Ok so there will be a lot of discussion going on in other threads and i rather not want to distract from them for they are necessary and they should be read and discussed.
The thing i would like to do in this thread is gather your opinions on the proposal actually hitting the goals set.
I will deliver an example of where the system missed instead for this represents my opinion better.
So please no discussion about the system itself, rather the discussion if, in your point of view, the proposal would actually succeed on the requested points.
---
- predictability: We would have to learn the system! From my point of view in the actual state of the proposal is everything BUT INTUITIVE. Who did not understand the currecnt power system, will also fail exploiting this new system, with it's added complexity layers of abstract techpoint currencies which are percentage based? and some weirdo distance rules and strange limitations with no relation to real world or tech or sci-fi.
Noone could explain to me yet why systems can not just be powered by power and why we could not have multiple redundant reactors working at the same time.
And for the distance between reactors and the other blocks - what was their purpose again? anyway there is alredy a distance based thing in starmade that annoys the hell out of me because of a lacking indicator, sun damage... you have proofen to ignore this issue for over a year now keeping sun deals damage as a default setting for new worlds but not adding a indicator that tells us when we might get too close just makes me vomit thinking about another arbitrary distance thing that should become integral part of ship building in the future.
Actually imho you would be even further away from this goal with the new system than the current one...
- Simplicity: *climbing back into my chair because i was just ROFL* nope!
Let me tell you something about what makes games fun.
Games should be easy to play hard to master. Easy to play strongly relies on using our already established patterns to make us relate to a given mechanic. which is why minecraft has this huge appeal for you use commonly known stuff in that game. wood planks sticks stone ... to build also known stuff people can relate to torches, ladders ... so giving people stuff they can understand easily is essential in getting people into playing your game. Now what makes the game fun is the game concept, basically a compressed and really importantly a written down version of the vision for your game you want to mention some features you want to take the vision of the gameplay and put that into written form this is your game concept. the game concept also hold the "hard to master" part at least noting how the simple access to the game can still provide a challenge in minmaxing to a proffessor degree level. this will keep the nerds excited about your game the tinkerers also know as the vocal minority for there are just few putting that much dedication into a single game and this is the crowd you definitly want onboard for these people make your game and mouth to mouth promotion work. In an ideal case a child should be able to play your game before it understands how to start the program and a science professor should still be captivated by the games depths.
I am sorry to tell you, your proposal moved the game further into the "only nerds will ever put any interest in it" corner. Sadly the concept does not only provide big hurdles to get into the game it also - well maybe i just don't see it yet so correct me when i am wrong - does not deliver on the high tinkerers heaven end. it is imho a pretty dull suggestion containing ots of arbitrary constraints without providing any fun resulting from them.
- Make every block matter -
hmm from my point of view neither new nor old would provide this... The real question is why is this point on the list? Why would it be a bad thing just haveing lots of stuff for the sake of "because we can" - that actually sounds like fun if you ask me... i'd suggest you put in more "senseless blocks".
- Depths - equally viable choices... sounds great. Looking at some current systems yes this would be cool... and i also see why and how the current system fails every here and there in that regard. I agree that would be great to have i suggest you really consider redoing all of starmades ship building systems to achieve this.
What i do not see is how the new system would provide better than the old one.
- Performance - i was thinking about why not just build the most stable and open game that would allow for ships of any size and then hand a limiter to the admins of the servers which have to run the game... - at least better than having to deal with softcaps and the like...
Well the new system at least scales linear with reactor size... you know you could also just remove the softcap on the old system and it would have the same effect kinda... not really adding anything in principle from my point of view.
- Performant: "Must perform well from a game engine perspective"
must it? idk isn't it normally that game engines are build to support the game concept and not the other way around? personally i understand where you are coming from but this additional limitation should not be put in place if you seriously want to change the course of where the game is heading for good.
The game concept is the heart of the game it's vision. the engine just turns it into reality so who has to come first egg or chicken? i'd say free yourself for once and make a great game aka a solid game concept and then adapt the engine where necessary.
Now personally i think all this chambers stuff just puts additional strain on the engine... i ofc do not know so i'll leave the judgement of this to some devs into the starmade code.
- Creativity - Allow as much creativity as possible
right- and you spark our creativity by putting restrictions on us like distance between blocks and chambers and additinal tp points and ...
Ok hold on a second let's take the distance thing. You are aware that your new proposal favors ships which exceed one axis. like being long tallor wide and make ballish ships not being favored? on a ship that is long you could put reactors on one end and the other blocks on the other tada maximum distance. on a ball esspecially if oyu had the idea of putting the reactor in the center for maximum protection the distance to the hull is the same on every angle and the same might be too low... i do not think at all that your new system is any more inspiring than the old one was.
