🎶 This is the thread that never ends...
🎶
how far worse a ship becomes if you place a pair of tripods on it? How far worse does it make it if you then have two advanced quad-laser turrets on a ship?
Worse enough to impact your mining yield compared to the miniscule extra chance it gives you of defending yourself. Tripods require other people, and if you're tying up more than maybe one other person to go mining with you, any additional people are better off piloting their own mining ship instead of being bored on yours.
Like, you're saying yourself that nobody is willing to make hybrid ships.
Because they're typically bad in a game where you can hyper-optimize your ships for a single purpose.
Have you yourself even tried to calculate the amount of additional mass it would take before taking up on that conviction?
Armor is heavy, I don't think we need to go to great lengths to establish that. It's intended to be.
Well too bad, because like I've said, the game is already designed for emergent gameplay, meaning no rules outside of blatant metagaming and systematic backstabbing.
There's plenty of ways to create emergent gameplay that isn't already decided before either side even sees one another, as is the case for the vast majority of pirate vs. miner instances.
What makes the PvP lopsided is players who do not want to make some sacrifices to make it less lopsided, to defend themselves.
Because it isn't worth making every mining run worse for the slim chance of maybe defending yourself in the slim chance of you being attacked on a run. And, even then, a hyper-optimized combat ship is still going to vastly outperform a hybrid ship that's a worse miner and also a bad warship.
By using unproteced and indefensible mining ship, you are deliberately making the choice to lose any PvP outcome, period.
Yes, because efficient and optimal mining is more important to some players, and losses are rare enough to be risk-managed.
Everyone who leaves the safe zone at any point is expected to be prepared to fight.
Sure, but it's still exceedingly unlikely.
Otherwise they're expected to be prepared to lose by default.
If you're mining efficiently enough in a ship that's well optimized for cost, then this is an acceptable loss.
You're essentially claiming that players are virtually incapable of making any competitive PvP without developer's intervention.
I'm pointing out that there are ways for the game to promote actually interesting PvP with more uncertain (and thus, engaging) outcomes.
From your perspective, all the miners are completely incompetent buffoons, who forget how to operate their keyboard the moment some conflict is inbound, and that all pirates are invulnerable aces flying top-grade min-maxed fighters.
Aside from the hyperbole, this is pretty close to the point. A ship built for mining piloted by a player who is not a dedicated combat player has an exceedingly slim likelihood of beating a ship built for killing miners piloted by a player with hundreds or thousands of hours of experience doing so, even
if said miner has nominal armor and weapons to defend itself. The chances and likelihood just aren't worth it compared to running cheaper miners that mine better and just accepting the occasional loss as a hazard.
Not much. Sensors would certainly increase the degree of counterplay and make things more interesting. The point here is to give some actual agency to miners in this situation.
every single fluffy-waffle miner
Please watch your language.
will leave the game, the game will still function because there will be the need to mine and those pirates are going to do it, because for them there's no skill boundary to do so.
Maybe, but it would be nice if some groups of players other than pirates played the game. Pirates tend to be a pretty small minority of playerbases in games like this.
Any single ship they have successfully intercepted, captured and repaired is a potential tool to supply themselves.
Sure, though this isn't quite as practical as the game presents it in its trailers. Not yet, anyway.
Pirates can play against one another, and they can cooperate with one another.
So far it looks like they're more likely to collapse and fragment all of their groups due to infighting, going by what's happened so far with pirate groups.
Now, in turn if pirates are not given any functionality to do their part, then you will end up with miners hauling infinite resources into the economy and building nothing but larger miners to haul even more ore, completely defenseless and barebone, with the economy having no means of destruction of value.
Almost like there's a lot of potential for introducing
interesting PvP objectives and mechanics beyond just pirate vs. miner and gatecamping.
Pavvel might be wrong in a sense that a feature given to everyone equally to use isn't really give preferences to miners (which I already argued against), but it doesn't make it better to argue in the exact opposite way like you do, because the status quo is, there's no PvP unless you camp someone on the station and chase them out of the safezone
See above.
the economy is completely demolished because of that, there's very few PvP players who just jousting for fun and little to no miners mining anything because there's no point in doing so
The economy is completely demolished because there's hardly any game to Starbase and it peaks at 200 concurrent players in a universe designed for a scale of thousands.
almost nobody is playing.
