- Joined
- Aug 11, 2020
- Messages
- 227
I know people will whine about the headlines without reading the reasons and results of them, but please try to read it all before freaking out over one part, these changes I have been asking to get for a while specifically work together, and need eachother to be viable. I ask that you keep an open mind until the end. These changes come from experience in many other games, as well as feeling like it could fit the game, with the already planned mechanics in development and on the roadmap.
- Add automated guns hosted by the target they are shooting, that have high velocity. ONLY able to be put on stations or military capitals to enforce rules like no attacking. increase the hosting range for them to desired safezone range, only the gun needs hosting. Presumably could be player operated(hosted by gunner), or left to auto aim(hosted by target).
I must stress this, NOT FOR NORMAL SHIPS. These guns will protect you, by killing your enemy. These turrets on military capitals and stations would function in sieges. During a siege these would provide PvE targets and threats added into the mix, while outside sieges they provide soft safety like EVE, enforcing the same area as a safe zone, but because its a gun, its effectiveness is a gradient. Hug the gun? dead. Quick dive inside to shoot them? Maybe you lived depending on your piloting. Their effect should be a gradient, becoming more lethal the closer you get (this will naturally happen due to tracking of targets and lead times). Turrets become the safezones, they enforce the rules of the zone (such as no shooting other players property etc).
- Delete safezones other than origin. Stations/caps KEEP their indestructible nature when de-safezoned like right now on PTU if FB deletes the SZ for you. Station/capital can ONLY be damaged in siege.
The removal of SZ's allow more freedom to PvP, and more PvE threat when landing. Docking is serious business. This supports two other changes here
- Add heat tracking. star citizen style for IR/EM.
doesn't have to be as in depth as nebulous or DCS does it, even as simple as SC's IR/EM = meters seen from, and radar spotting it depending on tier is multiplier. Probably using radiator radiated heat per second. IE T1 radar detecting 100,000EM is 100,000*0.75=75,000meters. numbers examples only, obviously. combined with no safe zones, running away is not a good solution, unless its to a fleet, or you get to try to park under stress, possibly under gunfire, at your hangar hall to de-spawn the ship. much more room to screw it up, much more engaging to be chased. This lets you hunt other people, this lets you evade other people, this starts the interactions of players.
The above start the interactions and beginnings of a combat loop, that could, aside from automated guns for stations/military caps, already exist today.
If we leave it there, that works on its own for some time before people get bored of the combat in Starbase. Below are my quick changes that should open up the complexity of dogfighting, that starbase sorely lacks. What we have now, is a point and click adventure game. Below are some changes that I PERSONALLY THINK COULD WORK. You may not agree. Some of you already have. Vocally. Very vocally. The above section is what matters most, how FB make combat actually compelling is up to FB. Here are some ideas, and what they will cause. Use at your own risk FB.
- Make FCU's operate in degrees per second, instead of percentile of maximum performance.
This is both QoL, but also helps make the next change easier for end users to work with. For example, an input to the FCURotationalPitch of 50, would TRY to rotate the ship at 50 degrees per second. If you have extra thrust, it only goes to 50 degrees per second, if you have not enough thrust, it tries to get as close to 50 as possible. This has a few advantages - easy consistency. shooter snobs love their sensitivity tuning (fight me), and making sure ships that are similar in performance, actually identical by allowing a user to tweak it a touch to be just how they like it, every time, in every ship, is a great value-add to the block. This will make players accuracy rise by getting more consistent ship controls to use. easy redundancy. There are a few extra bits and bobs to add for interactions with different devices, but it serves as a good groundwork, IMHO.
- Controls rework. Please. Seriously. WHEN!
You know it, I know it, FB know it, the mouse/hotas/hosas/gamepad/insert analogue device here update is LONG overdue. How this went to CA without it is... frankly startling. Sorry FB, but I have to call you out here. "When!" no longer has a question mark because its no longer a question, it's a battle cry. This was a ****-up to not have done before releasing it to players for testing, much less customers. Ships feel clunky enough, you need to fix that, this is one of the best ways to do that.
- Speed should be a function of acceleration. And variable.
Acceleration based combat gives you a resource to spend, so to speak, and you need to spend it wisely, because your enemy gets a say in a fight. This change would see ships have significantly lower accelerations to match top speeds in starbase, which emphasizes the need to spend that acceleration in the direction that puts you better off, rather than any direction. Paves the way for more skill driven gameplay, closer to dogfights of real life. Top speed should be variable, to allow for interceptors to exist, to get meaningful advantages they should need to make sacrifices on size, and weapons, to achieve the speeds to run people down. Due to how game engine hitreg works, FB probably needs to make all other ships slower to retain hitreg working correctly. Sorry, I know, you all hate me.
