Recent content by Zistack

  1. Zistack

    Are there going to be more devices?

    I would be careful about using the word 'most' here. It's true that there is a very vocal portion of the community that is vehemently against cameras, but I am far from convinced that they are the majority, nor am I convinced that their arguments are any good. Also, the devs don't blindly...
  2. Zistack

    Mining drones + auto-discovery with YOLOL

    From the FAQ. They're at least thinking about it, though we clearly don't have it yet.
  3. Zistack

    YOLOL powered stock market?

    I mean, it wouldn't be that bad. We do have parallelism. Building any sort of trade matching engine would be a bit of a problem, though. The rate of trades on a particular commodity would likely be limited to 5 trades per second or so...
  4. Zistack

    YOLOL powered stock market?

    That's a commodities market, not a stock market, not that it matters all that much. We have antennas, but they have limited range. This isn't to say that you couldn't run relays between stations. I just don't know if that will work in the event that some of the relays are not being loaded by...
  5. Zistack

    Station Siege Mechanics

    That's fair. I don't think you could construct such a system without it being artificial either. Let's just hope that the resource cost of starting a siege prevents noobstomping from becoming so extreme that the big factions halt the influx of new players altogether. That's really the big...
  6. Zistack

    Station Siege Mechanics

    Then I missed it. I think that might be a bit too inflexible though. Ideally, the defenders could choose the window on a case-by-case basis, since real-world constraints are ever-changing. Exploit multiple inhibitors. Simply capturing the station's flag with your inhibitor doesn't stop the...
  7. Zistack

    Station Siege Mechanics

    I have a couple of thoughts. First, I don't like that the attackers have full control of the siege window. There should be a mechanism for the defenders to choose a 3-hour window within a larger window set by the attackers. Also, this 3-hour window should then be announced some time before it...
  8. Zistack

    A take on energy shields - say no to bubbles

    Agreed. What's important is its internal consistency, or its coherence of design. Starbase is a sci-fi game, so things that exist in the game should generally be plausible to at least some degree. Right now, the game has done an excellent job of sticking to things that more or less could...
  9. Zistack

    A take on energy shields - say no to bubbles

    You seem to think that these ideas are not physically realizable in the real world. Time for a physics lesson. First, the concept of shields isn't totally insane. We can generate magnetic fields and those fields can repel lasers, particle beams, and projectiles made out of various metals when...
  10. Zistack

    A take on energy shields - say no to bubbles

    That's kinda similar to my suggestion, though an interesting take on the damage behavior. It's simpler, but doesn't allow for the same kind of specialization. I still don't like the capacitor mechanics, since I still think they're unrealistic, but it would be fine if the capacitor was fragile...
  11. Zistack

    Leveling System/Tech Tree?

    I believe that there simply won't be such a system. This is basically just a sandbox space sim MMO, so progression is really just based on the resources, infrastructure, and engineering that a player controls and has access to. Even the weapon modules are really just a component of design...
  12. Zistack

    Learning from past successes and failures

    Actually, games like this automatically detect engagements all the time. There is no issue here. Even if a battle occurs over the course of several engagements, the data will still show clear patterns. True, but sometimes developers can be blindsided by their own assumptions. They might have...
  13. Zistack

    Learning from past successes and failures

    @Vexus: Then lemme walk you though how the devs could have used analytics to figure out what the real problem was and come to the "correct" conclusion of simply rebalancing the ship stats to be more fair. Let's say that they actually did what I would suggest and paid attention to the problem...
  14. Zistack

    Learning from past successes and failures

    The issue here isn't about whether or not the developers are listening to the playerbase and solving their problems. In this case, the issue is that the devs have a vision for the game, but the players entirely missed it. It just means that the game's design or some aspect of it didn't work as...
  15. Zistack

    Learning from past successes and failures

    Ironically, that second sentence is precisely why the advice: It's not that you want to truly ignore the players. I think that it would be more accurate to phrase that advice as: You want to use data and metrics to then determine the exact nature of the problem, rather than just how players...
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