My two cents on encouraging PvP conflict in a stagnant universe

    Az14el

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    things to shoot at other than a homebase would be nice, like things people are encouraged to make in some way :?
     
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    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).
    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.
     

    madman Captain

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    ignoring the information and trying to force an arbitrary point (that ive already answered, reread previous post) is called stonewalling.
    ignoring the information question and trying to force an agure with arbitrary point infomations (that ive already answered not work in context to the question, reread previous post my question please) is called stonewalling evaiding my question.

    Seriously, you had one job, to answer this question, I even told you how you have to answer the question, and you failed.


    we have accuracy, spread, salvos, cooldowns, armor pen, firerate, range, aoe, and bulletspeed already.
    So and how set apart this modificators the different cannon layouts or the different beam layouts?


    And that's why it has an atmospheric model. >_> Because it's mostly IN-ATMOSPHERE.
    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?

    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.
    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.
     

    Reilly Reese

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    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?
    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.
     
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    Seriously, you had one job, to answer this question, I even told you how you have to answer the question, and you failed.
    youre still ignoring all the information i put out, using a bullshit gateway question to try to validate it. sorry guy.
     
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    Well Starmade flight model has Newtonian movement but no orbits so of course it feels weird.

    Everyone who played KSP would expect to orbit a star or planet after adding some acceleration and everyone who played non-cosmosim games would expect to change direction of movement when they turn.
     
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    Groovrider

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    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.
    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.
     
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    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.
     
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    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.
    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.
     

    Edymnion

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    For the hard core turtles no amount of incentives will make them move an inch
    Hardcore turtlers don't want to PvP, there's no reason to force them into it.

    The trick to it is as Red said, encouraging them to PvP by giving them reasons to WANT to do it, not by taking away their ability to avoid it. Finding ways to force people into PvP just encourages griefing, and nobody wants that.

    Things that would help incentivize PvP in my book:
    1) Resource Recycling. Already mentioned, but if I get to eat tons of juicy blocks, the risk becomes much more worthy of the reward.
    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.
    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.

    To some extent we already have this with Warp Gates, but the incentive there is to just make them cheap and disposable because they're so vulnerable right now.
    4) Physical convoys. Already planned, but if trade required the construction of physical ships that would fly across the galaxy to deliver goods, then there would be soft targets full of juicy, juicy blocks to encourage attacks. Building cargo ships and escort fighters would be a lot of fun, and it would allow for some psuedo-pvp for people who want to practice. Also means incentive for players to get out of their base to escort their high value priority shipments personally.
    5) PvE buffs from PvP. Would be difficult to balance, but if there was some temporary buffs for winning in PvP, like say mining bonuses or faction points, then suddenly routine PvP in order to keep your buffs up becomes much more enticing.

    ---

    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.
     
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    Plz lemme turtle

    kthen

    Buffs are too easily exploited. Get an alt to pew, you now have the mining bonus or whatever buff you want to aboose.
     

    The Judge

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    I did a thonk but everyone might hate it.

    Does anyone play Skubmade for the resource management/mining?
    Not that I know of.
    So I'm gonna drop an idea for resources to be measured as an Integer rather than how many and what kind of blocks you have.

    Hopefully that would make the game more streamlined and focused on Combat/Expansion rather than just Mining a lot.
     
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    StormWing0

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    The only reason I turtle is when I know for a fact I can't beat an ass that decides to park his super titan at my front door and spawn camp me. Hence why I tend to build big ass turrets to stick onto my stations. The main issue with PvP and stations is they are too easy to kill despite what lengths some people go to in order to protect them. I could dock a couple of 50k mass turrets to a station and find it dead by the end of the day on some servers depending on the players there. So something needs to be done about the squishiness of stations that aren't the homebase before you can expect people to have more than one station.
     
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    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.
    As Mortiferum said, simple buffs are too easy to abuse.