Please remember, ship top-speed doesn't matter for long range travel in a state of the game where capital ships fast travel at a minimum speed of 1000m/s will just take you there instead. Just remember that top speed is only necessary in transit to a station usually (Maybe someone spots T10's and T11's at 150? sorry to you, Machine.)
- lower pitch, yaw and roll maximum rates significantly to make positional advantage a real thing, make it variable on ship design, and tied to ship current speed.
This is to allow for ships to have radius and rate fights starting to happen.
this change should mean larger(pronounced, stupid scale 30 gun voxel volume max) ships get out-radius-ed by smaller ones. This should be fairly tame at the low end, making 'heavy' fighters disadvantaged to light fighters, but having more firepower to make up for that, obviously. Sliding scale, bigger + more guns = less maneuvering. We're talking a couple degrees per second here between light and 'heavy' fighters currently in play commonly. big enough to matter, small enough a better pilot in the 'heavy' can outplay the 'light' fighter meant to soft-counter him, 1v1, within reason. At the extreme end of 30 gun ships, they need to be treated more as bombers than fighters. Don't fly alone territory. (more fleet ops!)
This change allows for positional advantage to be gained via skill - aided by build (within reason people, calm down), exploited, by getting into your bandits control zone, and allowing you to actually stay there to some extent, depending on maneuvers performed. This should also be tied to ship speed, the speed at which you get optimal pitch/yaw/roll performance should vary on ships, finding sweet-spots to hold your maximum performance. doing better at managing your rating speeds than the other guy rewards you with being able to turn faster than him. (lesser craft winning is not uncommon, that is how important it really is to loose 1-7 degrees per second in a rate fight by performing poorly. Skill plays a serious role here to keep monitoring all these systems.) Know your hardware. Become proficient. This also starts allowing for some real world maneuvers from dog-fighting to be employed in game, bringing more depth and skill to the combat. This also plays into squad combat too, and becomes very interesting there specifically. Maneuvers exist to allow a vastly weaker combatant win IRL, but I have not given offset-two-circles much thought in starbase yet. Just know this is a skill driven change, NOT because fights are too fast and I want them slower. (They already are too slow, IMHO, this could probably see some damage tuning along side it post release, to speed things up a bit, because this will slow it down a bit) The main goal here is to allow for the gaining and loosing of positional advantage based on several variables the player must manage real-time, such as position of his bandit, position of possible other bandits, his rate speed, your rate speed, and the matchup between your ships native properties, like a dogfight.
Below would be nice to have:
- salvage, we need more money makers. mining blows.
- add insurance, fractional loss of vehicle cost would help soften the blow a lot for most players
- fix auto-cannon accuracy? (I need to re-calc stats of the new gun costs, but they were still bad after heat changes.. easy fix)
On the horizon:
- PvE content to make money and have fun, AI ships for example. This will take a lot of time though. This should be next priority. Seriously. Players can not provide all the content for you, ESPECIALLY if we are restricted by safe zones from holding our own events. LOTS of people want PvE combat. PvP players too if only for bringing more people to the game to hunt, or to blow off steam. Good PvE content should be a priority, but I know this is a VERY tall order.
- identifiable, meaningful, ore hotspots.
I probably typo'd this, that, everything in between, and missed some parts of my explanation. If something doesn't make sense, I will try to explain.. I have talked about this a lot in the circles of starbase players I know, so its entirely possible I left stuff out that I should not have.
This whole thing should give a relatively attainable gameplay loop, given they can get soft-safety working quickly. Big ask, I know. go classic 1990's aimbot, perfect target leading, high velocity rounds for V1. make them brutally good. I don't care. Apart from the planned features like heat etc, the only additions I made here are mostly config changes, and whilst I do not know the workflow at FB, I know in projects I have programmed that these changes should not be so hard to make.. That said, FB use a quadratic equation for determining top speed already, so its probably totally unfeasable (sarcasm). The game design here seems sound to me in order to give people something to do with the already done, or mostly done, mechanics, and tries to implement as few new ideas as possible to achieve something enjoyable in a reasonable time-frame. I know a lot of things here are different, and change is scary, I hope that before you take the time out of your day to comment, you read all of this. I hid a word in there totally out of place, go ahead and find it. The most fun I ever had in starbase was roaming around just outside origin safezone in the first few days cutting people down for their loot, in an attempt to finally kill my labourer so I could go design something better. I fear with safezones everywhere as FB is claiming with station clusters etc, it will kill a lot of the impromtu adrenaline rush that can be had. I don't know anyone that has told me they are excited for sieges. Every PvP player is however excited for tracking. Use that. Tarkov is great for a reason, and its the rush of being hunted down 5v1, and coming out on top that rare time, by luck, cunning, and skill, in the perfect storm. Starbase can be that rush for PvP, and has serious creative PvE sides too. There is a lot there to unpack here. Looking forward things like multiple ship 'classes' (light small ships, huge ones, mid size ones, all working rock paper scissors style) complementing eachother in fleet ops for sieges would be cool. We all love Starbase, and want it to be a hit, I still think it can poach players from SC, EVE, and SE with ease, given development time and the right team. We get upset with you because we know you could be so much more. <3
TLDR;
provide combat oriented gameplay loop that is engaging, in hopefully minimal extra external steps, that falls in line with everything already in the game and in development, then push for PvE content ASAP because PvP is the closet thing to done. And we love starbase.
