non-lagging pvp system

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    Introduction

    I have an idea for non-lagging and exciting pvp system. Right now fighting is not really fun (imho). It's too fast, You can't really see if u even hurt your enemy.

    How it works in practice

    This idea is inspired by game named WarThunder.

    WarThunder is something like mmo WW2 aerial fights simulator. There are many types of planes each of them have some pros and cons how they can engage with eachothers.

    Light fighter is very agilty. But a little bit slower by other planes. His main tactic is dogfight.
    http://en.wikipedia.org/wiki/Dogfight

    Medium fighters are less agilty but faster. While light fighters are trying to use their agilty to win, medium fighters are far less agilty so they lose in nearly every dogfight.

    Heavy fighters are even faster, even harder and even less agile. They have very powerfull cannons but their agility don't allow them to follow your enemy and shoot on his back, because u will simply be able to use ur higher agility to run from them (if u're not heavy fightter of course).

    Bombers, heavy bombers, naval bombers etc. - bombers are one of fastest planes. Their agility is very very very poor anyway. Their main tactic is to fly too high for another planes. This works because u lost a lot of speed when u fly up. So u can go to the same speed as bombers but it's very hard for fighters.

    How it works in tests

    Ok so whole system is pretty balanced. Most times wons just more experienced player (mainly because planes are balanced but in starmade players could build what they want).

    If u have higher agility than enemy but slower speed, then u need to try to dogfight with him. U try to outmaneuver him.

    If you're faster but less agily u try to energyfight with him. That one would be hard in starmade. Energy fight uses rule that when u fly up, then u lose u'r speed dramatically. Because u have higher speed, slower but more agile enemy will not be able to catch u when u will fly up, because enemy will lose all his speed.
    There is no force that decrases ur speed in space (unless schema will add gravity of planets and stars that will catch u even if u're far away from them). But I think that in starmade it would be enough to hit-and-run tactic. Where u shoot until enemy will make too sharp turn... then just run away and hit again.

    If u're bomber then u're poor. U just have turrets. Turrets will smash light fighters. But it's not easy to beat real fighters.

    How to introduce it in starmade (this will also balance resources gaining).



    Ok, so how it could be implemented. I watched last Q&A. Cali said that there will be system to configure ur thrusters (for example 50% of power to forward, 30% for turning, 20% for flying back). It will make that fight will start to be more similiary to WarThunder. Because some players will be faster and less agile and another will be slower and more agile. Just like aerial fights in real life.

    But there is still one problem. Difference for speed for fights and for travel. Some servers sets max speed for 100. It's terrible to fight with that speed. But no one want to say admins "her decrease it". Why? Because it speeds up travelling through space. On one hand we need slower speeds to make fights less laggy and more smooth on other hand we don't want to fly hour from our base to server-spawn.

    So the idea is warpdrive. I think there is no way to balance fights and travelling if we will not separate them.

    Speeds for fight need be lower, for travelling faster.

    Also if there will be warpdrive, then planets will be able to be more spreaded. Not like now. Common if u stand on earth, u don't see Mars like huge orange ball.

    There could be many tech levels of warp drivers that would give more controll over factions evolution for schema. For example: on first level of warp drivers u don't need much energy to use it and much resources to produce it but it will not be able to push u to planets, ur best way to gain resources will be harvesting asteroids. Second tech will be able to take u to planets but very slow. Travelling through whole star system would take so much (let's say 1 hour or 30 minutes). Third tech could make u travell through star system in 10 minutes).



    What do u think about it?
     

    NeonSturm

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    on first level of warp drivers u don\'t need much energy to use it and much resources to produce it but it will not be able to push u to planets, ur best way to gain resources will be harvesting asteroids. Second tech will be able to take u to planets but very slow. Travelling through whole star system would take so much (let\'s say 1 hour or 30 minutes). Third tech could make u travell through star system in 10 minutes).


    -1 I don\'t like hard caps. And I don\'t know if 1h 30min will encurage players playing SM. But we could have some emty space between sun sytems.

    And there should always be a cheap possibility to get to the spawn or shops. Warp1 seems too slow for it!



    I have a post here (right below the big picture from sunworld) http://star-made.org/content/warp-gates-and-ftl-merits-each and a more recent here http://star-made.org/content/stargate

    I think we should have multiple choices.

    • Warp with 140 energy per block: Your level1 warp?
    • Warp with 500+ energy per block, or a really big warp-core and power-drain reactor-ships: Your level2 warp.

    I think it should be easy to archive L2 or L3 if you have no weapons and very few shields, etc. but not as easy if you add more idle mass (especially combat stuff).

    • Space-roads (natural, Slipstream).

      For faster inter-stellar travel without own ftl drives: Your level3? Disadvantages:

      inefficent for traveling from and to entrances to the slipstream (Slipstream= you travel between change_sector-wormholes in some more dense 100\'000, 100\'000, 100\'000 + (real position)*0.1 sectors).
    • you can not reach positions in the middle of a triangle of stars.



    [*]Space-streets (artificial, accellerator-gates)

    • send you to a destination, distance dependent on gate size (\"z\" axis) and your mass, only the direction it is build for (x/y/z +/-), available energy, design (only z counts for distance. x/y is for the ship size which can pass through), just one way, good with faction-lock for your hidden base!




    So the idea is warpdrive. I think there is no way to balance fights and travelling if we will not separate them.


    I\'m glad, you got the point of all that :)