    1) Resource Recycling. Already mentioned, but if I get to eat tons of juicy blocks, the risk becomes much more worthy of the reward.
    While that is something I can get behind, thats more of a reward more then an incentive to undock in the first place.

    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.
    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.

    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.
    I do not agree with free permanent invincibility as this is apart of the problem I and several others seek to solve.

    However I do think there absolutely needs to be reasons to expand, atm there are two key problems with the current faction system in regards to expansion.

    • The game punishes factions for expanding, in the form of faction point penalties
    • There is no reason to expand in the first place, as an entire faction can survive on minerals in their home system (or in the case of factions like Vaygr, block duplication exploits)
    One of the things I brought up in the original post was different "quirks" present within regions of space, ideally the only way to fully gain the benefits of this "quirk" would be to control the entire region, meaning you must expand.

    Of course, due to faction points the game doesnt like you expanding and punishes you for doing so, part of the suggestion one of my alts proposed awhile back would allow for expansion and for said expansion to have a form of invincibility to similar to homebases protection (TLDR timer based vulnerability for all stations, not just one "main" station)
     
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    I 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.

    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.
    - 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.

    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, [..]
    - 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!
     
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    - 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.
    One of the current issues is that the game punishes you for expanding outside of your home system, in the form of faction points.

    - 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.
    I see what you mean, I was more reffering to "high risk low reward" in general.

    You risk loosing your ship and you gain nothing but bragging rights and some salvage in return.

    - 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.
    While the things you list are possible in the game, it doesnt happen.

    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.

    The only time you will get proper fleet on fleet content is by pre-arranged battles "for fun" but that doesnt happen nearly as much as it used to.

    - 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.
    One of the issues with split resource distribution I highlighted in the original post

    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.
    - 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.
    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 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 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.

    StarMade does not have such protections avaliable and PvE players have the option to play on PvE servers to avoid contact entirely.

    However PvE players do not contribute to the economy, most "economy contributions" come from mining, and mining is not something exclusive to PvE players.

    - 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 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.

    The reason PvE and PvP is able to intergrate so well into EVE Online is that EVE Online at its core, a PvP game that you happen to be able to do PvE in, they did not "merge" PvE and PvP, they just made it possible to do PvE content in a PvP game.

    - 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 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.

    The idea I had in mind with the "quirks" I mentioned in the OP is that the region a "quirk" was localised to would only be actually beneficial if you controlled all (or at least a vast majority) of that region, this means in order to reap the rewards of the quirk present in the region you settle in, you MUST expand.

    However, there are issues with expansion such as stations required for expansion are too easy to destroy, I did propose something awhile back that would make destroying stations harder, inhibit offline attacks and give oppurtunities for defence to whoever is being attacked.

    - 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 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.

    I think you should need to have other stations for refining materials, shipbuilding etc. Allowing factions to do everything they need in a single homebase discourages expansion as it is pointless to do so.

    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.
    I proposed something almost indentical to this awhile back (on an alt, my main was banned shhh)

    Faction Infastructure and Homebase Invulnerability: A solution to permanent turtling
    [doublepost=1506846338,1506846307][/doublepost]Thank you for the feedback however, its great to see brainstorming like this.
     
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    I 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!
    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 system
     

    Croquelune

    An Imaginary Number's officer
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    I read the 3 pages and I'm surprise that no one mentionning the absurdly huge and flat universe. Let me explain.

    In SM everyone can go everywhere without limitations. So find tagets is like looking for needles in ocean.

    On EVE fight occures mainly in corridor paths. And this thing miss totally in Starmade.

    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.
    It could be simply some kind of malus like the overheating sun or maybe speed reduction but something that don't totally prevent you to go there temporarily but that will push the player to avoid this system.

    It would allow doing some real blocus and not just homebase camping.

    About the ressource solutions i'm agree with Red_Alert if it's use with critical ressources it could lead some factions to lock the system and get the monopole. And it's sucks (i.e. EVE online & cartel everywhere).

