Rejected Time to Ditch Planets as Object?

    Edymnion

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    There are plenty of things we can think of to use planets for in the future, and I think/hope that eventually we are going to see them become MUCH more interesting and useful. That said, there are currently very limited things we use planets for now. Temporary starter bases, resources, and decoration.

    They are only really suitable for ground bases for a short period due to the fact that the server load for having the entire planet loaded is already pretty large, and it only gets worse when large ships are brought near one. Not to mention things like load delays causing unfortunate side effects like ships falling into the cores of planets when they spawn before the chunk of ground underneath them does. Even without that, collision checks between ships and the ground (not to mention things like trees and those weird alien planet loop de loop structures) can be extreme.

    Previously, planets were the main source of raw materials for large builds (although with the asteroid size update and respawning asteroids being a thing, the need for this has been drastically reduced), they run into some of the same problems as the ground base. Namely that taking a ship large enough to easily eat a planet near enough to one to actually do any mining creates a lot of server load, and therefore lag. To the point most servers either flat out forbid you from going near planets, or strictly regulate the size of ship you can take.

    I added decoration because, lets be honest, this is a space game and we're expected to have planets. Lot of time they are just background scenery as people quickly establish space stations that are easier to use. I know even back in the day when eating planets was the best way to gather resources that I'd keep any earth like plants in my systems as almost a kind of pet.

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    So, the uses of planets right now are pretty limited, and the negatives on them are pretty large. They're basically lag bombs. So, how can we both reduce the system impact of having planets while increasing the usefulness of them?

    What if we remove them from the universe as objects entirely?

    Replace them with actual large spheres, and have going down to their surface be an action that is essentially a camouflaged loading screen to transition from open space to a more Minecraft style surface? They could have "insertion points" where certain types of smaller ships (with limited size) could go down to. Shuttlecraft could land, you could even have an exact spawn point so that transporters could be used. Treat the planet's surface as a public teleporter. I mean, after all, the Enterprise never landed on a planet, they always beamed down or took a shuttle.

    Would also mean that the insertion points could be built up to be defended areas. You control a planet, you could build a base at the insertion point to defend it, making planetary assault a much more difficult proposition. Especially if the limited insertion ship size meant you couldn't take down more than glorified shuttles and fighters, it could make for some interesting new avenues of gameplay that don't resort to brute force super weapons.

    Or could even go so far as to have two entirely different gameplay modes. You could launch a shuttle from an orbiting ship, insert down to the planet, but that ship lands and is mostly inert and decorative. You'd have to build entirely different ones for planetary use. Heck, going back to Star Trek, one of the movies actually had a shuttlecraft with a glorified dune buggy in it for use on the planet's surface. Could do the same, have insertion craft with docked ground units, or even docked air recon units.

    Which could lead to some interesting builds, actually. Especially if interesting things were spread out more like they are in Minecraft so that you'd have to build trains to move you at speed from the insertion point off to say prime mining areas or other interesting stuff. Like areas that are better for farms, or for industry, etc. Things you'd have to go explore for on foot, or bring/build vehicles to reach.

    ---

    But all of the interesting things we could do on a planet's surface seem to require us to cut the surface off from the rest of the universe. Need to have big open areas for exploring, but we can't really have that when it means loading an entire system's worth of chunks in while flying around in huge ships.

    Seems we can either take planet surfaces out of the universe at large and have big wide open planets to explore and build on, or we can have integrated planets that are really too small to be of any real use.
     

    Edymnion

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    True...but that's why I enjoy collision damage lol
    Side story:
    Server I was on once tried turning collision damage on. Guy was blowing up a planet to mine it (back in the days when that was the best way to get raw materials). Planet blew up, one of the plates flew straight out at him. Smashed him like a bug on a windshield.

    They turned collision damage back off after that, but damn was it funny to watch him go "What the HELL?!?" when his mining ship was broadsided by a freaking continent.
     
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    Jake_Lancia

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    What you're suggesting is basically instanced planets, which I'm pretty sure Schema has said no to quite a few times in the past, since it involved cutting them off completely from the rest of the universe, something Schema doesn't want to happen.

    With the planet update that's coming (see: StarMade Surprise Update) the issue of planets being lag bombs might actually cease to be an issue, depending on how Schema optimises the new planets.
     

    DukeofRealms

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    One of the core (if not the core) aspects of StarMade is the player's ability to directly interact with entities from space. Planets, asteroids, ships, stations and other bodies must always be interactable from either astronaut or ship. A ship must always be able to directly interact with a planet, asteroid, ship and station from space. What that means with planets is that mining and destruction (lasers, missiles etc) must accurately affect the planet down below. With instanced planets this is not possible.

    This view is one of the least likely views we will change. From the very beginning schema set out to create a game which does this. To create an instanced planet would go against such a goal.

    My response to another planet thread might be useful as well: The Importance of Planets
     

    The Judge

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    I suggested an option to remove planets in the Server Config, ideally for Build Servers. The outright removal of Planets seems like a bad idea though.
     

    Lecic

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    Schema has REPEATEDLY STATED we will NEVER HAVE INSTANCED PLANETS. Stop suggesting them. It's understandable from new players. It is not excusable from someone who is a forum regular who has been here for years. You should already know this.
     
