- Joined
- Jun 17, 2015
- Messages
- 2
- Reaction score
- 3
Hello Starmade-team and community,
first off, my English is probably a bit clumsy. I hope you will understand most of the gibberish.
a year ago I bought Starmade and played on a server with a number of friends and family members. It was a huge enjoyment and I'm currently looking forward to playing it again when some of the exciting features on the roadmap have been implemented.
However, there were a number of things in the game, that, in my knowledge, haven't been addressed yet and that didn't suit my/our style of playing very well. Many of the things, I want to suggest, probably have little relevance for hardcore-style players but should improve the game experience for newbies and occasional players that build up their resources and ships much slower and still discover the building-possibilities the game offers piece by piece.
1. The standard enemy ships:
My first ship that was actually walkable on the inside and that had a mass of ~25, a weaponry consisting of the 15 weapon blocks you get at the start, 4 shield capacitors and 8 shield rechargers on the inside, was a huge accomplishment to me. I created a large part of the other ship parts (hulls, energy blocks, cameras, containers, glasses, lights, shield generators etc) with manually collected resouces and it really took some discovery to get the needed ores and some unexperienced but honest manufactoring to build up all of it. This little ship with its gravity module, camera, its windows, decorative lightblocks and storages already felt like a home to me and I really played with it for a while.
Later I realised that even the smallest standard enemy ship was far beyond what I had made there. And even in the third iteration of my ship, which featured 40 cannon barrels and many other blocks that I had built up on my own still only had a mass of 65.8 and was considerably weaker than the Isanth-VI with its mass of 74.1 and its 59 cannon barrels.
Before I knew how strong strong even the smallest enemy ships were, there were some pirates attacking a planet I was on with the other people while my ship was parked on the other side of the planet, so I basically ran from the enemy ships and hid behind terrain. In that situation, due to my lack of better knowledge, I was trying to make a difference by shooting at the pirate ships with my little hand cannon. Later I knew that even the bravest engagement with my handcannon couldn't have made a difference.
I figured that you can manually change the blueprints used by the pirates, but for new players that build up their existence in the game in small steps it's probably very much asked to customize their game, before they start with it. And why shouldn't you be able to make a difference with the little bit of weaponry you start with at the beginning? Can't the pirates feature some small enemy ships that are on the level of starter ships new players build up at the beginning? That's not to say I don't want there to be large and challenging pirate ships, too.
2. Loot given by enemy ships:
The last time we played the game, the amount of loot given by enemy ships seemingly depended on the amount of containers added to them instead of relating to the strength of the ship in any way. This created some major misbalance when I added my starter ship with two containers in it as a blueprint and allowed pirates to use it. Now these little ships that were a piece of cake for the advanced ships we already had at that point, dropped a huge amount of loot. Wouldn't it be possible to generate the container loot dependant on the actual strength of the enemy ship?
3. Loot in derelict space stations:
The first time I came across a derelict space station and examined it from the inside was a breathtaking experience but left me a bit disappointed afterwards. I would have loved to find some, even small treasures in the containers that were hidden in the backrooms of the spacestation after having walked around a while. For players that are used to harvesting entire planets, things like these have little appeal, but for others that play the game a bit more adventure-style these loots in hidden places are a big thing, I imagine. Actually, while I think about this, Why not add hidden loot containers within planet caves, too?
4. Equip that needs to be found rather than crafted:
One thing that started to bug me and the others on our server was the fact that you didn't really have resources that required you to go searching for very long, since the different ores and crystals seemed roughly evenly distributed across the game and due to respawning asteroids long journeys started to feel pointless after some time, after you had everything you ever needed in your own system or the neighbour one, at worst. We felt that some kind of counterpiece to the diamonds or the rare bioms in minecraft would be nice. Some kind of resource that you didn't find in planet hulls, but only in some utterly rare asteroids and that would really need to be searched for across systems.
I'm not sure, if the Starmade team really sees that as something they want to do, but in any case, something should be added to the game that lives outside of the regular resource- and crafting-system and that rewards long journeys. I was personally thinking about some of the equipment coming with the equipment system in future not being able to be produced over the regular way, but needing to be found as "dungeon loot" or bought from certain, rare trader npcs.