    But it could work if it's use with recipes that only use for aesthethic purpose, like paints or whatever future fancy blocks. Since it gives you a reason to fight for without prevent you to grab technologies to contest it.
     
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    Edymnion

    Carebear Extraordinaire!
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    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.
    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.
    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.
    So leave them alone and find someone who does want to play with you.
    StarMade does not have such protections available and PvE players have the option to play on PvE servers to avoid contact entirely.
    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".

    Again for me, the way to encourage more PvP is to give players reasons to leave their bases and participate, not by removing their ability to stay out of it when they don't want to do it. This is a game, its meant to be fun for everyone playing it. If someone doesn't want to PvP, its a dick move to force them into it. But, this isn't about that. This is about ways to encourage more PvP. Which means ways to get people to want to go out and fight and not want to turtle and stick to themselves.

    Back on topic!
    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.
    Again, forcing people into PvP is a bad move, IMO. But the basic idea can be tweaked.

    What if instead of preventing players from using non-corridors, we simply make the corridors more effective at travel? Like have corridor space where your ships have double their normal thrust, or double their normal jump distance, or some other mechanic that makes it EASIER and FASTER to use these spaces than normal. Give people an incentive to congregate in a given spot, instead of forcing them into it?

    Because if you try to force someone into something they don't want to do, they're going to dig their heels in and fight it twice as hard. Give someone a tiny sliver of an advantage, and they'll take it every time thinking they're gaming the system instead of acting exactly like you wanted them to.

    ---

    Alternatively, what about if we changed the jump drives to act less like the jump drives in Stargate SG1 and more like the warp drives in Star Trek? As in, the ship still moves through physical space, just at a much higher rate? Anyone who wants to travel while ignoring PvP threats can do so now by simply having multiple jump drives so that they can jump again with one drive as soon as the other finishes firing. Our jump inhibitors now only work to drain jump drive charges, they can't knock a jumper out of hyperspace.

    If you could actually see someone coming and shoot at them while warping through a system, that would be a game changer. It would make defense stations a LOT more viable when you can't simply jump past them.

    ---

    Although I think something that would go a LONG way to helping promote better PvP will simply be more effective PvE pirates and opponents. Currently default pirates are not a threat, its very easy to quickly reach the point they can be ignored or even farmed. If we had better scaling, better built PvE opponents, that would create more incentive to build more and better combat ships. More people sitting around on a server with a fleet of battleships, the more likely they are going to be to want to USE those ships.

    Only problem there is we need to get scaling opponents set up somehow. Harder pirates are great for established players, but they're horrible for newbs who aren't strong enough to survive the increased difficulty. We also need better pirate generation, as right now its far too easy to clear out some space and never see a pirate again.

    ---

    I also still think we need some more organized options for PvP other than just wild west open world. We need some kind of Arena play where like powered ships are put up against each other, and you DON'T lose the ship in the end. Most PvP centric games, be they FPS or turn-based strategy share the same common element of "Everyone starts at square 1, everyone goes back to square 1 when they're done". Nobody cares THAT much if you lose a match in Overwatch or lose a game of Starcraft II because win or lose, its confined to that match. Or games like Destiny 2, even if you are drastically overmatched in a PvP session, you keep your level and your gear intact at the end of the fight. Its something fun to do in order to pass the time, it doesn't actively HURT your ability to progress in the game for losing.

    We need that in Starmade. We need gameplay options where PvP is "just for fun" and you don't lose anything for participating, instead of being kicked off the server for losing.
    [doublepost=1507133166,1507132855][/doublepost]
    Does anyone play Skubmade for the resource management/mining?
    Not that I know of.
    Actually yes, I do from time to time.

    It can be very relaxing after a hard day to do something simple like mine some asteroids in peace and quiet. Its rather like going for a walk, only with less exercise.