- Logical - i'll skip on this one refering to my walls of text regarding points 1 and 2...
let me quickly think which of both systems is more logical... i'd pick the actual one but probably just because i know it better already. I see no gain in this regard in the newly proposed system at all.
- Solution focused - Awww guys... i am reading loads of posts and still i can not find the explanations for why this new system fixes any issues or how. maybe we should list/define the "to solve" issues first.
Now as this was supposed to be a power system proposal let me think of how this new system could fix power related issues. - sorry why again is it supposed to be better agian? can't find it sorry
---Summary
My intend was by no means to demotivate the schine team. Your task is hard and i feel it is not getting easier sitting right in front of the thing. i think most of schine is suffering badly from tunnel vision ecause you again came up with something even more complex,artificial, difficult to explain...
Albert einstein once said "you did not understand something untill you can put it into a few simple sentences" at least something like that. Personally i think, you should pack up for a week visit disneyland or smth then return and brainstorm what would make a cool space sim construction game and start over from there.
also maybe get a bit inspiration from other games around- i know robin is not to fond of this idea he wants to keep his vision pure from external influences... Noble but you know what, i am sorry to say it but it really seems, a bit inspiration could at least not do worse for this last proposal is the most nerdy and artificially made complex game suggestion i can imagine. keep stuff simple or you fail to make it great.
I am sorry for this hard judgment but it seems like you guys keep running into dead ends.
I mean what is wrong with reactors scale in size or amount of reactors and systems require power and there are tons of systems doing different stuff and we make it all sci-fiish and awesome. We want trade we want quests we want pew pew and ressources and crafting and elite 2.0 kinda just as multiplayer and with more factions and as sandbox construction game that rewards people for doing calculations but simple stuff every kid should be able to do...
Please really get out have some fun and then return to the basic concepts and stop limiting yourself by "what you already have" you probably did this for far too long.
I am kinda sorry for the harsh result on one hand, but i really hope you guys take it as a wake up call a dear and pressing wake up call, for the next few weeks will determine, if this project will continue or die out.
Kind Regards to everyone reading this, i know it has been a long one.
The thing i would like to do in this thread is gather your opinions on the proposal actually hitting the goals set.
I will deliver an example of where the system missed instead for this represents my opinion better.
So please no discussion about the system itself, rather the discussion if, in your point of view, the proposal would actually succeed on the requested points.
---
- Predictability: Placing a block leads to predictable outcomes
- Simplicity: The game should only describe the rules to the player, not telling the player exactly what to do
- Make every block matter without losing its importance with different ship sizes
- Depth: The system needs to have equally viable choices within each possible situation, creating additional gameplay possibilities where possible, keeping complexity unchanged.
- Performance: Game limits must not be avoidable, using the least amount of these limits is better to minimize any potential exploits
- Performant: Must perform well from a game engine perspective
- Creativity: Allow as much creativity as possible
- Logical: Needs to make sense to the player
- Solution focused: Must solve any current game issues with that particular system
- predictability: We would have to learn the system! From my point of view in the actual state of the proposal is everything BUT INTUITIVE. Who did not understand the currecnt power system, will also fail exploiting this new system, with it's added complexity layers of abstract techpoint currencies which are percentage based? and some weirdo distance rules and strange limitations with no relation to real world or tech or sci-fi.
Noone could explain to me yet why systems can not just be powered by power and why we could not have multiple redundant reactors working at the same time.
And for the distance between reactors and the other blocks - what was their purpose again? anyway there is alredy a distance based thing in starmade that annoys the hell out of me because of a lacking indicator, sun damage... you have proofen to ignore this issue for over a year now keeping sun deals damage as a default setting for new worlds but not adding a indicator that tells us when we might get too close just makes me vomit thinking about another arbitrary distance thing that should become integral part of ship building in the future.
Actually imho you would be even further away from this goal with the new system than the current one...
- Simplicity: *climbing back into my chair because i was just ROFL* nope!
Let me tell you something about what makes games fun.
Games should be easy to play hard to master. Easy to play strongly relies on using our already established patterns to make us relate to a given mechanic. which is why minecraft has this huge appeal for you use commonly known stuff in that game. wood planks sticks stone ... to build also known stuff people can relate to torches, ladders ... so giving people stuff they can understand easily is essential in getting people into playing your game. Now what makes the game fun is the game concept, basically a compressed and really importantly a written down version of the vision for your game you want to mention some features you want to take the vision of the gameplay and put that into written form this is your game concept. the game concept also hold the "hard to master" part at least noting how the simple access to the game can still provide a challenge in minmaxing to a proffessor degree level. this will keep the nerds excited about your game the tinkerers also know as the vocal minority for there are just few putting that much dedication into a single game and this is the crowd you definitly want onboard for these people make your game and mouth to mouth promotion work. In an ideal case a child should be able to play your game before it understands how to start the program and a science professor should still be captivated by the games depths.