- Add automated guns hosted by the target they are shooting, that have high velocity. ONLY able to be put on stations or military capitals to enforce rules like no attacking. increase the hosting range for them to desired safezone range, only the gun needs hosting. Presumably could be player operated(hosted by gunner), or left to auto aim(hosted by target).
I must stress this, NOT FOR NORMAL SHIPS. These guns will protect you, by killing your enemy. These turrets on military capitals and stations would function in sieges. During a siege these would provide PvE targets and threats added into the mix, while outside sieges they provide soft safety like EVE, enforcing the same area as a safe zone, but because its a gun, its effectiveness is a gradient. Hug the gun? dead. Quick dive inside to shoot them? Maybe you lived depending on your piloting. Their effect should be a gradient, becoming more lethal the closer you get (this will naturally happen due to tracking of targets and lead times). Turrets become the safezones, they enforce the rules of the zone (such as no shooting other players property etc).
- Delete safezones other than origin. Stations/caps KEEP their indestructible nature when de-safezoned like right now on PTU if FB deletes the SZ for you. Station/capital can ONLY be damaged in siege.
The removal of SZ's allow more freedom to PvP, and more PvE threat when landing. Docking is serious business. This supports two other changes here
- Add heat tracking. star citizen style for IR/EM.
doesn't have to be as in depth as nebulous or DCS does it, even as simple as SC's IR/EM = meters seen from, and radar spotting it depending on tier is multiplier. Probably using radiator radiated heat per second. IE T1 radar detecting 100,000EM is 100,000*0.75=75,000meters. numbers examples only, obviously. combined with no safe zones, running away is not a good solution, unless its to a fleet, or you get to try to park under stress, possibly under gunfire, at your hangar hall to de-spawn the ship. much more room to screw it up, much more engaging to be chased. This lets you hunt other people, this lets you evade other people, this starts the interactions of players.
The above start the interactions and beginnings of a combat loop, that could, aside from automated guns for stations/military caps, already exist today.
If we leave it there, that works on its own for some time before people get bored of the combat in Starbase. Below are my quick changes that should open up the complexity of dogfighting, that starbase sorely lacks. What we have now, is a point and click adventure game. Below are some changes that I PERSONALLY THINK COULD WORK. You may not agree. Some of you already have. Vocally. Very vocally. The above section is what matters most, how FB make combat actually compelling is up to FB. Here are some ideas, and what they will cause. Use at your own risk FB.
- Make FCU's operate in degrees per second, instead of percentile of maximum performance.
This is both QoL, but also helps make the next change easier for end users to work with. For example, an input to the FCURotationalPitch of 50, would TRY to rotate the ship at 50 degrees per second. If you have extra thrust, it only goes to 50 degrees per second, if you have not enough thrust, it tries to get as close to 50 as possible. This has a few advantages - easy consistency. shooter snobs love their sensitivity tuning (fight me), and making sure ships that are similar in performance, actually identical by allowing a user to tweak it a touch to be just how they like it, every time, in every ship, is a great value-add to the block. This will make players accuracy rise by getting more consistent ship controls to use. easy redundancy. There are a few extra bits and bobs to add for interactions with different devices, but it serves as a good groundwork, IMHO.
- Controls rework. Please. Seriously. WHEN!
You know it, I know it, FB know it, the mouse/hotas/hosas/gamepad/insert analogue device here update is LONG overdue. How this went to CA without it is... frankly startling. Sorry FB, but I have to call you out here. "When!" no longer has a question mark because its no longer a question, it's a battle cry. This was a ****-up to not have done before releasing it to players for testing, much less customers. Ships feel clunky enough, you need to fix that, this is one of the best ways to do that.
- Speed should be a function of acceleration. And variable.
