This is sort of a bit of thinking I've been having regarding a lot of threads and line of thoughts regarding how the current gameplay goes and varied type of thinking I've seen a bit lately.
"Big ships are bad now"
"It's normal that big ships are better, they're bigger. A fighter shouldn't stand a chance against a battleship"
"You can't compare(the more diverse roles of conventional ships battles) to spaceships!"
"I've built a ship the size of a planetoid, I've poured (X) time in it, it owns everything in it's face".
And I feel I must asks a question. Is this the only way we want this game to go? Big? Is building big really the only option there is to be and way to go?
Because I was thinking about this. I could bring arguments like "traditional" space operas(star wars, etc) roles regarding starships(which unlike what many people seems to think, are actually directly based on deepwater navies. That's why they call them "battleships" and "carriers" in the first place or "strikecrafts" and "fighters". Just look at a making-of of the original Star Wars).
I feel the game would benefit from more gameplay tweaks meant to offset the advantages of building in a single direction. There should be a role for every type of crafts, and not just the big ones. Even for combat, which we will admit is what a big aspect of this game turns around.
Because right now, all the focus on "build big" reminds me, in a certain fashion, of another game in a completely different genre.
World of Warcraft.
"The game really begins to shape up when you're level 80"
"Gameplay don't really matters until you're 80, that,s when all the really cool raid are"
"The really fun abilities are at the higher level."
Is it the game we want? A game where the only reason to play a small ship is because you haven't had the time or ressources to build anything bigger? Where everything that is bigger than you "should" roll over you as if you were nothing? Where only the "elite" players who have the time to build the biggest of ships really matter?
I'd like gameplay mechanics that offset this, that gives not one, but multiple directions to designs and crafting. That it doesn't just become "big missiles versus big canons" but "small agile short-ranged craft with rapid fire weapon", "large ponderous armored ship with large slow firing guns able to rain death from miles away", "FTL-loaded carrier, able to bring multiples fighters at farther ranges than even their fast engines could hope to attain in any timely manner", "large-gunned bomber craft dedicated to take out larger ships' subsystems", "Small infiltration craft, meant to cut it's way -inside- an enemy station", "Agile frigate, which offset it's slower-than-strikecraft speed by bristling with anti-stirkecraft weapons which fears only capital ship".
A game where people can start asking themselves now how "big" they want to try to build, but "what" they want to build and what "role" they want to "play" in the scheme of thing.
A game where having a small ship can be a willfull and validchoice and not a merely a period to go through until one can grind enough to build the level 80 raid-junkie grade planetoid ships... and yet keep the later one valid vision. Amongst many others.
Because I like playing minecraft in space. But not World of Warcraft in space.
(This said, thank you so much for making this game, Schema. Something like this was one of my biggest dream game that had yet to be and now it is. It's why I decided to buy it, and to donate to it as well while spreading knowledge of it to all my friends, some of which who have begun to play and greatly enjoy it themselves. I certainly am eager to see it grow further in both content and players and looking forward to have the funds to donate again).
"Big ships are bad now"
"It's normal that big ships are better, they're bigger. A fighter shouldn't stand a chance against a battleship"
"You can't compare(the more diverse roles of conventional ships battles) to spaceships!"
"I've built a ship the size of a planetoid, I've poured (X) time in it, it owns everything in it's face".
And I feel I must asks a question. Is this the only way we want this game to go? Big? Is building big really the only option there is to be and way to go?
Because I was thinking about this. I could bring arguments like "traditional" space operas(star wars, etc) roles regarding starships(which unlike what many people seems to think, are actually directly based on deepwater navies. That's why they call them "battleships" and "carriers" in the first place or "strikecrafts" and "fighters". Just look at a making-of of the original Star Wars).
I feel the game would benefit from more gameplay tweaks meant to offset the advantages of building in a single direction. There should be a role for every type of crafts, and not just the big ones. Even for combat, which we will admit is what a big aspect of this game turns around.
Because right now, all the focus on "build big" reminds me, in a certain fashion, of another game in a completely different genre.
World of Warcraft.
"The game really begins to shape up when you're level 80"
"Gameplay don't really matters until you're 80, that,s when all the really cool raid are"
"The really fun abilities are at the higher level."
Is it the game we want? A game where the only reason to play a small ship is because you haven't had the time or ressources to build anything bigger? Where everything that is bigger than you "should" roll over you as if you were nothing? Where only the "elite" players who have the time to build the biggest of ships really matter?
I'd like gameplay mechanics that offset this, that gives not one, but multiple directions to designs and crafting. That it doesn't just become "big missiles versus big canons" but "small agile short-ranged craft with rapid fire weapon", "large ponderous armored ship with large slow firing guns able to rain death from miles away", "FTL-loaded carrier, able to bring multiples fighters at farther ranges than even their fast engines could hope to attain in any timely manner", "large-gunned bomber craft dedicated to take out larger ships' subsystems", "Small infiltration craft, meant to cut it's way -inside- an enemy station", "Agile frigate, which offset it's slower-than-strikecraft speed by bristling with anti-stirkecraft weapons which fears only capital ship".
A game where people can start asking themselves now how "big" they want to try to build, but "what" they want to build and what "role" they want to "play" in the scheme of thing.
A game where having a small ship can be a willfull and validchoice and not a merely a period to go through until one can grind enough to build the level 80 raid-junkie grade planetoid ships... and yet keep the later one valid vision. Amongst many others.
Because I like playing minecraft in space. But not World of Warcraft in space.
(This said, thank you so much for making this game, Schema. Something like this was one of my biggest dream game that had yet to be and now it is. It's why I decided to buy it, and to donate to it as well while spreading knowledge of it to all my friends, some of which who have begun to play and greatly enjoy it themselves. I certainly am eager to see it grow further in both content and players and looking forward to have the funds to donate again).