Try building for efficiency instead of simply throwing things into the air please.Did you even read my post? Ok lets explain it different:
Please explain who are the complex, gamechanging, uniques, betwin the following weaponsystems:
CAN
CAN+CAN
CAN+Missile
CAN+Beam
CAN+Pulse
all systems have the exact same size and no effect systems.
Ok, what I want to say was that I want a change in the targeting mechanismin of guided missiles, its simply anoying that I'm still forced to aim direcly at my enemy when I want to fire a volley of missiles from a couple of inbuild dossal missile launchers, please let them simply work with Lock On (F key).
ignoring theignoring the information and trying to force an arbitrary point (that ive already answered, reread previous post) is called stonewalling.
So and how set apart this modificators the different cannon layouts or the different beam layouts?we have accuracy, spread, salvos, cooldowns, armor pen, firerate, range, aoe, and bulletspeed already.
The ship isnt affected by gravity because of atmosphere? That make no sense.And that's why it has an atmospheric model. >_> Because it's mostly IN-ATMOSPHERE.
OH HELL NO. I dont want effective weapons I want interresting weapons! I want unique weapons and not just stupid firerate alterings. I want enjoy a good battle and not wanking over damage numbers.Try building for efficiency instead of simply throwing things into the air please.
Number of blocks to use, layout of output, the percentage of tertiary effect (no, 100% is not the best believe it or not) and stuff like that.
Naw i'm just pointing out that Dreadnought isn't really good at making your point and clarifying for others that don't play it as to why it would be like that.The ship isnt affected by gravity because of atmosphere? That make no sense.
And you really ignore the other ten games I talked about because one of them have also planetary maps?
youre still ignoring all the information i put out, using a bullshit gateway question to try to validate it. sorry guy.Seriously, you had one job, to answer this question, I even told you how you have to answer the question, and you failed.
Agreed. Starmade flight/combat has always been weird.4. The flight behaivor: I cant really point on it or explain, but I dont like to fly ships (regartless of size).
That's just vectored thrust. It's very high energy which is why you only see its long-term use in sci-fi but then so are we. Just change thrust to 100% forward. The issue is switching between the two types of flight when needed which is a pain in the ass. Saved thrust profiles that you could access in flight would be cool for that. Newton's a bitch.And when I turn the ship 90 degrees to the right? Will it constanly drive forward? No, it drifts sidewards.
I mean that the ship always try to move forward and if I change the direcion of the ship it imidetly gives trust so that it moves stait forward and not drift sidewards plus that it trys to maintain the speed and course against external forces like wormholes or pull/push/stop effects.
Orbital Mechanics imo needs a lot of work, atm planets are too small to be usefull for anything and even if they were larger I can do the same from a station.You just think on to short a time frame and to small a scale. Orbital mechanics allow for some nice long term self guided shots. See an opponent setting up their faction? Set a shell on course, and two days later snipe their storage section at four kilometers per second.
Hardcore turtlers don't want to PvP, there's no reason to force them into it.For the hard core turtles no amount of incentives will make them move an inch
As Mortiferum said, simple buffs are too easy to abuse.The short of it, IMO, is that there are people who like to PvP just for the sake of PvP. Those people are already doing PvP. There are people who don't like PvP and see no reason to do it because it doesn't help enhance the parts of the game they do like.
So the best way to encourage more, healthier, PvP is to integrate it more into the PvE world. Give the PvE people buffs or bonuses they can't get normally by partaking. Focus less on trying to force them into playing the game in a way they don't like, and more into getting them to WANT to do PvP in the first place.
While that is something I can get behind, thats more of a reward more then an incentive to undock in the first place.1) Resource Recycling. Already mentioned, but if I get to eat tons of juicy blocks, the risk becomes much more worthy of the reward.
