After a discussion on one of the alpha Discord channels, I have realized that there is a monster lurking around in the shadows of this game. This poll and discussion is aimed at bringing that monster to light so we can have a civil conversation about it and try to defeat it together.
TL;DR
Some players want cheap ships and some want expensive ones. How can we let both player types have fun? I suggest expensive ships that can have their cost absorbed by large factions so faction members don't have to worry about grinding or repairing their own ships but other players do.
--- The Monster ---
Starbase is at its core a game about space ships and community. This monster hides in the air between players when they think about their ships and what they mean to the players. Ships have a value, whether that is time spent to collect resources, money, faction rank, but they also can hold sentimental value. The monster is the different ways that players believe their ships to be valued and the tremendous implications that those differences make to gameplay. So far I have noticed two major camps on this issue.
--- The Camps ---
The two camps have various reasons for their feelings on value but here is my best shot at summarizing the sentiments:
Low value ships
--- My Suggested Solution ---
I think that there is a solution to this dilemma. It may not be the following suggestion, but I think it exists nonetheless.
I don't know how this value will be generated, but right now a player can earn enough money to buy the largest store-bought ship about 6.5 times or one player designed ship that is nearly as big as possible from one hour of mining. This value scheme makes replacing a destroyed ship cheaper (time wise) than repairing it and in some cases refueling also easier by means of replacement. What I think I and the other proponents of the "high value ship" camp would like is for this value scheme to not be what it is now.
Now, please imagine the game in the near future where, by some means unknown to me, ships have greater time value. Players that fly solo or in small groups sometimes hire escorts or are even escorts themselves. Faction members play as many roles from salvage collectors, to soldiers, and to repair engineers. The players in those large factions can lose a ship and not worry about paying a minute of their time to getting a new ship and getting back to work. Salvage crews can collect the old one, repair engineers can fix it up before it is needed again, and factories and trade infrastructure allow for the inexpensive production of new ships.
In this version of the game, players out on their own can experience the real danger of losing a ship and the real glory of destroying or taking the ships of others. At the same time large faction members can go wage wars nearly every play session without worrying about costs while creating opportunities for those less combat and more engineering/logistically inclined.
--- Final Thoughts ---
I know that even this goal may be a lofty one, but I don't want to lose any players (myself included) to lack of choice of gameplay or mechanics that are too or not forgiving enough. The more players that we can get to come to Starbase and stay here the more vibrant the universe will become, the more grand the stories will become, and the more dedication we will get from the developers we will earn. So, let's have some foresight, decorum, and patience as we defeat this monster before it gets too big.
TL;DR
Some players want cheap ships and some want expensive ones. How can we let both player types have fun? I suggest expensive ships that can have their cost absorbed by large factions so faction members don't have to worry about grinding or repairing their own ships but other players do.
--- The Monster ---
Starbase is at its core a game about space ships and community. This monster hides in the air between players when they think about their ships and what they mean to the players. Ships have a value, whether that is time spent to collect resources, money, faction rank, but they also can hold sentimental value. The monster is the different ways that players believe their ships to be valued and the tremendous implications that those differences make to gameplay. So far I have noticed two major camps on this issue.
--- The Camps ---
The two camps have various reasons for their feelings on value but here is my best shot at summarizing the sentiments:
Low value ships
- Ships being so core to gameplay should never be out of reach
- Losing a ship should only set you back a play session (1-3 hours)
- Since combat is so enjoyable, ships should be cheap enough for frequent battle
- High value ships will anger players when they are destroyed so much that players will leave the game for good
- Time is precious so time spent with out a ship or doing busywork to buy/build a ship is wasteful and/or boring
- Grinds for valuable things are not fun and favor players with more free time
- Building and repairing ships is just as important as flying around in them
- Losing a ship should cost players several play sessions (5+?)
- Combat should have consequence to make combat more survivable and to make diplomacy a useful option
- Low value ships won't have any stories to tell from their past so will become generic feeling
- Starbase is meant to be lived in and the ships should feel lived in too
- Grinds and time spent repairing are relaxing and enjoyable but dissuade players with little time
--- My Suggested Solution ---
I think that there is a solution to this dilemma. It may not be the following suggestion, but I think it exists nonetheless.
I don't know how this value will be generated, but right now a player can earn enough money to buy the largest store-bought ship about 6.5 times or one player designed ship that is nearly as big as possible from one hour of mining. This value scheme makes replacing a destroyed ship cheaper (time wise) than repairing it and in some cases refueling also easier by means of replacement. What I think I and the other proponents of the "high value ship" camp would like is for this value scheme to not be what it is now.
Now, please imagine the game in the near future where, by some means unknown to me, ships have greater time value. Players that fly solo or in small groups sometimes hire escorts or are even escorts themselves. Faction members play as many roles from salvage collectors, to soldiers, and to repair engineers. The players in those large factions can lose a ship and not worry about paying a minute of their time to getting a new ship and getting back to work. Salvage crews can collect the old one, repair engineers can fix it up before it is needed again, and factories and trade infrastructure allow for the inexpensive production of new ships.
In this version of the game, players out on their own can experience the real danger of losing a ship and the real glory of destroying or taking the ships of others. At the same time large faction members can go wage wars nearly every play session without worrying about costs while creating opportunities for those less combat and more engineering/logistically inclined.
--- Final Thoughts ---
I know that even this goal may be a lofty one, but I don't want to lose any players (myself included) to lack of choice of gameplay or mechanics that are too or not forgiving enough. The more players that we can get to come to Starbase and stay here the more vibrant the universe will become, the more grand the stories will become, and the more dedication we will get from the developers we will earn. So, let's have some foresight, decorum, and patience as we defeat this monster before it gets too big.