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    Sachys

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    One of the core (if not the core) aspects of StarMade is the player's ability to directly interact with entities from space. Planets, asteroids, ships, stations and other bodies must always be interactable from either astronaut or ship. A ship must always be able to directly interact with a planet, asteroid, ship and station from space. What that means with planets is that mining and destruction (lasers, missiles etc) must accurately affect the planet down below. With instanced planets this is not possible.

    This view is one of the least likely views we will change. From the very beginning schema set out to create a game which does this. To create an instanced planet would go against such a goal.

    My response to another planet thread might be useful as well: The Importance of Planets
    What about making planets rarer - MUCH rarer - we dont need them for minerals / ores right now, they have become nigh on indestructible, newbies always go to build on planets because of idiot youtubers that dont actually play the game... planets are also relatively rare in the real universe.
    Surely a nice fix to this generic issue of planets (short term) is a SCHINE based config change in an update that makes planets pretty rare - and with it, planet types based upon star types and distance from star.

    or... is that too much for Schine to handle right now?
     

    DukeofRealms

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    Surely a nice fix to this generic issue of planets (short term) is a SCHINE based config change in an update that makes planets pretty rare - and with it, planet types based upon star types and distance from star.
    This is something we'll be working on in the universe update, which will likely be the next major gameplay update. We'll be putting the majority of changes we want to make that will require a person to start a new universe in there, that setting would be one of those changes.
     

    Edymnion

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    Schema has REPEATEDLY STATED we will NEVER HAVE INSTANCED PLANETS. Stop suggesting them. It's understandable from new players. It is not excusable from someone who is a forum regular who has been here for years. You should already know this.
    I still think its a bad decision, because at this point I don't think they can actually make planets be large enough to be interesting without doing it.

    If they stick with everything being 100% visible/interactable from space, unless they pull something ingenious and magical out of their butts, I don't think we're ever going to get planets that are really worth having. They say they want us to explore, but there's no point in exploring a planet when you can see everything from space.

    And yes, I saw the Surprise Announcement. It looks nice, but there isn't enough there to make me think its going to be enough. Maybe I'm wrong and it'll be a nice surprise.
     
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    Maybe it's time to ramp up the system specs for StarMade (though I don't even know what current specs are...). My main gaming rig, despite being from 2011-ish, has 32 GB RAM. My budget low-power Internet rig running Lubuntu has 16 GB RAM. My point is, RAM is cheap, and if the game could be optimized to somehow make better use of it maybe large planets will be possible.

    Of course, people with potatoes for computers would get left behind.
     
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    Maybe it's time to ramp up the system specs for StarMade (though I don't even know what current specs are...). My main gaming rig, despite being from 2011-ish, has 32 GB RAM. My budget low-power Internet rig running Lubuntu has 16 GB RAM. My point is, RAM is cheap, and if the game could be optimized to somehow make better use of it maybe large planets will be possible.

    Of course, people with potatoes for computers would get left behind.
    Ram IS cheap...but not everyone has the money to get it :(

    I am planning on expanding mine though. It just can't happen for the foreseeable future.

    But you're probably right regardless lol
     

    Lecic

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    Maybe it's time to ramp up the system specs for StarMade (though I don't even know what current specs are...). My main gaming rig, despite being from 2011-ish, has 32 GB RAM. My budget low-power Internet rig running Lubuntu has 16 GB RAM. My point is, RAM is cheap, and if the game could be optimized to somehow make better use of it maybe large planets will be possible.

    Of course, people with potatoes for computers would get left behind.
    RAM isn't the biggest problem. Big objects eat up a lot of CPU and GPU power as well, and that's a lot more expensive than RAM.
     

    The_Owl

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    Maybe it's time to ramp up the system specs for StarMade (though I don't even know what current specs are...). My main gaming rig, despite being from 2011-ish, has 32 GB RAM. My budget low-power Internet rig running Lubuntu has 16 GB RAM. My point is, RAM is cheap, and if the game could be optimized to somehow make better use of it maybe large planets will be possible.
    Or maybe, radius of planets could be a server option, eliminating this need at all...
     
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    One of the core (if not the core) aspects of StarMade is the player's ability to directly interact with entities from space. Planets, asteroids, ships, stations and other bodies must always be interactable from either astronaut or ship. A ship must always be able to directly interact with a planet, asteroid, ship and station from space. What that means with planets is that mining and destruction (lasers, missiles etc) must accurately affect the planet down below. With instanced planets this is not possible.

    This view is one of the least likely views we will change. From the very beginning schema set out to create a game which does this. To create an instanced planet would go against such a goal.

    My response to another planet thread might be useful as well: The Importance of Planets
    how does this "core aspect" positively affect the game in any way? What is the importance of being able to interact with a planet in such ways, if there is no purpose to it? As it stands right now, planets are simply giant, non-respawning asteroids that most people avoid due to lag/ framerate problems.
     

    jayman38

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    Caves would be a relatively easy biome to implement, and would be fun to explore, and are not entirely viewable from space without some explosive roof-ripping. I don't know if planets have caves currently, but it would be a worthwhile addition to planet generation.