StarMade Development Direction

    Discussion in 'Game News' started by Bench, Oct 27, 2015.

    1. Ithirahad

      Ithirahad Arana'Aethi

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      YES!! WE NEED THIS! AND I DON'T SPEAK IN ALL CAPS LIKE THIS EVER SO YOU KNOW I'M SERIOUS HERE!

      ...Really though, this is the obvious solution to the whole NPC skin upload problem. Just upload a uniform and let the game or server use its own native library of random heads (including custom server ones, for instance Andorians and Tellarites and so on for Star Trek servers).
       
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    2. Ithirahad

      Ithirahad Arana'Aethi

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      Someone, please, post this in suggestions. And poke a councilor about it or something.
       
    3. darth0wned

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      I'm very excited by the direction outlined here, I really like the idea of more ships rather than just bigger ships. I know it will be a long time until we see this all implemented but I'm willing to wait.
       
    4. StormWing0

      StormWing0 Leads the Storm

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      lol I'm busy coming up with some designs I can shipyard stamp out for NPCs to use. :P
       
    5. GRHayes

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      The crew system sounds great. A suggestion if you haven't already thought of it give crew members a skill system so different crew members are better at different stuff make the trainable also and let them gain experience and loyalty.
      Then you could give systems increased efficiency based on the skill the crew member has. You could also build in requirements such as atmosphere to keep the crew alive. Place to rest sleep eat.... It would force people to actually build an interior of a ship.
       
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    6. Bench

      Bench Creative Director

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      Yeah most of that is planned :D going to be awesome
       
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    7. SkyHawk024

      SkyHawk024 Mandalorian ShipWright.

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      not going to lie this update scares me yet i look forward to it as i need crewed cargo ships to keep my shipyard fed
       
    8. GRHayes

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      Thought of something related to it. How does cargo affect people and AI's if the room they are in is suddenly flooded with it?
      I was just thinking it might be a great security feature on ships since boarding and mutinies will be possible if you made hallways cargo areas. Then you could just flood them with a hidden cash of rocks or whatever to fill up the cargo hold. Then even if it doesn't kill them every time they break something it will fill their inventory.

      It should be made when all this comes about if you are over encumbered you can't move.

      You all did plan on people using cargo in that capacity right?
       
      #208 GRHayes, Dec 9, 2015
      Last edited: Dec 11, 2015
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    9. Lecic

      Lecic Convicted Lancake Abuser

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      Cargo spaces have very few HP, and destroying blocks of cargo (will) make said cargo leak out of the main storage unit, not the spaces themselves. I don't think this would be a very effective anti-boarder strategy.
       
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    10. GRHayes

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      Good to know thanks.
       
    11. Katorone

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      Well, run through that scenario... Attackers will destroy the cargo and pick up everything automatically. If that cargo is rock, you're not losing anything valuable, while still burdening your attackers. Either they have to take the time to do inventory management, or they're slowed down by weight.
       
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    12. Andem

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      Thank God for schema having an open plan instead of trying to fnaf their way to success... I LOVE IT!
       
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    13. Ithirahad

      Ithirahad Arana'Aethi

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      Fnaffing sounds like a really bad idea... whatever you mean by that... so uh yeah I agree and stuff
       
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    14. Andem

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      By "fnafing" i mean dumping a game out, not saying anything about it, and expecting the mystery and confusion to spawn hype and success. Not always a bad strategy, but usually not a good one.
       
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    15. Bench

      Bench Creative Director

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      We're not the right style of game to FNAF it. I would love to add some FNAF mystery to at least the lore, but a silent release just wouldn't work for StarMade, it's a bit too complex.
       
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    16. Andem

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      True. That style works very well for horror games, which starmade most certainly is not.
       
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    17. Employee763

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      BenchBench:

      I'm not sure if I've asked you this before, and I apologize if I have.

      I'm a big fan of games like Guns and Icarus and FTL. I'd really love to have several players on a ship, all working towards a common goal. AI are cool, but nothing beats a good Co-op experience. My question, with these plans, to what extent will human crew be able to interact with the ship?
       
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    18. Bench

      Bench Creative Director

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      We aim for a fair bit, once we start to finalise the possible duty stations for NPC crew that'll give us an indication as to where perhaps other players can benefit you as part of your crew.
       
      • Informative Informative x 1
    19. MacThule

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      All of this "managing NPCs" on ships, stations and planets brings out what I feel is a need to implement some kind of means to exercise "remote agency."

      An ansible block that can be accessed remotely from another entity even several stars away - basically using an implementation similar to the "Test" feature in shipyards - to give a player remote build/NPC-command(/fly?) mode control over their other owned structures also fitted with ansible blocks but not manifest their toon (unless as a hologram? like shipyard design holo?).

      This is reasonable sci-fi communications tech (within some range limit - more than same sector; preferably a few star systems or even an entire galaxy) and would be supremely useful to reduce shuttling a toon back & forth between entities just to make system or command changes. This would slash tedium and elevate player control ability to a level beyond simply piloting and give the ability to exercise Strategic level control & agency over an empire of whatever scale.
       
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    20. Dannage

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      Well, I'm glad someone in the suggestions thread pointed someone else at this thread so I could read it. Fan-fragging-tastic!

      Only suggestion for the team is to minimise the learning curve by choosing a sensible order for features and then adding them piecemeal, giving us slowpokes a time to get used to one mechanic before adding another bit. e.g. add means to give NPCs commands to enable fleets/escorts before the living quarters etc...

      Either way, I'm not quitting this game, like, ever... :)
       
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