QED
What is the economic sense has to do with it?
Everything. Mining is about optimizing for yield over time. It's an entire sphere of gameplay, and one of the only actual gameplay pillars Starbase has right now. If a strategy (e.g. armed/armored miners) isn't the most optimal way to get more rockstuff in less time, then it isn't worth doing.
You're literally saying that the only feasible way to mine is to have nothing but flying crates with thrusters on the back!
Not the only feasible, but the most efficient, which is what matters.
What in the Pip's name have managed to convince you that's the case?
Experience.
Do you refuse to see just how easy it is to earn value right now is compared to any other MMO?
Yes, but what if you could earn
more value?
What its going to be then when the refining is going to come about?
No idea. Starbase's development pace and track record has taught me to completely ignore upcoming features until they're actually implemented and functioning.
What is going to happen when the environmental hazards will slap you in the face for neglecting the realities of the gameplay in favor of "economic sense"?
See above.
You do realize that "economic sense" is supposed to involve considerations for risk and to be prepared to face the consequences to taking on that risk?
Yes, that's the entire point of risk management and acceptable losses.
Seriously, it feels like you've have got yourself so deeply ingrained into the persona of a harmless miner that you cannot even see the current state of the game
The current state of the game is why optimizing for acceptable losses is the most efficient mining strategy.
where people sell 900+ crate miners and hundreds of stacks in bulk, essentially because you can get whatever you want with no risk involved.
QED
Is this really how you want the game to persist?
I've pretty clearly laid out how I want the game to persist, if you happen to read the two forum threads I linked. If you missed those links, they're also in my forum signature.
Oh, ok. How many times have you defended yourself as a miner to make that statement? How many ships have you lost to a pirate while doing so? How much profit are you actually going to lose if you'd arm and armor your mining ship? Give me the figures.
I don't sit with a notebook and jot down a tally mark for everything that happens to me in game. I'm speaking from general experience, same as you.
As far as I'm concerned, sacrificing a bunch of m/s to being able to carry some weapons and armor and/or building a ship with some additional thrusters to compensate for it always beats having an indefensible piece of junk for a ship.
Okay.
The only reason why this nonsense even works is precisely because there's no means for pirates to find anyone.
Maybe. Who knows what will happen in the future with new features.
But the fact remains that what happens off script is the most interesting. in the future I ask you not to tell me about it.
I don't care.
I am not interested in your opinion about the value of pvp.
I don't care.
because I have already made conclusions about you: you care about casual mechanics for "pvp vs. asteroid"
I don't care.
I am struck by your opinion of what is interesting and what is not, based on the fact that the player is flying a ship without weapons.
I don't care.
Whose fault is it that he has no weapons?
I don't care.
Who made him fly the ship with no armor and no convoy?
I don't care.
if he himself does not want to take care of himself, then why should the ganker care and not kill him...?
Because players having agency as they play is important, and players with no agency don't stick around in the game long. It's fine to fish the waters for miners to kill, but you need to make sure to do so sustainably so you still have some left in the game the next time you go out looking.
And please do not write about the fact that the killed player will delete the game - that's his problem too. If he deletes the game just because he was killed in the game - from such a player in terms of content is of no use.
Okay, I hope you're enjoying 200 max concurrent players then, I guess.
While the ganker will upload the battle video to YouTube and will attract new players to the game.
That happens right now, and doesn't seem to be working out that great.
Gankers are the engine of progress. They make players think about what they are doing.
Gankers are entirely dependent on having players to gank. They're pretty helpless gameplay-wise without them. You can either keep all the mechanics stacked in your favor and push people out of the game (as you've been consistently arguing for on the forums), or you can make some concessions so other players still enjoy themselves and you maintain a consistent population of people to gank.
Again, this magical "for most". Seriously guys, you do not have the right to speak for anyone but yourself.
This you? ...
From my personal experience, you're just wrong, and you will remain to be wrong until you stop looking at the game in black-and-white terms.
... We're all allowed to speak from personal experience here, including our general experience with interacting with other players.
Literally everyone on these forums or anywhere else can make appeals to imaginary majorities of players and their preferences, and all of these appeals will have the same amount of value for the argument - none.
To be fair, nothing in this thread is going to change anyone's minds at this point, so I don't think this is a terribly important point.
