So, those of you who know me are aware that I'm not one to post often on the forum-especially in the suggestions section. I respect that Schema is doing the best he can, and that he has his work cut out for him; hence, I don't try to nag about new ideas. However, seeing as there is a Dev Q&A tomorrow (actually today by the time I finished writing this), which would provide the perfect opportunity to go over some of the things the Starmade community wants to see in the game, I felt that it would be at least somewhat worthwhile to throw up a list of the things that I would really like to see in this game. Just a warning, this list is going to be extremely cliche, and mostly contain things that have already been suggested elsewhere. I'm just talking about how I would like to see them implemented, and provide some food for thought.
So, I would divide the possible improvements I have into 3 different sections:
So, I would divide the possible improvements I have into 3 different sections:
- Combat
- Building
- Economic
Combat
- I know this one has been stressed more times than nearly anything else on the forums, but an improvement in hull armor. I'm not simply saying to soup up the damage that a single block can take, however. I'm not the first person to suggest this, but I like the idea of hull blocks that would disperse energy-weapon damage across several hull blocks. This would serve the dual purpose of making hull more effective against energy weapons (can't simply say AMCs, as the weapons update is coming soon) since it would disperse the damage, but it would make it more viable to use missiles to breach the hull of a spacecraft. At the moment, hull blocks are of no more use than an energy block, or a shield block, and this promotes bad design. Borg cubes, ships lined with nothing but shields, etc. By making them a more viable defense, we can also improve ship design, at least somewhat.
- I tend to be a major proponent of fleet combat. I don't like the idea of three or four people on a side going in, scattering around, and just shooting the nearest target. I want to see battles where there are fighters escorting bombers around larger capital ships, where the bombers can actually make a difference. Let's face it: I don't care about fire rates or maneuverability: currently there is no real reason to have people in your military/faction/group fly anything other than the largest ship you can possibly afford.
- That's why I'm proposing a weapon idea. I don't have a name for it, I don't care about coming up with a name for it. Although I am partial to some form of Torpedo. Essentially, it would be a weapon that could only be mounted in very small groups (no more than 10 blocks), and no more than 2 groups could be installed on a ship. It would have a very low rate of fire, taking 60 seconds or so to reload at its fastest. It would technically be considered an energy weapon, and hence hull blocks could disperse it somewhat. However, it would have decent AoE damage, and could pierce hull fairly easily. The real unique part about it is that it would pierce shields. I know this raises concerns regarding griefing of ships while a person is offline, or other mayhem. Hence, it would only function on a ship that was occupied within the last 60 seconds, or has an active AI module controlling it. This would prevent it from being used on ships that are resting around while players are offline, and would also provide a measure to keep players from briefly hopping out of their core to stop the weapons from causing any damage.
- Alright, one more thing about improving the tactical side of combat, and then I'm done with that. So, here is my take on ship systems. With the ships that we are building nowadays, power is becoming a problem, protecting them is becoming a problem, and we end up just throwing massive 100x100x100 cubes of power, thrusters, shields, and AMCs in. Now, I'm not gonna touch on AMCs, because that's all gonna change soon. But as for power and shields? I would like to see more go into the implementation of that. My thoughts are that they work as normal at the start, but as you gain more space to build, you are able to create more complex configurations. These would take up more space, but would also provide much greater power/shield efficiency, combating the diminishing returns that are common once ships start getting rather large. This would also create a reason for actual intelligent design of reactor systems and the like. Now, most of this may seem to fall under building. However, there is a combat aspect to it. Right now, we just aim at the core, because it's the only part that really matters when hit. Well, maybe that and the weapons computer. However, if special setups were required for larger generators, then there would be incentive to fire at the reactors and such. Hitting one just right could hinder the power supply on a large ship, or slow the rate of shield regeneration, or perhaps even damage the port thrusters, causing the ship to list to the left. As technically difficult as this would be to implement, it would make combat and building a lot more intuitive.
- Alright, off the complete system overhauls and other stuff that we will likely never see. Now, this one is simpler, but I think it would make combat a lot more exciting: more laser colors. I mean, geez, white gets pretty boring. I want to be dodging around green beams that are shattering hulls, while firing red lasers at a turret shooting out blue missiles. Or something like that. Give us some color!
- This one is rather obvious: make max speed scale inversely with mass. Starting at around 400 mass speed would decrease as mass went up, to the point where a ship over 10k in mass would be incapable of doing more than 30% of the max speed. Therefore, you can't chase down a fighter in your capital ship.
- Ship strafing is another obvious one. Ships can't move sideways any faster than 40% of their max speed, and this decreases to 10% by the time 10k mass is reached. Why 10k mass? I just feel that is a good number to signify the start of capital ships, which should not be able to maneuver like a Strike Suit.
- Could missiles be a little faster, please? If you think about the speed they move in real life, they are ridiculously slow at the moment.
Building
- Let's start with the easiest to implement first: a few more hull colors. I'm sure Kupu would be fine with making a few more textures. I for one would find a Navy Blue useful, and I'm sure someone out there could use a pink. Also, how about those ice crystals? Can't wait for em!
- Give. Me. A. Cockpit. Module. I don't want to locate my core in my bridge, or near the exterior of my fighter, just so I can access it. Give me another place that I can use to get in my ship.
- Systems. See the Combat section for more details.
- Shipyards: if you remember that post I made on the old site, you've heard this before. Essentially, it's an idea that would make ships themselves a lot more valuable. To put it simply, you would be required to build a framework in at least the dimensions of the ship that you want to spawn in. You would then purchase the ship, or feed in the required materials. The shipyard would then proceed to construct the ship at a rate of 25 blocks per second. Since not only would you be required to build the framework, but it would take a while for a ship to assemble, you would be less inclined to waste your large ships. If it took an hour for your 10k mass ship to assemble, you wouldn't be as likely to send it into a pointless battle without an escort, would you?
- Planet size: Alright, I know this one may be a bit premature, seeing as how the new planets haven't even been implemented yet, but it's something that has been bothering me and a couple friends of mine. The new dodecahedron planets look really cool, sure, but if you look, they can't be any more than 300 blocks on each side. That's a serious problem for people who want to build major planetary bases-there's simply not enough room for real building anymore. Perhaps if the size was doubled, to around 600 blocks on each side, there would be plenty of room for building. It would also make planets more imposing, something actually worth looking at.
Economic
- Alright, I'm tired as hell, so I'll wrap this up quickly. First of all, good quality levels. Say the DFN makes energy blocks that have a higher rate of power regen than normal. Say the NLE makes hull blocks that can take 10% more damage. We exchange goods, because the DFN wants tougher ships, and the NLE needs more power. Bam. There's suddenly trade. There's a more widespread economy. Pirates can camp the popular trade lanes and ambush traders to steal their goods. Everybody wins.
- Make everything more expensive. I mean tripling the cost or more. You want a big capital ship? Sure, but it's gonna cost you. Also, raise the credit cap a bit please. Most factions have 3-4 ships already above it.
- Also, maybe a faction bank, where anyone in the faction could deposit money, and select people could withdraw? Therefore, faction members could crowdfund ships. Ships and materials could also be bought by drawing funds straight from the bank.
- Say my suggestions are bad without providing actual reasons as to why
- Discredit this whole post because you don't like one suggestion. Pick and choose, people!