I'm guessing that the idea is, these reactors can produce a theoretically infinite amount of energy, but if they try to pack it into an unsuitably small space, you get a LOT of wasted energy (heat) generated and dumped into your ship. The bigger your reactor is, the more efficiently it can generate and handle a given amount of energy.I enjoy the idea of a generator system, but I dont think people are really understanding how ridiculous the main post sounds.
No more power regen / capacity. Things generate heat. Not only is this silly, it is also a further step away from something that can even be considered to be realistic.
Generators... reduce heat? wtf?
oh and instead of using a couple layers of shielding to protect against the... heat.. generated by the.. heat dissipating generator...? you get to have a AOE debuff to ship systems instead.
Cmon guys, I thought better of the community than this, lol.
If you need 10'000m³ cargo bays, you can easily have 200m³ crew space without caring about 50m³ more or less.Why shoud it be changed that ships are mainly systems, it would be like that on every real and somehwat built for purpose spaceship, because empty space is useless space and therefore more hull(more surface area so more weight to move). I would prefer to make some real ingame use of interiors as an incentive to have them(crew for example) gamewise.
Depending on if you enjoy PvP or RP:Also... I've been really enjoying the native styles induced by StarMade systems. As in, what you can do when you start out from a practical systems perspective then attempt to beautify what's already there rather than try to make it look like something somewhere else. It's unique and attractive. Perhaps not as conducive to regurgitation of ships from TV shows and movies and other games, but compelling in its own right. I'll be sad to see this native uniqueness vanquished in favor of a system designed to facilitate even MORE making StarMade ships nothing more than unoriginal clones of ships that exist in other sci-fi. I'm sure the fanbois will be overjoyed at having even MORE enterprises, fireflies, battlestars, and x-wings on every server but something unique - something that has taken years to evolve - will certainly be lost.
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We won't even be able to replace some of the existing native styles because they'll be too lean to accommodate heat boxes chunky enough without making major functionality sacrifices.
If you need 10'000m³ cargo bays, you can easily have 200m³ crew space without caring about 50m³ more or less.
And you could have rooms outside the primary armour layer:
- A training hall (sports) which isn't used during combat.
- A large garden on luxury ships which can be evacuated if pirates attack
But there is a very good solution:
Have something that weights a lot more than everything else on your ship.
If shield projectors and the generator is 80% of a ship's weight, you don't care about your hull's weight.
Armour-Tanks (as opposed to shield tanks) however do care about it.
There is a game that allows that it is called Star Trek Online.Depending on if you enjoy PvP or RP:
PvP:
SM is a voxel based game which lets you build your own ships, StarTrek, StarConflict, … they are not.RP:
You might want your own ships but the combat mechanics of another game.
Why should I not make an Enterprise ship and modify the warp engines to Vulcan-ship style?
The StarTrek game I would play if SM didn't exist may not allow that.
As someone who uses SM as digital lego blocks, to experiment with shapes that would be to tiresome to make in other ways, I can identify with the RP player. I could probably keep building my ships even with the new reactor system, but I doubt I'd put in the effort to make them functional. I will miss pew-pew'ing pirates, that's for sure.Depending on if you enjoy PvP or RP:
PvP:
SM is a voxel based game which lets you build your own ships, StarTrek, StarConflict, … they are not.RP:
You might want your own ships but the combat mechanics of another game.
Why should I not make an Enterprise ship and modify the warp engines to Vulcan-ship style?
The StarTrek game I would play if SM didn't exist may not allow that.
No - not depending on that at all. Where are you finding that in my post? Those ships all have decorated interiors, by the way...Depending on if you enjoy PvP or RP:
I can't see a reason why the proposed system won't reward a particular style - i.e. PvP players will still min/max the new system.Current Starmade systems don't force anyone's design choices. They DO reward certain kinds of design choices. This does not exclude anyone, but it does encourage some very unique building styles from those who want better performance from their ships. Whether you appreciate those styles or not is up to you and how open-minded you are.
If we re-vamp systems to deliberately NOT reward any particular building style, it will not bring any more advantage to those who are already building purely for the joy of decorating things, but I think it risks eviscerating a big chunk of Starmade's uniqueness, a part of what distinguishes it as a game and a community. That, to me, would be a sad loss.
Please don't put words in my mouth. If you're confused I'm more than happy to explain. But the system should be as simple as it needs to be. Not a step more. The whole game set doesn't need to be simple, but it should be rewarding, adding "fun" or "strategy" as you said in the first paragraph. Adding extra steps for the same payout exacerbates the tediousness problem you've already stated and it becomes bloated and cumbersome.This isn't Schine's official statement, but my personal opinion.
This is a misconception. As others have mentioned here, we should be aiming to simplify early game, avoid complexity that provides no strategy or "fun" factor to it, and make sure that there's a wealth of variety in late game to make building maxed PVP ships incredibly hard to master. I'm not alluding to the fact that I think this proposal would achieve that. In fact, I have no opinion on any of the suggestions and criticisms made here.
The issue with thinking an entire game set needs to be simple is that it's ignoring valuable late-game mastery. I personally think that ship design should get considerably harder to achieve mediocrity the larger the ship is, but at the same time, ensuring that the mastery of all ship types is equally as hard.
It's not one or the other, development should be aiming to achieve a system that's easy to get into for beginners, but takes time and skill to build better and bigger. I don't think someone should be able to master shipbuilding in a small amount of time, equally, I don't think it should take a new player very long to create an ok small craft. I don't think we should sacrifice one playstyle for the other, I don't think anyone at Schine thinks that.
If beatboxes are a thing, there will be space that can't be used for minmaxing.I can't see a reason why the proposed system won't reward a particular style - i.e. PvP players will still min/max the new system.
To fix this you could also nerf the power consumption of weapons with longer reload.On of the biggest problem with the current system is it creates an unbalance in other systems already, if you want t high damage long reload weapon you have to dedicate a lot of mass to capacity where an identical sized weapon array that has a fast rate of fire and low damage can get by simply on regeneration therefore taking up less space and dis-incentivizing pretty much all pulse slave weapons. This of course could be remedied simply by removing capacity and make every weapon system consume power as they reload instead of when they fire much like the sensors.
Ok, sure, but the space around the heatbox can still be mixmaxed. PvP players will still mixmax everything.If beatboxes are a thing, there will be space that can't be used for minmaxing.