I for one will never give up on a ship that can be brought to life.
Proud of you.
I had restored my ships during CA with just ores I could find nearby, and even that was extremely satisfying.
It's cool once or twice, but otherwise gets pretty tedious compared to just hopping into a new ship.
you will also have a pirate's ship which you can salvage to your heart's content and the potential loot that pirate himself was carrying like high-tier firearms.
This seems hopelessly optimistic. Not only do you have to prevail against the pirate, you need to do so in such a way that the pirate (which is almost certainly faster and more maneuverable than the miner) doesn't disengage early and leave.
I mean, if your ship truly worth so little to you that you're more willing to just throw them around and get more instead of actually bringing it back together with the haul, that is only an argument for how desperately broken the economy is.
The entire point is to optimize for cheaper miners for the sake of risk management. Though, if you're arguing to make ships even more expensive than they currently are, good luck with that.
You will give up, and you will have fun doing that. That's on you alone, and there's nothing good about it.
Well no. The good part is when it's the most efficient thing to do as far as mining yield per hour and ship costs.
I guess, but at least you had the change to win, instead of being the best prey a pirate could wish for.
A terribly slim chance, all things considered. You seem very wrapped up in the ego/pride of the situation, whereas I'm speaking just from the standpoint of optimizing mining yield -- in this situation I couldn't care less about blowing ships up or not, it's about the time efficiency.
I have nothing left to say or do here but to shrug
(...immediately continues posting...)
its just a line of thinking of a deliberate prey, who have never in his life have overcame unlikely odds and doesn't know how satisfying this feeling alone is.
I'm not sure, but I think this might have sounded tougher and more inspiring than it actually reads in text.
You can put crates on your fighter, OR you can have a CLB array to carry loot, OR you can have a barebeam segment to bolt ore stacks to, or you can bolt ores and salvage straight to your ship. None of this matter. The difference between a fighter and a miner is that the latter has means to carry the ore and some optional equipment and it has more thrusters to compensate. All other differences are superstitious.
Well, no. We're talking about the difference between a
good fighter and a
good miner. Both of those depend on optimization, since Starbase allows you to hyper-optimize your ships to extreme degrees. Hybrids are usually a weakness.
You can carry firearms, or you can have tripods, or (if your ship is sufficiently large to justify it) a few turrets.
Turrets work terribly. Tripods require other players.
This is not about "enticing" anyone. This is about not being an idiot and actually prepare to defend yourself.
There's nothing idiotic about optimizing for yield.
even another miner can pull up a gun on you, and win, and take your haul and scrap your ship.
The likelihood if this actually happening, especially when said other miner probably won't have whatever tracking equipment the game eventually gets, seems
pretty slim.
Not because he has a dedicated fighter ship, and not because he's a master fighter pilot. Just because he's not being an idiot like you chose to be.
I think the bigger idiot here is the one who foregoes efficiency to feebly try to prepare for extremely rare and non-catastrophic circumstances.
Look, if you're answering a question, at least try to understand the context of the question.
This goes both ways.
Also no, convoys require nothing but communication and people being able to stay in formation without aiming directly into each-other butts. It's not that difficult.
Convoys require a lot of other players, many of whom are probably going to be very bored for most of the session, and who would be better off in their own mining ships getting your group even more rockstuff.
Another bunch of unsubstantiated claims. And the lack of concern for context.
Again, you don't have a monopoly on the ability to speak from experience.
Again, a narrative from a deliberate prey.
You seem really hung up on this prey stuff -- is this all just some sort of ego/pride thing?
That is true, if you do not want to think and if you don't bother fighting back, then YOU ARE ducked any way.
Yes, that's what risk management is about. It isn't worth sacrificing your ship's effectiveness at the one thing it's intended to do (procure rockstuff) for a marginal increase in performance in something it
isn't intended to do (fight), and still likely won't succeed at.
If that's the case, then why would you even bother leaving the safe zone?
Because there's good rockstuff out there, and you're likely to be able to get it regardless of pirates if you're cautious.
Stop making excuses for casual gameplay
I don't know, I think the person vociferously arguing against anything that could possibly give their opponent any sort of counterplay or advantage is the one trying to keep the game pretty casual for themself.
Good thread catch-up. See you tomorrow to say all the same stuff all over again in different ways!