I'm coming here after seeing that this is going to be adopted. In particular I'm concerned about,
"Switched reactor level calculation to linear formula."
I wanted to clarify my thoughts further on this and say why I think making this linear is detrimental to the game.
(Unless somebody's got an alternative plan for tiers in StarMade?)
For fair competition there has to be tiers.
You can't have different levels of competitors in the same competition.
You don't put F1's against dirt bikes?
You also don't put Little League players on the field with guys from the Majors? (sorry if those terms are incorrect I don't do the sport but you get my drift?...
Likewise you don't put fighter ships against destroyers against battleships against titans... in war? Yes. In fair and balanced competition? No.
For these reasons StarMade has to have a way to be able to compare and classify ships so that they can be fairly judged against each other and a winner and loser decided.
You can't have a competition without it. This presents a problem, we all know the standing pun around here about everyone's classification systems being different.
The only way I can see it working is if the game makes this decision on classifications and ship sizes for the players, preferably through a fundamental mechanic and not some arbitrary numbers pulled from someone's proverbial...
the tiered reactor system does just this.
Some argue that ship comparisons should be based on mass. I argue this is not viable because you can build a small high mass high power ship that will trounce a much nicer but larger and better balanced ship of the same mass.
Mass is not a fair factor to base a ships performance on.
The only other alternative is to base the judgement on power. Every system on your ship is fundamentally effected by how much power you have, that includes mass. All the performance factors, size, mass, maneuverability, defense and offense are based on power.
Therefore the only fair way to compare equivalent ships is on their reactor size and power output.
Now, here we are about to take the reactors from a staggered, tiered system to a linear system.
This simply does not make sense to me...
If we stay tiered.
In Survival with PVP
People will naturally learn of the optimization zones, it' not rocket science. Ships will gravitate to these sizes and we will see a perfectly natural tiering system evolve on the Docks. Currently you have extra small ships at 19, small ships at 199, medium ships at 1999, large ships at 19,999, and extra large ships at 199, 999. Call them what ever you like but XS/S/M/L/XL works for me... There will still be ships in between these levels as they will offer their creators tactical options despite being comparatively inefficient to ships totally out of their classification class. You don't compare the efficiency of an aircraft carrier against a fighter, it's just stupid. Ok the 40k reactor is not as efficient as the 20K reactor but so what? You can't compare a 40K ship against a 20k ship so why does it matter? You can opt to build reactor optimized ships... with the caveat that if someone comes at you with a non optimized ship he's going to trounce your small ships and get away from your big ships. He's going to be in between your ships performance wise and that will likely give you problems irrelevant of whether or not he's running an optimized reactor. Basically all the tiering does in survival is add tactical options. It also increase your chances of a having a fight against forces with ships similar, comparative to your own... isn't that a plus? I think keeping it tiered adds depth to the strategy and increase your chances of having a competitive fight in survival. It's a plus, not a minus.
In Competitive PVP.
You play in ships that are equivalent in power. Otherwise it's not a competition. A fighter against a destroyer might be interesting, but it's not a competition. Therefore all ships competing against each other will have the same extra mass handicap IF they are not reactor optimized. Ergo NO problem there with tiered reactors. There is literally no effect on competitive PVP from having tiered reactors unless of course you want to classify your ships on mass instead of power so as to gain an unbalanced power advantage over your opponent... yah, won't tell you what I think about that.
If we go linear.
In Survival. Good luck finding a fight where your ships are roughly equivalent to someone else's ships. Your fighters are his destroyers? Fun fight? pfft. People will pick and choose whatever reactor size they like, bigger will be better. There will be no consistency on the docks. There will be no set sizes or agreements on what constitutes S/M/L ships. Basically a mish mash cluster fark like we have now.
In Competitive PVP.
It'll be exactly the same unless you are fighting ships that are not equivalent power... which means it's not competitive play..?
One of my favourite things about the new power system is the natural tiering that has become apparent. So. Can someone please explain to me why we're trashing this natural tiering system? What is proposed to replace it? Anything?
What is the advantage of having a linear reactor efficiency? I don't see it and I'm genuinely curious as to the arguments that have been put forth for it.
Cheers.
MrGrey1
The current convention in PvP is to compare with mass. If you want to compare using power, or reactor level, you can still do that with linear levels and if anything it will be
more accurate. The optimization zones are just too restrictive to preserve that mechanic, and the in-betweens don't offer "tactical options" - just pitfalls for players.
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even more refits :,( i dont get the point of it, they seem to anyway do less damage than before though.
what did they do to shields?
There are going to be refits no matter what. Some things like thrust either have to cost more power per block (resulting in a need for less thrusters to maintain power) or less effective per block, in which case you would need a ridiculously large blob of thrusters to make a fast ship and it would not play pleasantly. We've tried to scale ship systems so that you never run into a situation where adding more blocks feels inconsequential or some system feels extremely disproportionate. For weapons, it is designed such that there are enough blocks to avoid weapons being unhittable, but not enough blocks that turrets have to be massive, ugly monstrosities to be functional.
As for shields, we actually didn't do much other than mess with the relative scale, if I remember correctly. Weapons are less effective per power relatively, so shields are better than they were (without the broken chamber) by default.
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And you have your head up your rear!
-And now that we've both had a harmless joke at each other's expense, we're equally difficult to take seriously on anything that follows :D
I don't think I played in the absolute first..... half year(?) of the game's life, but ever since then it was the same. An idiotic strafing contest.
That's not because of thrust ratios. Slow down all the ships, give them low acceleration and heavy inertia, players will keep doing the same.
