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- Jun 11, 2016
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I am not discussing the whole scope and all arguments of your reply now, please shorten your stuff or the discussion is not comprehensible anymore.
I just see so much critic, but this critic is useless if it is not compared with how Starmade works and that depends on what works at the moment, and what can be done in the game.
I agree that the combat is not that cool. But combat is not the only thing Starmade is about! And for me the combat never was nearly interesting, because all the little kids want to fight with their biggest ship. I tell you what I think: Titans are shit when there are no smaller ships around to give them a relational relative size. Who cares if the battle is traded between 2 ships that each weigh 2mill mass or 2 ships of 100 mass, if there are only 2 ships participating??? I dont care. I do care, if there are some dudes around who want to fight against me with ships that dont have docked armor, and are below 5k mass. I even proposed to have some fighting and give some random stranger a ship just to fight each other. :D (If I ever do that, I have to remove the jump drive, or he jumps away without fighting at all lol.)
I, for my own part, look on what works on Starmade. You see many problems. That's fine, and the spirit of a critic. But dude, I feel you want to play the game and have fun. Be happy in the world as it is, and not as you think it should be. I mean there is so many cool stuff you can do in Starmade. Small scope fighter battles, frigatte battles, logic, building cool things, using rails to make some crazy ass inventions, stuffing ships with interiour and some nice laid out plan for room usage like hospitals, cargo rooms, hangar bays, turret holes and so on.That's not how starmade works, all they do is add forever, no ballancing or removal and certainly not listening to feedback unless its hundreds of people at once crying about imballance, in which case we get another kneejerk solution.
I've tested and given feedback, nobody listens. As for systems meant to be changed, what the fuck in this game is even remotely final; aside from logic and cosmetic blocks i can't think of anything in this game that isn't in dire need of an overhaul.
I just see so much critic, but this critic is useless if it is not compared with how Starmade works and that depends on what works at the moment, and what can be done in the game.
I agree that the combat is not that cool. But combat is not the only thing Starmade is about! And for me the combat never was nearly interesting, because all the little kids want to fight with their biggest ship. I tell you what I think: Titans are shit when there are no smaller ships around to give them a relational relative size. Who cares if the battle is traded between 2 ships that each weigh 2mill mass or 2 ships of 100 mass, if there are only 2 ships participating??? I dont care. I do care, if there are some dudes around who want to fight against me with ships that dont have docked armor, and are below 5k mass. I even proposed to have some fighting and give some random stranger a ship just to fight each other. :D (If I ever do that, I have to remove the jump drive, or he jumps away without fighting at all lol.)
Power sucks in this game because it's used to restrict how much thrust a ship can have. This means ships require excessive amounts of power simply to move, which is why there's a power bonus for smaller ships: so small ships can be fast while large ships are slow, but this just ends up backfiring since the power bonus makes power systems super cheap, and what should be limiting your weapons and systems isn't able to because it can't limit both thrust and systems when it's so abundant.
-> so this reffers to
Remove power drain from thrust (Overdrive can add it back in) then remove power bonus: Now there's no power advantage
-but its very confusing how you write. I am not willed to argue about it.
This is why ships with multiple weaponsystems you can choose between don't make a lick of sense; what's the point in a 100k dps ion cannon and a 50k dps punch through cannon when you could use the same mass to fit a 95k dps punchthrough cannon and its power supply?
Making power a more limited resource introduces choice into systems, since you wouldn't be able to run everything non-stop, and if there's no power bonus docked entities don't have a power benefit.
Rework passive systems so they aren't static percentile bonusses that demand X amount of mass; Now you don't need to move them to other entities.
As for passive system rework they're just so lazy right now, and it makes all ships regardless of size operate the exact same way; always overdrive + ion and noone bothers with anything else because they're super unhelpful.
-> I agree.
If systems were put on a linear scale instead there'd be more room for different setups, and even small systems would be useful; like 5 blocks emp effect would add 0.0001% reduced emp damage to a ship with current setup, but if it was -200 emp damage from every hit it would provide a decent amount of protection against emp drones, while still doing nothing to protect against larger/slower emp weapons.
Same concept with punch-through reducing incoming damage by a fixed amount would allow capital ships to completely shrug off smaller can/can weapons so these rapid fire fighter weapons would be more specialized against fighters and not effective against everything. If combined with better weapon ballancing like higher damage but much lower range for tiny weapons (100 damage per shot but only 50m range for 1 block turrets for example) you'd have small and fast weapons able to tear through fighters but completely ineffective against capitals that can completely negate 20.000 damage per bullet. Suddenly we could have specialized weapons for different roles.
-> This sounds weird. Do you mean you want to nerf small ships hitting big ships?
-> so this reffers to
Remove power drain from thrust (Overdrive can add it back in) then remove power bonus: Now there's no power advantage
-but its very confusing how you write. I am not willed to argue about it.
This is why ships with multiple weaponsystems you can choose between don't make a lick of sense; what's the point in a 100k dps ion cannon and a 50k dps punch through cannon when you could use the same mass to fit a 95k dps punchthrough cannon and its power supply?
Making power a more limited resource introduces choice into systems, since you wouldn't be able to run everything non-stop, and if there's no power bonus docked entities don't have a power benefit.
Rework passive systems so they aren't static percentile bonusses that demand X amount of mass; Now you don't need to move them to other entities.
As for passive system rework they're just so lazy right now, and it makes all ships regardless of size operate the exact same way; always overdrive + ion and noone bothers with anything else because they're super unhelpful.
-> I agree.
If systems were put on a linear scale instead there'd be more room for different setups, and even small systems would be useful; like 5 blocks emp effect would add 0.0001% reduced emp damage to a ship with current setup, but if it was -200 emp damage from every hit it would provide a decent amount of protection against emp drones, while still doing nothing to protect against larger/slower emp weapons.
Same concept with punch-through reducing incoming damage by a fixed amount would allow capital ships to completely shrug off smaller can/can weapons so these rapid fire fighter weapons would be more specialized against fighters and not effective against everything. If combined with better weapon ballancing like higher damage but much lower range for tiny weapons (100 damage per shot but only 50m range for 1 block turrets for example) you'd have small and fast weapons able to tear through fighters but completely ineffective against capitals that can completely negate 20.000 damage per bullet. Suddenly we could have specialized weapons for different roles.
-> This sounds weird. Do you mean you want to nerf small ships hitting big ships?