Hi everybody. I´ve been lurking this forum for a while now and I finally got an idea worth posting. I´m sorry if it was already discussed before. Can´t read everything.
First i want to tell you why i think this is a good idea. As the title suggest it´s about the ship systems but it can also affect the crafting system and maybe the balance of small and big ships. You heard right. There is maybe a good solution in balancing.
There are some things I thought about what leads me to my idea:
-> The current crafting system is complicated.
-> The devs want it somehow complicated because of factorys and scifi.
-> The devs want to achive a feeling of progress through the crafting system.
If i would be responsible for StarMade I would want the same things. The problem I see in the current crafting system is that everyone wants to craft the same blocks. There isn´t really a feel of progress if everyone wants always the same. The only progress consists of how much can you produce.
Now how to get the complicated progress crafting that everyone wants. My answer is system block tiers.
I will use shield blocks as example.
If you start the game it´s really hard to build a ship cappable of fighting pirates. The current crafting of shield blocks is complicated and nearly impossible at early game. Here´s a solution:
T1 Shield Block:
-> simple to craft
-> little bit weak (lower capacity)
-> better than no shield
-> good shield regeneration
It´s fits perfect an small ships in early game. Some might say, "That good shield regeneration is op on big ships they only use T1 blocks!" or "Good idea but what if nobody is in early game? Then the block is useless!" But there´s also a solution:
-> limited number of t1 shield blocks per ship
-> set a minimum for t2 shields to work
I know limiting the number of blocks is a bad thing but in that case I think it´s the right thing to do. T1 shields will be used in smaller ships maybe heavy fighters. The high regereration makes them capable of taking a hit once in a while so they can fight bigger ships not equally but have at least a advantage in that point.
Keep in mind that smaller turrets will have to use the same sort of shields.
So what about bigger ships? They have more room and can therefor have more powerful ship systems. It´s like having finally some space for a bigger engine. That´s where the minimum number of t2 shield blocks comes into play. Here we go:
T2 Shield Block:
-> more complicated to craft then t1 (maybe need t1 shield blocks to craft and some rare material)
-> higher capacity than t1 (15% maybe? or even higher?)
-> makes the ships much more durable than t1
-> normal shield regeneration
-> set a minimum for t2 shields to work (as seen above)
Bigger ships get bigger shields which are more complicated to craft. This keeps the feeling of progress alive. The regeneration is way lower than t1 shields so that even if the capacity is higher it is possible to kill them. Maybe not by one fighter alone but every hit taken hurts more in the long run. The minimum number ensures that they aren´t used an smaller crafts to get them an insane shielding.
"But what if i want to be the very best, like no one ever was? Building ships is my real test, creating big ones is my cause!"
Same solution as above:
-> limited number of t2 shield blocks per ship
-> set a minimum for t3 shields to work
T3 Shield Block:
-> more complicated to craft then t2 (maybe need t2 shield blocks to craft and some very rare material)
-> higher capacity than t2 (maybe same step as from t1 to t2?)
-> makes the ships much more durable than t2
-> weak shield regeneration
-> set a minimum for t3 shields to work (as seen above)
If you want a Star Destroyer this is your shield. Very high capacity. Very durable in fights. You are propably the last one standing in an direct fight. But the high capacity of this t3 shield has it´s cost. Your regeneration is bad. Really bad. If your shield is down it stays down for a long time.
Remember this is just an example how it could work.
I don´t want to sell this as a final and perfect solution just as an idea how to improve several issues at once.
Here the list of benefits I see:
-> easier and more intuitive crafting (easy crafting t1, complicated crafting t3)
-> easier start into the game
-> feeling of progression to reach higher tiers of systems and bigger ships
-> possibility to get more balance between ships of different sizes
-> more crafting products/more possibilitys to trade/manufacture
-> makes small ships easier to get
-> make big ships harder to get not only because of pure block numbers
The negative things:
-> building restirctions of ship systems (maybe they aren´t necessary but atm I can´t see a way around it)
Sorry for the big wall of text but if I´m bored and got an idea I usually try to get them out somewhere.