Why?
Because the stupid thrusters let you accelerate in any direction, and if you fly sideways you can keep your guns on the enemy 100% of the time, as opposed to WW2 style space-dogfighting where you only face each other part of the time. This'll only be fixed if flight mechanics change to only having meaningful thrust forwards, and all other directions are just low powered manouvering thrusters. Like in EVERY sci-fi material we both seem to care about.
I think you're missing the point. Strafe fighting is sort of a given with Newtonian mechanics in free space with no gravity/orbits, and that's not what I'm talking about. (tbh that's more a problem with 1v1 battles than anything else)
The issue is when there's no meaningful trade-off for better speed, and so nobody has the advantage in range management because there's never a reason to engineer a slower ship. Neither player can close in if the other doesn't want to, and bombers* and fast attack craft** are stuck at the same speed as battleships. Rather boring.
That's the thing. My stuff, your stuff, and any artistically minded players stuff will drop in thrust ratio. We won't change the hull of a ship we like, let alone that of a revered replica. The powergamer brick pilots will find a way in the first day to maintain max thrust.
Now at least max thrust is something anyone can have, or get reasonably close to without messing their ship up.
So-called "Brick" pilots (who, mind you, don't really fly bricks any more) will only maintain max thrust universally if there's no alternative, otherwise people even at that skill level will try different things.
If memory serves, FCM really tried to maintain their heavily armored, slower ship doctrine after the update, only to find that it is physically impossible to do because the balance was such a mess.
If it's so huge it's not allowed on most servers, then what does it matter?
It's just the extreme case. Below that it's just difficult to reach, as Scypio explained.
I wouldn't mind if my perpetually in-construction Retribution Battleship wouldn't reach 3.0.... Never planned it to get there. Thing is, I'm worried it wouldn't reach 0.75.
Then there's my pal NagyGeri01. You know how happy he was when the BC-304 finally started to fly as nimbly as on TV? How fast could that one reasonably be expected to fly under this config?
Would diminishing returns really only start to be noticable at such a high mass? Past experience would lead me to believe even my Normandy replica is in danger. And that one has sooooo much thrusters.
I'll just start out by saying that sci-fi conventions only matter if they provide interesting facets to gameplay or can help the experience feel intuitive without harming anything. If they don't work out for gameplay/balance (and they often won't, because scripted battles in CGI are very different from a player-driven world with consistent physical rules) they aren't really relevant.
Also, if you want to build replicas and aren't worried about optimization, there's still an option left open to you: just use a smaller reactor. Hull and armor are not insanely heavy any more, so there isn't that much of an incentive to pack the entire ship with systems. The reactor carries much of a ship's mass now, so if you don't want to get hit with the diminishing returns you can always simply build a reactor that weighs less. For Nagy's BC-304 replica, that might be the best option depending on how big it is.
Diminishing returns start to show up pretty fast, but won't totally cripple your ability to maneuver unless your ship is some kilometer-long titan or uses minimal thrusters. TBH though, even ~1.2 TWR actually doesn't look that clumsy from a cinematic third-person PoV.
Op specifically stated "ships physically cannot reach maximum speed cap after a certain reactor size". That seems quite definitive.
It's also a bit outdated. While still technically true, that limit is much higher than it was before we changed thruster scaling to be a bit more sane.
Depends on how you do it. Lower top speeds but better acceleration, braking, dampeners, = yes please.
Problem is, I'd still need oh-so-damn much more thruster blocks to get there. 2.5 is hard enough to reach as it is. Especially after the nerfs in this config. Who's gonna find room for that? Space Brick builders.
You don't even need 2.5 TWR to feel maneuverable, let alone 3.0.
For reference, here's a gif of me taking off from a standstill in my 100k star cruiser at
1.2 TWR, with another static cruiser floating in front of me for reference (which also means the other cruiser would be able to accelerate at the same speed visible out the window, because Newtonian relativity):
And it's not a matter of "room" - you can generally just scale the reactor down, within reason, and the star cruiser actually has a rather huge reactor for its size - it's a question of power consumption. This doesn't really help space brick builders much.
Well. Not gonna have time to test these things until Sunday, but I'd better see it all with my own eyes.
This is what I'd recommend. Try it out, see how it works in real life, and then we can discuss this stuff in practical terms. If you want to hop on the server, I should be there on Sunday working on some things as well.
Just keep an open mind. I approve of literally every other change. Me. I do that. Sure it was the product of hard work but one out of so many aspects touched could be wrong.
That holds true for me as well; When so many other things are right, there's a fair bit of chance that Thrust changes are also good, and I am indeed mistaken, but on first hearing they strike me as quite wrong.
So. Testing. Eventually.
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Yep, pretty much. I never said (or meant to imply) that I or we
can't be wrong, but so far given testing, expert insights, and personal experience, this is the best we've done. I'm open to further changes if more testing reveals that it's necessary.
*This is an especially huge issue assuming you want bombers to be a thing ingame, because bombers
rely on being faster than their targets, otherwise their bombs physically can't hit.
**Notice that I specifically avoid using the F-word - that being
fighter. There are no fighters in (pseudo) Newtonian space. A terrestrial fighter and battleship are so different because a fighter literally moves through a different fluid medium with very different rules, and has a whole extra dimension to work with. In space, even with differing speed limits, you naturally aren't going to have such a huge distinction, and that's OK. Rather than WW2 "fighters", what you really end up with in space are more like a sliding scale of
fast attack craft. High-acceleration, high-top-speed, maneuverable little boats with either powerful but limited armaments or comparatively weak, but still potentially useful, guns.