This is already a thing, boarding mechanics allow you to destroy the faction block with a boarding party and take a blueprint of the ship, effectivly capturing it.2) Blueprint Acquisition. If we get to the point where blueprints are stored in ships themselves, fighting to take control of a ship so you can get it's blueprint would be a great reason to hunt specific people/ships down. I know I've been on servers with cool pirates that I'd take multiple prisoner ships so that I could piece them back together for my own use.
I do not agree with free permanent invincibility as this is apart of the problem I and several others seek to solve.3) Reasons to expand out of the home base. I'm all for the home base being invincible, its the ultimate griefer failsafe. What we need is things that can't be done in a home base, or things that we need multiple copies of to be efficient. Gas Giants have been the code word for renewable resources over time for ages, if we had multiple different types of gas giant or nebula that required a mining/gathering station be built, that would help a lot. Sure, one could make an invincible home base on one type of resource, but you'd need more to balance out.
- There's always the Empire game meaning you could just keep expanding your dominated space untill the others are forced to push you back, aswell as incenting them to do so because your empires' structures can be worth a decent amount.So whats the current issue with the universe and PvP?
There is no reason to fight in PvP other than bragging rights, PvP is high risk low reward which turns a lot of players off it and would rather turtle in their homebases.
- An easy solution to this is indeed exactly what EVE does ; it spawns higher-grade ores in lower-sec-systems and low-grade-ores in high-sec-systems. Besides that certain Regions hold more of certain ores or different pirates.Splitting certain resources essentialy grinds production of warships to a halt, one faction controls the area with the all the shield making materials, so they can make a lot of shields but not much else, in a sense no faction can actually go to war without taking someone elses resource area, but nobody can take someone elses resource area without building ships which require the control of resources that cannot be obtained without ships.
So what is the solution then?
I belive the solution is not with resources splitting, but rather an idea a "localsised quirk" system inspired by EVE Online nullsec.
So, lets make a comparrison to EVE, how it currently works there is areas of "null security space" or "nullsec" in these areas of nullsec, different "regions" split it up, generaly an alliance (or coalaltion) controls part of, or an entire region. Different regions give different "quirks"
EVE does not split tritanium from morphite, rather it gives access to certain "quirks" to the controllers of that region.
In one region, known as "Delve" resources are much more richer and mining yield im high, the alliance that controls delve has much more resources to build ships, [..]
And EVE Online has the perfect conflict driver for this reason, Empires want to control the region of best mining (Delve) alongside their own region that gives them unique components from Rogue Drones.
In my opinion, StarMade could take a similar approach, to encourage conflict, certain "regions" of the galaxy can have unique features to them to where whoever controls them take reap the advantages, [..]
One of the current issues is that the game punishes you for expanding outside of your home system, in the form of faction points.- There's always the Empire game meaning you could just keep expanding your dominated space untill the others are forced to push you back, aswell as incenting them to do so because your empires' structures can be worth a decent amount.
I see what you mean, I was more reffering to "high risk low reward" in general.- PVP high risk, low reward depends on whom/what you attack. Attacking a frigate with your battleship isn't going to give you a lot, nor is it going to incite the other to fight back. This is the same in EVE. Even more so, in EVE you don't get as much as you get in Starmade from killing players, from my recollection of years in EVE.
While the things you list are possible in the game, it doesnt happen.- PVP already allows Conqouring space, pirating miners, camping stations, chasing transports / traders and ganking builders. All that stands in your way is that you claim that players only hide in their homebase and PVP has no reason.
One of the issues with split resource distribution I highlighted in the original post- An easy solution to this is indeed exactly what EVE does ; it spawns higher-grade ores in lower-sec-systems and low-grade-ores in high-sec-systems. Besides that certain Regions hold more of certain ores or different pirates.
This way you can build your ships, -and- fight over the systems that provide resources for i.e. shields production.
Splitting certain resources essentialy grinds production of warships to a halt, one faction controls the area with the all the shield making materials, so they can make a lot of shields but not much else, in a sense no faction can actually go to war without taking someone elses resource area, but nobody can take someone elses resource area without building ships which require the control of resources that cannot be obtained without ships.