I am sorry to tell you, your proposal moved the game further into the "only nerds will ever put any interest in it" corner. Sadly the concept does not only provide big hurdles to get into the game it also - well maybe i just don't see it yet so correct me when i am wrong - does not deliver on the high tinkerers heaven end. it is imho a pretty dull suggestion containing ots of arbitrary constraints without providing any fun resulting from them.
- Make every block matter -
hmm from my point of view neither new nor old would provide this... The real question is why is this point on the list? Why would it be a bad thing just haveing lots of stuff for the sake of "because we can" - that actually sounds like fun if you ask me... i'd suggest you put in more "senseless blocks".
- Depths - equally viable choices... sounds great. Looking at some current systems yes this would be cool... and i also see why and how the current system fails every here and there in that regard. I agree that would be great to have i suggest you really consider redoing all of starmades ship building systems to achieve this.
What i do not see is how the new system would provide better than the old one.
- Performance - i was thinking about why not just build the most stable and open game that would allow for ships of any size and then hand a limiter to the admins of the servers which have to run the game... - at least better than having to deal with softcaps and the like...
Well the new system at least scales linear with reactor size... you know you could also just remove the softcap on the old system and it would have the same effect kinda... not really adding anything in principle from my point of view.
- Performant: "Must perform well from a game engine perspective"
must it? idk isn't it normally that game engines are build to support the game concept and not the other way around? personally i understand where you are coming from but this additional limitation should not be put in place if you seriously want to change the course of where the game is heading for good.
The game concept is the heart of the game it's vision. the engine just turns it into reality so who has to come first egg or chicken? i'd say free yourself for once and make a great game aka a solid game concept and then adapt the engine where necessary.
Now personally i think all this chambers stuff just puts additional strain on the engine... i ofc do not know so i'll leave the judgement of this to some devs into the starmade code.
- Creativity - Allow as much creativity as possible
right- and you spark our creativity by putting restrictions on us like distance between blocks and chambers and additinal tp points and ...
Ok hold on a second let's take the distance thing. You are aware that your new proposal favors ships which exceed one axis. like being long tallor wide and make ballish ships not being favored? on a ship that is long you could put reactors on one end and the other blocks on the other tada maximum distance. on a ball esspecially if oyu had the idea of putting the reactor in the center for maximum protection the distance to the hull is the same on every angle and the same might be too low... i do not think at all that your new system is any more inspiring than the old one was.
- Logical - i'll skip on this one refering to my walls of text regarding points 1 and 2...
let me quickly think which of both systems is more logical... i'd pick the actual one but probably just because i know it better already. I see no gain in this regard in the newly proposed system at all.
- Solution focused - Awww guys... i am reading loads of posts and still i can not find the explanations for why this new system fixes any issues or how. maybe we should list/define the "to solve" issues first.
Now as this was supposed to be a power system proposal let me think of how this new system could fix power related issues. - sorry why again is it supposed to be better agian? can't find it sorry
---Summary
My intend was by no means to demotivate the schine team. Your task is hard and i feel it is not getting easier sitting right in front of the thing. i think most of schine is suffering badly from tunnel vision ecause you again came up with something even more complex,artificial, difficult to explain...
Albert einstein once said "you did not understand something untill you can put it into a few simple sentences" at least something like that. Personally i think, you should pack up for a week visit disneyland or smth then return and brainstorm what would make a cool space sim construction game and start over from there.
also maybe get a bit inspiration from other games around- i know robin is not to fond of this idea he wants to keep his vision pure from external influences... Noble but you know what, i am sorry to say it but it really seems, a bit inspiration could at least not do worse for this last proposal is the most nerdy and artificially made complex game suggestion i can imagine. keep stuff simple or you fail to make it great.
I am sorry for this hard judgment but it seems like you guys keep running into dead ends.
I mean what is wrong with reactors scale in size or amount of reactors and systems require power and there are tons of systems doing different stuff and we make it all sci-fiish and awesome. We want trade we want quests we want pew pew and ressources and crafting and elite 2.0 kinda just as multiplayer and with more factions and as sandbox construction game that rewards people for doing calculations but simple stuff every kid should be able to do...
Please really get out have some fun and then return to the basic concepts and stop limiting yourself by "what you already have" you probably did this for far too long.
I am kinda sorry for the harsh result on one hand, but i really hope you guys take it as a wake up call a dear and pressing wake up call, for the next few weeks will determine, if this project will continue or die out.
Kind Regards to everyone reading this, i know it has been a long one.
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