line to the target location
charge for 1 sector = (4000 * 3000)^(1/3.6) + 60 = 2m32s
charge for 2 sectors = (4000 * 6000)^(1/3.6) + 60 = 2m52s
charge for 5 sectors = (4000 * 15000)^(1/3.6) + 60 = 3m24s
charge for 10 sectors = (4000 * 30000)^(1/3.6) + 60 = 3m55s
charge for 20 sectors = (4000 * 60000)^(1/3.6) + 60 = 4m32s
charge for 50 sectors = (4000 * 150000)^(1/3.6) + 60 = 5m34s
charge for 100 sectors = (4000 * 300000)^(1/3.6) + 60 = 6m32s
charge for 1000 sectors = (4000 * 3000000)^(1/3.6) + 60 = 11m30s
This number could also be interpreted as travel time where the player would plot a course, enter warp instantly (be put into some pseudo-dimension) and after the duration teleport to the target destination (this way there will be no heavy load on the server).
Drones. Different types of drones like combat drones, repair drones, mining drones, sensory drones could be awesome! Small, AI-controlled ships that you can dock/undock by remote command.
Some other things that, as I think, everyone can agree on:
- Navigation screen needs some filter option (I don't care for all the asteroids in my sector)
- Pirate loot is too much/valueble (whats the point of money when you reach credit limit after 3 hours of playing?)
That is all I can think of for now.