A never ending paradox that puts a halt on all PvP.
The PvE players you mention will run to their homebase and dock the minute they see a "Neutral has entered your system" notifaction in their hud 99% of the time before you even arrive to kill them.- PVE players are actually often target of Player Pirates, to lift on your example EVE ; think about the carebear miners in highsec, the haulers with freighters (slow, nearly unmanouvrable ships), Missioners, etc. getting ganked.
PvE players in EVE Online have a lot more protections avaliable to them (especialy in highsec) and you do not have a choice whenever to play with PvPers or not, as EVE is a single universe.PVE players boost the economy of the game, which makes it possible to be (partially) player-driven, and less AI-driven. This means you get PVE players running around to gain the most from their hard earned resources. This would be your oppertunity to PVP them with low risk high reward. Cuasing the PVE players to get fleets, you get fleets.. i think you get the idea.
I would disagree with this on the grounds that it doesnt work, you cannot change mechanics to benefit PvE players without screwing over PvP players and vice versa.- PVE / PVP shouldn't be seperated by server, they should be merged. This is what would have the most impact on how often you can PVP, and how fun it'd be.
I don't think your idea of "gateway stations" is a good idea, however I do think you should be absolutely required to expand outside to your home system to survive at all, regardless of whenever you are PvE or PvP.- This can be solved by requiring the player to build more stations before they can build -bigger- stations. i.e. first you only get to build the core structure and docking ports. Then you need to build X amount of Y and Z typed stations before you can add a production section.
(so the more stations you have of type Y and Z, the more you can produce at your station X)
I can get behind something like this, I do not believe you should be able to do absolutely everything you need to survive at one homebase.- Maximum power and Processing Power (like the EVE POS mechanics) should be factors on stations. This way, you get -specialised- stations, instead of all-in-one stations. This would also in turn cause PVP avoiders to -have- to go and fly around to get what they need, instead of sitting in their station for a few hours whilst production finishes.
I proposed something almost indentical to this awhile back (on an alt, my main was banned shhh)As to taking down stations ; again, EVE POS mechanics. Once a shield goes down, the reinforced armor kicks in, untill its resource has been depleted. This is a fixed amount and shouldn't be able to be replenished untill a 48hr timer has gone by, or untill the player turns off Reinforced mode. Turning it off would mean you have no passive defenses though, so your shields have to regen, -and- reinforced mode can't be used untill the 48hr timer is done.
Thing is, in eve systems have a bit more value. Currently in star made there's not much you can't do in 10 systems that you couldn't do in 1 systemI only quoted RedAlert_007 because he's the original thread starter and most other posts seem to be about bitching about carebears, traders, station sitters.
Instead of just bitching, try and understand why these people do these things. Then come up with a fun-for-both-sides constructive solution.
- There's always the Empire game meaning you could just keep expanding your dominated space untill the others are forced to push you back, aswell as incenting them to do so because your empires' structures can be worth a decent amount.
- PVP high risk, low reward depends on whom/what you attack. Attacking a frigate with your battleship isn't going to give you a lot, nor is it going to incite the other to fight back. This is the same in EVE. Even more so, in EVE you don't get as much as you get in Starmade from killing players, from my recollection of years in EVE.
- PVP already allows Conqouring space, pirating miners, camping stations, chasing transports / traders and ganking builders. All that stands in your way is that you claim that players only hide in their homebase and PVP has no reason.
- An easy solution to this is indeed exactly what EVE does ; it spawns higher-grade ores in lower-sec-systems and low-grade-ores in high-sec-systems. Besides that certain Regions hold more of certain ores or different pirates.
This way you can build your ships, -and- fight over the systems that provide resources for i.e. shields production.