Acceleration based combat gives you a resource to spend, so to speak, and you need to spend it wisely, because your enemy gets a say in a fight. This change would see ships have significantly lower accelerations to match top speeds in starbase, which emphasizes the need to spend that acceleration in the direction that puts you better off, rather than any direction. Paves the way for more skill driven gameplay, closer to dogfights of real life. Top speed should be variable, to allow for interceptors to exist, to get meaningful advantages they should need to make sacrifices on size, and weapons, to achieve the speeds to run people down. Due to how game engine hitreg works, FB probably needs to make all other ships slower to retain hitreg working correctly. Sorry, I know, you all hate me.
Please remember, ship top-speed doesn't matter for long range travel in a state of the game where capital ships fast travel at a minimum speed of 1000m/s will just take you there instead. Just remember that top speed is only necessary in transit to a station usually (Maybe someone spots T10's and T11's at 150? sorry to you, Machine.)
- lower pitch, yaw and roll maximum rates significantly to make positional advantage a real thing, make it variable on ship design, and tied to ship current speed.
This is to allow for ships to have radius and rate fights starting to happen.
As it stands, a voxel volume max ship can get instantaneous angular velocities that exceed 150.1m/s at only 50m away(or less if you keep pushing it) This means that right now, a correctly engineered ship(of ANY size), is capable of simply turning to point at you, no matter what you do, or how fast you are. The scary part is that it is actually pretty easy to achieve. It should not be, and
You can mathematically prove that 30 gun ships are the most efficient fighter for corporate sieges, when designed correctly, which almost chicken nobody has yet. They will though, its just a slog to do it. They should not be able to keep up with microfighters, and should be punished for the firepower they bring. They can one-salvo most normal fighters, and move like them too. If you don't agree, you CLEARLY have not seen one. Most floating around are of very poor design still. Be thankful.
Below would be nice to have:
- salvage, we need more money makers. mining blows.
- add insurance, fractional loss of vehicle cost would help soften the blow a lot for most players
- fix auto-cannon accuracy? (I need to re-calc stats of the new gun costs, but they were still bad after heat changes.. easy fix)
On the horizon:
- PvE content to make money and have fun, AI ships for example. This will take a lot of time though. This should be next priority. Seriously. Players can not provide all the content for you, ESPECIALLY if we are restricted by safe zones from holding our own events. LOTS of people want PvE combat. PvP players too if only for bringing more people to the game to hunt, or to blow off steam. Good PvE content should be a priority, but I know this is a VERY tall order.
- identifiable, meaningful, ore hotspots.
I probably typo'd this, that, everything in between, and missed some parts of my explanation. If something doesn't make sense, I will try to explain.. I have talked about this a lot in the circles of starbase players I know, so its entirely possible I left stuff out that I should not have.
This whole thing should give a relatively attainable gameplay loop, given they can get soft-safety working quickly. Big ask, I know. go classic 1990's aimbot, perfect target leading, high velocity rounds for V1. make them brutally good. I don't care. Apart from the planned features like heat etc, the only additions I made here are mostly config changes, and whilst I do not know the workflow at FB, I know in projects I have programmed that these changes should not be so hard to make.. That said, FB use a quadratic equation for determining top speed already, so its probably totally unfeasable (sarcasm). The game design here seems sound to me in order to give people something to do with the already done, or mostly done, mechanics, and tries to implement as few new ideas as possible to achieve something enjoyable in a reasonable time-frame. I know a lot of things here are different, and change is scary, I hope that before you take the time out of your day to comment, you read all of this. I hid a word in there totally out of place, go ahead and find it. The most fun I ever had in starbase was roaming around just outside origin safezone in the first few days cutting people down for their loot, in an attempt to finally kill my labourer so I could go design something better. I fear with safezones everywhere as FB is claiming with station clusters etc, it will kill a lot of the impromtu adrenaline rush that can be had. I don't know anyone that has told me they are excited for sieges. Every PvP player is however excited for tracking. Use that. Tarkov is great for a reason, and its the rush of being hunted down 5v1, and coming out on top that rare time, by luck, cunning, and skill, in the perfect storm. Starbase can be that rush for PvP, and has serious creative PvE sides too. There is a lot there to unpack here. Looking forward things like multiple ship 'classes' (light small ships, huge ones, mid size ones, all working rock paper scissors style) complementing eachother in fleet ops for sieges would be cool. We all love Starbase, and want it to be a hit, I still think it can poach players from SC, EVE, and SE with ease, given development time and the right team. We get upset with you because we know you could be so much more. <3
TLDR;
provide combat oriented gameplay loop that is engaging, in hopefully minimal extra external steps, that falls in line with everything already in the game and in development, then push for PvE content ASAP because PvP is the closet thing to done. And we love starbase.