Personally, I like servers with a high speed limit, because it is easier to visit allies and ship builds differ a lot more from each other.
I really enjoyed SunWorld\'s warp gates, but having only one per unhabitated sector puts a lot of limits on multi-directional warp nodes.
I like the extreme - very high dampening for the average travel-speed (no matter if it is warp or sublight).
The separation into sublight and warp provides some balancing advantages: you can not be perfect in both!
And so does a inertial overlap too. If there are shield hardeners vs not-short range weapons and low-weight ships fly in a relative speed to heavier ships (with smooth math), you would suddently see fighters be worthwile (but let this be another topic).
I think that would be perfect:
[*]No credits punishment, but block punishment (Better use Plex-Storages on escape ships if you want to carry blocks through unsafe territory)
[*]high speed + high dampening (somewhere around 500 and 23%)
[*]Public gate-network protected by military-grade patrols/turrets, rarer in sectors further away from spawn.
[*]Additive and lower projectile velocity, but high accuracy on AIs (encurage use of small-to-medium ships and dogfighting as much as possible).
Rules:
If/where possible:
[*]limited usable salvage beams per ship=player (use something like non-editable pirate-station turrets - but currently it\'s a bug, I know ) to make a real-player\'s value bigger. (what do you want to be worth more? a 24/7 AI or a player?)
I really enjoyed SunWorld\'s warp gates, but having only one per unhabitated sector puts a lot of limits on multi-directional warp nodes.
I like the extreme - very high dampening for the average travel-speed (no matter if it is warp or sublight).
The separation into sublight and warp provides some balancing advantages: you can not be perfect in both!
And so does a inertial overlap too. If there are shield hardeners vs not-short range weapons and low-weight ships fly in a relative speed to heavier ships (with smooth math), you would suddently see fighters be worthwile (but let this be another topic).
I think that would be perfect:
- upload and buy blueprints with blocks
- low shop currency and spawning (most things should be made by players).
- block-config:
no build block available - for advanced build mode, dock a \"station\"-ship onto your home-planet. To rotate blocks, use a ship\'s adv.build mode and don\'t change your hotkey-bar-selection before placing it. - expensive salvage beams
- very cheap deko (50-150 credits) with 25 hp.
- power has 40, thrust/shield 70 hp (or all 70) - Get hull
- Rock, Red Rock and minerals have same effective hp as basic hull.
- Water, Leaves, Sand and fluffy-snow are not physical (walk-through), so you can hide something behind (RP) - at least 1 block type per planet type and liquids.
- Hull costs 50 credits and has 125 hp, 25% armour. Advanced hull costs 1000, has 185 hp, 85% armor.
- Military hull costs 100\'000\'000 credits (shops should not own that much), have 195 hp, 95% armor (3* advanced hull) - if you get it, you most likely killed a space patrol and are on their bounty list.
[*]No credits punishment, but block punishment (Better use Plex-Storages on escape ships if you want to carry blocks through unsafe territory)
[*]high speed + high dampening (somewhere around 500 and 23%)
[*]Public gate-network protected by military-grade patrols/turrets, rarer in sectors further away from spawn.
[*]Additive and lower projectile velocity, but high accuracy on AIs (encurage use of small-to-medium ships and dogfighting as much as possible).
Rules:
- A zone (everything from -5 -5 -5 to -x -x -x) dedicated for PvP (-5 -20), combat/pirates (-32 to -x) and war-faction\'s bases (-50 to -x)
- A protected zone (spawn and within +5 +5 +5 to +32 +32 +32) dedicated for RolePlaying and trading. No salvaging allowed! Stations only allowed/protected in sectors with even numbers (reduces lag).
- A zone from (+50 to +x for cooperating faction\'s home) - no griefing, etc.
- Cooperating and war factions may be enemies, but you should fly around the RP zone if you attack!
- No home bases and active turrets within 1 Solsystem (16 sectors) from spawn. Also forbidden from -32 -32 -32 to spawn and spawn to +32 +32 +32.
If/where possible:
- pirate-sectors: highly optimized and small-pirate groups (few to salvage -25 to -x)
maybe pirate-claimed planets with big, non-editable turrets (starting at -75)... - no shops and ship editing/buying in pirate sectors
[*]limited usable salvage beams per ship=player (use something like non-editable pirate-station turrets - but currently it\'s a bug, I know ) to make a real-player\'s value bigger. (what do you want to be worth more? a 24/7 AI or a player?)