Three Game Modes

    Valiant70

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    Multiple game modes are planned at some point I think, so here are my ideas: Survival, which is a slightly more realistic mode, Sandbox which is as it is now (sort of a meld of the other two), and Creative, which removes as many limits as possible on player ability.

    The basis of this will be a revamp of build mode, inventory stacking, and player damage.

    Survival (aka hardcore): While most or all of these features should be able to be configured into sandbox, this serves as a preset or default for survival and roleplaying gameplay.
    • Food, water (big deal in space!) and life support are taken into account.
      • Player begins with a supply that will last approximately 6 hours in-game, giving plenty of time to obtain enough to survive for a while.
      • Oxygen is consumed while the helmet is on, and refills while the helmet is off in a breathable atmosphere and may be filled instantly by using a refiller on a ship
      • Food and water may be obtained at high cost from shops or collected/processed
        • Water may be picked up on planets, melted from planet or asteroid ice, or extracted in small quantities from certain plants (including cactus)
        • Food may be foraged from certain raw plants or processed from these plants and from creatures
    • Build mode is nerfed to a sort of blueprint editing system while actual construction is done in astronaut mode
      • Build mode looks as it does now, but instead of the inventory, the player is given unlimited blocks to create a ghost blueprint (which can be set to appear solid within build mode to make things easier)
      • When a certain option is activated inside the ship, a ghost of certain parts or layers of the ship will appear to nearby same-faction astronauts. This hologram can be configured to show layers of the ship at a time in various ways (so that an astronaut can build inside a solid part of the blueprint without confusing the game and getting a facefull of block.), such as front to back, top to bottom, port to starboard, or middle to outside.
      • The Assembler (which is only a visual effect currently) is used on the hologram to build with blocks from the inventory.
      • When a blueprint is loaded, its cost is the price of a core plus a royalty paid to the ship's author, configured when the blueprint is catalogued. Blocks must be purchased separately and added by astronauts. The ship appears as a core with a hologram.
      • Blocks can be added manually without using the assembler to temporarily override the blueprint, such as adding thrusters to move a half-finished ship.
      • The blueprint may also be used as a guide to repair a damaged ship.
      • NPCs or droids/drones may be given the ability to assemble and/or repair ships (changeable in config)
      • A completed ship will become a more valuable commodity.
    • Inventory stacks are limited. This gives more incentive to build and use freighters, etc.
      • Stack size is configurable in config, but defaults to 100 items.
      • If larger stacks are brought in via save from another game mode, they may be unstacked but not added to.
      • NPCs or drones will seek out nearby plex storages containing the materials they need, preferring those inside the structure they are working on, and will not take from structures belonging to another faction. They will return leftover materials when repairs are completed or the structure is finished being built. They can also be assigned specific plex storages to take materials from.

    Sandbox: A melding of the other two game modes, and essentially unchanged from the way it is now.
    • Takes advantage of build mode saving a blueprint to help repair damaged ships, although build mode still functions as it does now.
    • Hunger, thirst, and oxygen are toggleable in config, but are off be default.
    • Player health slowly regenerates over time without medical attention.
    • Inventory stacks remain essentially unlimited.

    Creative: Players are given as much freedom as possible to build to their hearts' content.
    • Instead of normal inventory, a player in build mode can select resources from a user-friendly, searchable interface to place in the hotbar. The items in the hotbar are then treated as infinite stacks.
    • Build mode functions just like it does in sandbox, but with infinite resources.
    • Players are invulnerable by default, but may make themselves vulnerable
    • Player-built ships are invulnerable by default, but may be manually switched to a vulnerable mode for duels, testing, etc.
    • Pirates will ignore invulnerable ships.
    In essence, the three game modes are defined primarily by blueprint/build/infinite build functionality in build mode, as these are the most game-changing features. The rest of the features could be configured via config if the community and devs desire, but build mode functionality should remain tied to game mode so that it is easier to advertise on server lists.

    It wouldn't make much sense to turn on invulnerability in survival, though, unless it could be limited by a plugin to specific sectors.

    It doesn't look like it's possible to add a poll after the thread's initial creation. Rats. I was going to add one.
     
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    Perhaps it may be best if there isnt actual game modes but instead multiple toggle-able options, like you mentioned for the sandbox mode. These options would include hunger, thirst, oxygen, stack limits, savable blueprints, admin commands, etc. It would make the game have more levels of difficulty ect having hunger, thirst, and oxygen turned on vs only oxygen. Plus some people arnt fans of the hunger system but still want a survival type of game, this would solve that.
     

    MossyStone48

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    Hybrid servers are something we want. How cool would it be to be on a Build/Survival/PvP or an RP/Small Build/PvE server? The combinations are gonna be pretty epic. I believe the ultimate goal for the Devs is a StarMade where two people are sitting side by side playing the same game but someone could look at them and swear they are two different games. Every server will be its own universe. It's own game. Just because you do well on server A doesn't mean you can log into server B and be a hussla balla pimp daddy. So server A is a continuous ginormous space battle with capships and turret fire and fighters freaking everywhere while server B is a ground vehicle / on foot PvP arena.

    It's gonna happen. And it's gonna be EPIC.
     

    Valiant70

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    OP is now finished. I wasn't able to add a poll though, for some reason.
     

    jayman38

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    Hybrid servers are something we want. How cool would it be to be on a Build/Survival/PvP or an RP/Small Build/PvE server? The combinations are gonna be pretty epic. I believe the ultimate goal for the Devs is a StarMade where two people are sitting side by side playing the same game but someone could look at them and swear they are two different games. Every server will be its own universe. It's own game. Just because you do well on server A doesn't mean you can log into server B and be a hussla balla pimp daddy. So server A is a continuous ginormous space battle with capships and turret fire and fighters freaking everywhere while server B is a ground vehicle / on foot PvP arena.
    I've always thought it would be great to have a master difficulty meter in games, which "presets" individual settings, such as NPC aggressiveness, health pack amount, ammo amount, and that sort of thing. You know, the usual "Easy Medium Hard" selection we've all seen a hundred times. Then, be able to dive into advanced settings and modify those presets to create a custom game difficulty of your choosing, to make it all your own.

    I imagine such a thing would be great for game-modes as well and with all the options would provide massive numbers of combinations, where, when you pick a specific game mode, it presets a bunch of game settings to match up with that game mode, but then there can be an "advanced game settings" button that opens up all those options for editing. So you can set PVP to something like invite-only, even-sectors only, odd-sectors only, star sectors only, empty sectors only, free-for-all, etc.. You can set Fuel use to infinite, sipping, drinking, or chugging. You can set the amounts of certain blocks and supplies to certain percentages when the game generates new sectors, like increasing or decreasing the amount of resources that can be used for fuel. You can set initial and current money to infinite, 1 million, 500k, 50k, 5k, etc. (Maybe a sliding logarithmic scale as a slider control?) Basically, create a GUI to change the config files for the server on the fly.

    The initial game mode selection would simply get all your presets "close" to where you want to be, and then you would make additional changes in the advanced game mode settings to make it a hybrid server of your choosing.

    Plus, there could be advanced settings for the client, like the amount of debris to show (a client function), GUI skins, (I think you can already change your player skin, but at this point, that may be a function of moving an image file to a certain folder. I need to figure that out.), draw distance, and all those other client-side settings that are preset by overall master client settings with such titles as "8088 4MHz (Quit Game)", "10-year-old PC", "5-year-old PC", "current PC", "VM PC", "Power-Gamer PC", etc..