I have read 16 pages of comments.
I like schines endeavour of spicing things up in a way.
I doubt the actual proposal will get us anywhere besides throwing the games development back by a big margin while other really important stuff still waits for fixing. I'll just go over a "few"(tm) quotes collected on the past pages...
Bear in mind the details of the system are up in the air. Things like what shapes to use, what blocks are needed, and numbers are still being speculated upon. This proposal is here to get your thoughts.
You know schine proposals open to debate most often turned out to be "shipwrecking" the next update without giving the community the feeling that there was really a lot of thought put into it nor their concerns reflected upon.
Depends on how far the reworks go. Personally I'd welcome similar put-together mechanisms for other systems, but this depends on if the Schine team think that's gonna fly.
Probably will be a mix of "core" systems which are complicated and have lots of room for people to design, and additional systems that function classically (how we know) which perform less important roles
Since schine already stated it should affect multiple systems. so i just hope that if ever implemented everything will be implemented together for the implementation after each other will halt fleet productions for month because noone seriously building is going to continue to do so when not knowing how the final balancing will be. this would straight out kill intrest in the game.
We have a lot of changes planned for the weapon system as well. We wont forget about PvP. Furthermore, it is a discussion. The shape of the heat area doesn't have to be a box it could be customized for example. This is what discussion is for.
I'll get to shapes later for now i'd like to state that additionally to what i stated in the paragraph before the weapon system in it's actual state is one of the few things that actually performs.
Wrong. This was conceptualized by the two developers that know the most about the game out of the entire team. I had no idea of this proposal until they were ready to present it to us. If you think I am also not skeptical or critical of their ideas, you would again be wrong. I have already made some concerns clear to the team.
So robin and who else came up with this? sorry i'd really like to know and i'd really like to have a confirmation of them having read this post for it gets dead serious l8r.
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If you should ever wonder why people are annoyed by you, it is posts like these... the argument that half of smd should be cleaned up as well then, indicates that people feel a strong smell of cencorship and that is not good practice for someone in your position. i agree the memes and anim gifs suck but it is the internet and those are also part of expressing something.
Really? docked ship's turrets still shoot at the inside of a carrier when there is an enemy outside, and the sectors are still not fixed so that ships don't jump around, and the power system is what you are worried about?
He made a rock solid point. i would like to again remind you if shipbuilding comes to a halt and people loose interest in the game due to uncertainty this will have negative imapct on sales esspecially because right now are a few promising titles out there in early access.
As I understand this is a suggestion/brain storming thread, which is cool.
Right and i am sorry not to catch that right away. i hope this time it will result in a dialog before we will get presented a new "deal with it" "solution"
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So, let's look at the problems
Forced design choices, True
Lack of complexity, True
Too many blocks involved (number, not types), False
Focused on regen, False
i'll cut this out but good points made in your post...
Lack of complexity. 100% true. When Aux blocks came out, many of my comrades where disappointed that schine replaced a complex mechanic with a ez one, docked reactors required math, spreadsheets, time, and a basic understanding of geometry in order to get the most per block out of them. There were many things to consider, such as the curve of reactors, how much cap you could get away with,
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Here's one core point, schine, you're never going to make it so that a lesser experienced player can compete with a more advanced player, no matter what changes you do, the basic rules will always apply: Better player = better ship = better combat = winner. Instead, your focus should be to reveal the meta to new players, your focus should be to get them over the learning curve, and your focus should be to encourage, wherever possible, active thought about the most optimal placement of blocks for it is this constant drive to improve that not only keeps many of our players around after 3 years, but drives innovation in starmade.
Before we move on, we should discuss how to fix point 1 and 2. There is no fix for both 1 and 2, as in every other game, you will never reach perfect balance, there will always be something different about a certain type of ship/block/player/server/client/design philosophy. If you try to reach perfect balance, you'll end up with fixed position stats and unbelievably boring design.
There will be no curve, and thus there will be no innovation to make the most out of these curves and thus there will be no design and thus there is no game.
What you should do to improve these areas is to strike a balance between learning curves and playing to starmade strengths. One of the core things about starmade as I've already said is its insane complexity and depth, something not many space games have to offer. In other space games, you usually have fixed position non curving stat modules that you can add to your ship (I.E space engineers’ reactors, single block placement, set and fixed regen) this set and forget type of gameplay gives clear objectives and has a very small learning curve, but it doesn't offer much to long term players, which is why space engineers has a high turnover rate (i.e most people do not play it continually for 3 years)
Again curves ... there always was something ringing along good game design utilizing curves...