These are just some thoughts I have been carrying around with myself for some time.
Thanks for reading.
first off, my English is probably a bit clumsy. I hope you will understand most of the gibberish.
a year ago I bought Starmade and played on a server with a number of friends and family members. It was a huge enjoyment and I'm currently looking forward to playing it again when some of the exciting features on the roadmap have been implemented.
However, there were a number of things in the game, that, in my knowledge, haven't been addressed yet and that didn't suit my/our style of playing very well. Many of the things, I want to suggest, probably have little relevance for hardcore-style players but should improve the game experience for newbies and occasional players that build up their resources and ships much slower and still discover the building-possibilities the game offers piece by piece.
1. The standard enemy ships:
My first ship that was actually walkable on the inside and that had a mass of ~25, a weaponry consisting of the 15 weapon blocks you get at the start, 4 shield capacitors and 8 shield rechargers on the inside, was a huge accomplishment to me. I created a large part of the other ship parts (hulls, energy blocks, cameras, containers, glasses, lights, shield generators etc) with manually collected resouces and it really took some discovery to get the needed ores and some unexperienced but honest manufactoring to build up all of it. This little ship with its gravity module, camera, its windows, decorative lightblocks and storages already felt like a home to me and I really played with it for a while.
Later I realised that even the smallest standard enemy ship was far beyond what I had made there. And even in the third iteration of my ship, which featured 40 cannon barrels and many other blocks that I had built up on my own still only had a mass of 65.8 and was considerably weaker than the Isanth-VI with its mass of 74.1 and its 59 cannon barrels.
Before I knew how strong strong even the smallest enemy ships were, there were some pirates attacking a planet I was on with the other people while my ship was parked on the other side of the planet, so I basically ran from the enemy ships and hid behind terrain. In that situation, due to my lack of better knowledge, I was trying to make a difference by shooting at the pirate ships with my little hand cannon. Later I knew that even the bravest engagement with my handcannon couldn't have made a difference.
I figured that you can manually change the blueprints used by the pirates, but for new players that build up their existence in the game in small steps it's probably very much asked to customize their game, before they start with it. And why shouldn't you be able to make a difference with the little bit of weaponry you start with at the beginning? Can't the pirates feature some small enemy ships that are on the level of starter ships new players build up at the beginning? That's not to say I don't want there to be large and challenging pirate ships, too.
2. Loot given by enemy ships:
The last time we played the game, the amount of loot given by enemy ships seemingly depended on the amount of containers added to them instead of relating to the strength of the ship in any way. This created some major misbalance when I added my starter ship with two containers in it as a blueprint and allowed pirates to use it. Now these little ships that were a piece of cake for the advanced ships we already had at that point, dropped a huge amount of loot. Wouldn't it be possible to generate the container loot dependant on the actual strength of the enemy ship?
3. Loot in derelict space stations:
The first time I came across a derelict space station and examined it from the inside was a breathtaking experience but left me a bit disappointed afterwards. I would have loved to find some, even small treasures in the containers that were hidden in the backrooms of the spacestation after having walked around a while. For players that are used to harvesting entire planets, things like these have little appeal, but for others that play the game a bit more adventure-style these loots in hidden places are a big thing, I imagine. Actually, while I think about this, Why not add hidden loot containers within planet caves, too?
4. Equip that needs to be found rather than crafted:
One thing that started to bug me and the others on our server was the fact that you didn't really have resources that required you to go searching for very long, since the different ores and crystals seemed roughly evenly distributed across the game and due to respawning asteroids long journeys started to feel pointless after some time, after you had everything you ever needed in your own system or the neighbour one, at worst. We felt that some kind of counterpiece to the diamonds or the rare bioms in minecraft would be nice. Some kind of resource that you didn't find in planet hulls, but only in some utterly rare asteroids and that would really need to be searched for across systems.
I'm not sure, if the Starmade team really sees that as something they want to do, but in any case, something should be added to the game that lives outside of the regular resource- and crafting-system and that rewards long journeys. I was personally thinking about some of the equipment coming with the equipment system in future not being able to be produced over the regular way, but needing to be found as "dungeon loot" or bought from certain, rare trader npcs.
These are just some thoughts I have been carrying around with myself for some time.
Thanks for reading.