Voxels are meant to provide creative freedom, but on some level they're working against it instead. In this thread I want to try to explore why, and search for ways to increase creative freedom. For the sake of discussion, I'll be using the old power system that everyone is more familiar with.
The main restriction to creative freedom is the drive to be competitive in PVP and effective in PVE. Certain design decisions are more effective. Now, that in itself is not a bad thing. It's a very good thing because a ship's functionality is art too. It only becomes a bad thing when optimal decisions have very little variety and generally don't look good or leave room/mass/etc. for decoration.
There is one basic principle biting Starmade in the butt. That's minimalism. A solution that is smaller and lighter but does the same thing is superior. It's cheaper and a smaller target. As any seasoned builder knows, this plays out by maximizing systems, minimizing surface area, and possibly using spaced armor. This generally leads to ships being full of systems that look like they were squirted into every available space within the ship's hull like so much expanding foam. This is known as "system stuffing."
There are several reasons and possible reasons for this, including:
In case it's not clear why the current form of minimalism is undesirable for creativity, I'll go over it briefly. Builders like to decorate ships, inside and outside. We also like to build ships in different shapes to make them more interesting. Minimalism works against this by driving us to use as few blocks as possible, including minimizing surface area to reduce the amount of armor needed to cover what's inside. Reducing block count means fewer feasible options for decoration. Reducing surface area means smooth shapes with few or no projections, and optimally little texture. It's not a hard-and-fast rule, but that's how you build optimally, to get the best stats. Additionally, even if you wanted to separate out your systems and make them look like big machines that you see in science fiction or real life ships, mass makes this disadvantageous.
It seems that a complete lack of value in the shape systems are placed is at least a contributing factor. Place blocks anywhere you want however you want! Infinite possibilities? Nope. Only one: put blocks everywhere. Thus, some carefully thought-out meta-restrictions might be in order. What I mean by "meta-restrictions" are things that make something less optimal without disallowing it entirely. The stabilizer distance mechanic is a meta-restriction, but many players dislike its effects. A positive meta-restriction might push systems slightly apart and/or into shapes. Also, it would be better to do this indirectly with mechanics rather than adding a buff/nerf based on shape/distance of system groups.
The ship HP system (aka power 1.0) at least did a passable job of minimizing the disadvantage of having more armor and decoration blocks on your ship. They're a buffer and make it take longer to kill you. In my opinion this is still not enough to make the extra blocks worthwhile, but it helps.
At this point you might be thinking "we just need crew to make interior viable!" ...but what about exterior? Crew doesn't change the viability of interesting exterior shapes with any kind of additional surface area. There are more factors at play here.
There are going to be tradeoffs, but they're going to have to be carefully weighed and tested. Otherwise we'll end up with a horrible meta like what we have in the pre-releases.
The main restriction to creative freedom is the drive to be competitive in PVP and effective in PVE. Certain design decisions are more effective. Now, that in itself is not a bad thing. It's a very good thing because a ship's functionality is art too. It only becomes a bad thing when optimal decisions have very little variety and generally don't look good or leave room/mass/etc. for decoration.
There is one basic principle biting Starmade in the butt. That's minimalism. A solution that is smaller and lighter but does the same thing is superior. It's cheaper and a smaller target. As any seasoned builder knows, this plays out by maximizing systems, minimizing surface area, and possibly using spaced armor. This generally leads to ships being full of systems that look like they were squirted into every available space within the ship's hull like so much expanding foam. This is known as "system stuffing."
There are several reasons and possible reasons for this, including:
- Having more armor than is necessary to cover your systems doesn't really help you.
- There's no reason not to add one more block; more is always better.
- Systems are amorphous blobs. Concentrating them into shapes and decorating them is impractically heavy and prevents ships from being competitive in PVP.
- It's hard to hit small things in space.
- (Economics are only a theoretical factor. In the current game they don't play into much of anything.)
In case it's not clear why the current form of minimalism is undesirable for creativity, I'll go over it briefly. Builders like to decorate ships, inside and outside. We also like to build ships in different shapes to make them more interesting. Minimalism works against this by driving us to use as few blocks as possible, including minimizing surface area to reduce the amount of armor needed to cover what's inside. Reducing block count means fewer feasible options for decoration. Reducing surface area means smooth shapes with few or no projections, and optimally little texture. It's not a hard-and-fast rule, but that's how you build optimally, to get the best stats. Additionally, even if you wanted to separate out your systems and make them look like big machines that you see in science fiction or real life ships, mass makes this disadvantageous.
It seems that a complete lack of value in the shape systems are placed is at least a contributing factor. Place blocks anywhere you want however you want! Infinite possibilities? Nope. Only one: put blocks everywhere. Thus, some carefully thought-out meta-restrictions might be in order. What I mean by "meta-restrictions" are things that make something less optimal without disallowing it entirely. The stabilizer distance mechanic is a meta-restriction, but many players dislike its effects. A positive meta-restriction might push systems slightly apart and/or into shapes. Also, it would be better to do this indirectly with mechanics rather than adding a buff/nerf based on shape/distance of system groups.
The ship HP system (aka power 1.0) at least did a passable job of minimizing the disadvantage of having more armor and decoration blocks on your ship. They're a buffer and make it take longer to kill you. In my opinion this is still not enough to make the extra blocks worthwhile, but it helps.
At this point you might be thinking "we just need crew to make interior viable!" ...but what about exterior? Crew doesn't change the viability of interesting exterior shapes with any kind of additional surface area. There are more factors at play here.
There are going to be tradeoffs, but they're going to have to be carefully weighed and tested. Otherwise we'll end up with a horrible meta like what we have in the pre-releases.