- However, this illustrates the problem with EVE : all of the lowsec and nullsec regions in EVE have been claimed (either officially by claiming it for their alliances / coalitions or unofficially by just patrolling the regions) -- this leads towards Kartel behaviour. Which IMHO is definitely not desired. It ends with a few alliances / coalitions owning everything, people being forced to join them to enter said regions , or die in the attempt to fly through the first systems of said regions. This does incite combat, however it deminishes the fun of the overall game. Thus, IMHO, these regions should either be unclaimable or they should limit the amount of stations etc you can build even more, OR, we'd have to limit WHERE you can build stations more to avoid having a fence of stations gattling anyone whom comes near the system (this is not PVP, this is automated killbot, hence, not desired effect I'd think).
- PVE players are actually often target of Player Pirates, to lift on your example EVE ; think about the carebear miners in highsec, the haulers with freighters (slow, nearly unmanouvrable ships), Missioners, etc. getting ganked.
- PVE players boost the economy of the game, which makes it possible to be (partially) player-driven, and less AI-driven. This means you get PVE players running around to gain the most from their hard earned resources. This would be your oppertunity to PVP them with low risk high reward. Cuasing the PVE players to get fleets, you get fleets.. i think you get the idea.
- PVE / PVP shouldn't be seperated by server, they should be merged. This is what would have the most impact on how often you can PVP, and how fun it'd be.
As to the case as some have brought up that PVE/PVP players can simply create anything in their home (and not-home) stations, thus keeping them to one system / sector;
- This can be solved by requiring the player to build more stations before they can build -bigger- stations. i.e. first you only get to build the core structure and docking ports. Then you need to build X amount of Y and Z typed stations before you can add a production section.
(so the more stations you have of type Y and Z, the more you can produce at your station X)
- Maximum power and Processing Power (like the EVE POS mechanics) should be factors on stations. This way, you get -specialised- stations, instead of all-in-one stations. This would also in turn cause PVP avoiders to -have- to go and fly around to get what they need, instead of sitting in their station for a few hours whilst production finishes.
As to taking down stations ; again, EVE POS mechanics. Once a shield goes down, the reinforced armor kicks in, untill its resource has been depleted. This is a fixed amount and shouldn't be able to be replenished untill a 48hr timer has gone by, or untill the player turns off Reinforced mode. Turning it off would mean you have no passive defenses though, so your shields have to regen, -and- reinforced mode can't be used untill the 48hr timer is done.
The various points named above, collectively, should increase PVP, aswell as fun in PVP, I think.
Reading back I may have gone a bit off topic and repetitive, my apologies, it's been a long night. :p
My 2 cts on your 2 cts.
Goodmorning!
Dude, thats so not even PvP, thats just straight up griefing. Even WoW PvP servers have rules saying camping like that is against the rules, and WoW was the "Don't call us if somebody kills you on a PvP server, we don't care" king.I can say from personal experience (being apart of Vaygr Empire for 4 years) that 90% of all "PvP content" is spawn camping astronauts at homebases and 10% is ganking noobs in starter ships.
So leave them alone and find someone who does want to play with you.The PvE players you mention will run to their homebase and dock the minute they see a "Neutral has entered your system" notification in their hud 99% of the time before you even arrive to kill them.
I still find it funny that you are against the "If you don't like the community, leave" posters on the forums, but that you do the same thing in game. "If you don't like being spawn camped, leave". You're all for "I can voice my opinion however I want" here, but in game its "My way or get out".StarMade does not have such protections available and PvE players have the option to play on PvE servers to avoid contact entirely.
Again, forcing people into PvP is a bad move, IMO. But the basic idea can be tweaked.One solution to stimulate encounter, and so, pvp could be also to create some kind of nebula system which should be kind of no-go zone system (or else at least not without some kind of deep/sub-space or whatever technologies). This systems would act like some kind of space reliefs or barriers and force players to converge in some path between pockets.
Actually yes, I do from time to time.Does anyone play Skubmade for the resource management/mining?
Not that I know of.