What do you guys think about it?
First i want to tell you why i think this is a good idea. As the title suggest it´s about the ship systems but it can also affect the crafting system and maybe the balance of small and big ships. You heard right. There is maybe a good solution in balancing.
There are some things I thought about what leads me to my idea:
-> The current crafting system is complicated.
-> The devs want it somehow complicated because of factorys and scifi.
-> The devs want to achive a feeling of progress through the crafting system.
If i would be responsible for StarMade I would want the same things. The problem I see in the current crafting system is that everyone wants to craft the same blocks. There isn´t really a feel of progress if everyone wants always the same. The only progress consists of how much can you produce.
Now how to get the complicated progress crafting that everyone wants. My answer is system block tiers.
I will use shield blocks as example.
If you start the game it´s really hard to build a ship cappable of fighting pirates. The current crafting of shield blocks is complicated and nearly impossible at early game. Here´s a solution:
T1 Shield Block:
-> simple to craft
-> little bit weak (lower capacity)
-> better than no shield
-> good shield regeneration
It´s fits perfect an small ships in early game. Some might say, "That good shield regeneration is op on big ships they only use T1 blocks!" or "Good idea but what if nobody is in early game? Then the block is useless!" But there´s also a solution:
-> limited number of t1 shield blocks per ship
-> set a minimum for t2 shields to work
I know limiting the number of blocks is a bad thing but in that case I think it´s the right thing to do. T1 shields will be used in smaller ships maybe heavy fighters. The high regereration makes them capable of taking a hit once in a while so they can fight bigger ships not equally but have at least a advantage in that point.
Keep in mind that smaller turrets will have to use the same sort of shields.
So what about bigger ships? They have more room and can therefor have more powerful ship systems. It´s like having finally some space for a bigger engine. That´s where the minimum number of t2 shield blocks comes into play. Here we go:
T2 Shield Block:
-> more complicated to craft then t1 (maybe need t1 shield blocks to craft and some rare material)
-> higher capacity than t1 (15% maybe? or even higher?)
-> makes the ships much more durable than t1
-> normal shield regeneration
-> set a minimum for t2 shields to work (as seen above)
Bigger ships get bigger shields which are more complicated to craft. This keeps the feeling of progress alive. The regeneration is way lower than t1 shields so that even if the capacity is higher it is possible to kill them. Maybe not by one fighter alone but every hit taken hurts more in the long run. The minimum number ensures that they aren´t used an smaller crafts to get them an insane shielding.
"But what if i want to be the very best, like no one ever was? Building ships is my real test, creating big ones is my cause!"
Same solution as above:
-> limited number of t2 shield blocks per ship
-> set a minimum for t3 shields to work
T3 Shield Block:
-> more complicated to craft then t2 (maybe need t2 shield blocks to craft and some very rare material)
-> higher capacity than t2 (maybe same step as from t1 to t2?)
-> makes the ships much more durable than t2
-> weak shield regeneration
-> set a minimum for t3 shields to work (as seen above)
If you want a Star Destroyer this is your shield. Very high capacity. Very durable in fights. You are propably the last one standing in an direct fight. But the high capacity of this t3 shield has it´s cost. Your regeneration is bad. Really bad. If your shield is down it stays down for a long time.
Remember this is just an example how it could work.
I don´t want to sell this as a final and perfect solution just as an idea how to improve several issues at once.
Here the list of benefits I see:
-> easier and more intuitive crafting (easy crafting t1, complicated crafting t3)
-> easier start into the game
-> feeling of progression to reach higher tiers of systems and bigger ships
-> possibility to get more balance between ships of different sizes
-> more crafting products/more possibilitys to trade/manufacture
-> makes small ships easier to get
-> make big ships harder to get not only because of pure block numbers
The negative things:
-> building restirctions of ship systems (maybe they aren´t necessary but atm I can´t see a way around it)
Sorry for the big wall of text but if I´m bored and got an idea I usually try to get them out somewhere.
What do you guys think about it?