You're not solving anything "right now" with this, you're just creating new bugs, new problems, breaking new things, wasting time on what seems a random distraction to redo part of the game and gameplay that most people have been adequately happy with for... 4 years... instead of focusing on fixing easier, more pressing bugs and issues.
Yep he has a point.
Speak for yourself, not us. Lots of players get very creative with power placement and system placement, inside and outside the ship. Need we remind you of the external reactor fiasco? Schine is consistently taking away freedom and creativity from us players more than you're giving it with a few new pretty shiny blocks here and there.
if something made players engage to such a degree as making spreadsheets about a mechanic you as a developer should be proud of having achieved creating an aspect of the game so intensely desireable to master that you should be proud of yourself. Taking away freedoms never a good thing and you will maybe never even leran it but be told that is a dark page in starmades history.
Well I believe we disabled docked reactors anyway. Power supply beams cannot fire at their mothership.
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Dear schine, we love our game, I have issues understanding what you propose, all we know for certain is that it will most likely break every ship we ever buildt and this sucks. I do not see how your changes could even slightly fix the points mentioned. instead i see even more restirctive forced design...
The point i'd really like to make though is. This game does not need a new power system this game desperatly needs fixes.
The Ai needs most of them. we need turrets to be able to take out torpedos in order beef em up drastically to make small ships viable.
We need a real trade system that is based on depleting ressources creating demand for farms, food ... livestock... we finally need a new crafting system that is intuitive. we need fixes to the rail/logic/gravity/camera system to be finally able to build extendable docking arms which allow us to dock to other entities by using their camera behind the raildocker while controlling the ships movement. We need monospaced fonts on displays and better was to access all their features. also for example displaying the contents x blocks left of the display block...
The powersystem could get an upgrade but why not thinking more of a general heat system to be implemented just alongside what we have now we now need to make up our minds about getting heat out of our ships... if we want to constantly fire outr guns we better pump a lot of coolant through them. That actually would be a system we could grasp and understand.
But your approach of trying to turn the system upside down bigger ships onel require now 5% of their space as systems... goes like - WTF?! Bigger ship = more volume = more powerfull ship and if you really try to turn that around please explain to everyone how this should be a welcomed change since it violates everything we know from every other game out there from watching our sci-fi series and ... And really we should leave space empty to be most effective?
such a change would be so drastic. that i really wonder why not recode the entire thing with unity instead which would be less work probably less new bugs and so long and so fourth.
We are in 2017 now robin worked on this game for over 10 years now. java is first compiled into a bytecode which then gets interpreted... and we are still running this game as a single thread application 7 cores bore them selfes to death while one is sweating rendering our ships. You sure power is your issue? Tbh. if you want to fix power revert to docked reactors those actually demanded something of the players. Aux adds nothing to the game it made it more boring.
On a sidenote someone mentioned that it would be cool having the shareable components back like 11x11x11 reactor designs... every skillfull player would hate it if such stuff would turn out to be the most effective and people just copying their design leaving no room for real genuity. The regular power system in place now is still challenging it probably just should never run into a cap and instead curve slightly back to never reach 1000e/s/block maybe even create a new curve... but this stuff is what keeps tinkerers excited about a game.
Again if you should still consider rendering every ship ever built obsolete then i strongly suggest you do it with a single patch and with it the new system is set in stone. additional uncertainty otherwise would kill the game right now as there are way to promising alternatives out there.
My suggestion make systems which are in use generate heat and give us tools to redistribute and eliminate said heat but you better not touch / turn everything upside down without having a clear concept and numbers backing it and making sure the game actually would benefit from it because it is easier to understand and harder to master... if it does not solve the initial points mentioned in the OP leave the old system as it is.
I have no fucking clue how you'd want to explain that a ship would be come more effective if left empty inside rather i doubt any new player would understand this, but hey you come up with a really good explanation and perhaps .... - naw i doubt there is a good explanation for that. bigger ship - more volume - more systems - stronger ship. Sounds logical correct to me.
In the end good builders will always be better. so no worries here. but i think with changing this system too drastically you probably would loose a big chunk of playerbase starmade might not recover from.
obsolete ships are not fun.
I know robin once mentioned not playing to many other games for he does not want to get influenced to much and thus getting distracted from his vision for starmade.
Well maybe it is time to play some more games and get a few ideas of how problems are dealt with in other games. just to find back on track. it is not everything bad out there. at least i'd like to besure he watches "extra credit" on youtube... basically a channel that explains and evolves around good game design and how and why.