I'll make this brief, but I want to address something that I worry might hinder the development moving forward. I worry that the devs might not be willing to remove features and systems of the game.
I know it might seem strange to be thinking about removing features when there are so many...
Here here! I too would very much like the damage model to be fixed, but not fiddled with until it is understood. Most of my suggestions I've made in the past have been about damage and the damage model.
I suggest you write a brief summary at the top for the developers. Lauri does sometimes read...
I evidently did a poor job of making my point well since it was taken to mean the opposite of what I meant. Please see the post again for a revised, clearer version of what I meant to say. Thank you for helping me to improve as a communicator.
Edited for clarity.
To make these discussions clear and useful, it should be made explicit whether the topic is actually "large ships" as in physically large, or "multi-crew ships" which may be large but primarily are defined as ships having more than one person operating them. Confusing these...
I recently overheard... overread?... some discussion on the Starbase Discord about the woes of the game not really being able to be played in sessions of ~20 minutes like you can in many other games. This suggestion was inspired by that conversation.
Problem
This "problem" may not be considered...
I was intentionally trying to keep this suggestion open enough to work with other proposed and current systems, yeah! If your kind of thing was in the game, than running the risk of blowing a fuse might be a risk fighters would take, but they likewise may just avoid using large weapons entirely...
As long as it is physically big and requires manual reloads often. The specific weapons are less important than the idea of a weapon that is powerful but works best when someone else is there to reload it.
This topic was directly inspired by @Lingontuva's shower thoughts post and the proceeding conversation. Go take a look there first to get a little more context.
Background
I'm sure all of you who have spent enough time with Starbase understand that there is a strange disconnect between the...
The idea for sure needs more work, but there might be something there. The main point is that it is about who actually can control the resources of an area.
I think I was unclear on what I meant by "ping" I was thinking that the ping would be some kind of short-ranged thing, so some kind of patrols or random encounters would be required for that ship to have the possibility of being identified. Essentially it would be way to detect if that ship has...
I understand, that could lead to some strange situations where an invading force pays their opponent through mining to destroy their territory. It almost sounds balanced... but at the same time, provoking an enemy through non-hostile and beneficial means seems like a way to avoid conflict. Who...
I particularly like how you describe abutting territories. But I am very much against automatic taxes that could effect players that don't even approach the stations that are collecting the tax for two reasons: 1) the resources would teleport, 2) It prevents being an outlaw.
Overall, I do...
In this video I give a brief history lesson on the Starbase launch and then show what has been said by the developers about the funding and development situation.
I think you and I agree to some extent on this point then. I too don't think that players who would leave the game exactly because of there being no SSC or the SSC being removed exist, or are at least very few. More likely those players would appreciate Starbase if there was more game and stay...
I think that a lot of what you say here is good. I do wonder about the interface for observing the output. It's a delicate balance between the easy to read nature of a UI and the tactile feeling of the physicalized universe. I hope that Frozenbyte can find that line.
With articles this long...
OK. That's good to hear. I was under the impression that nothing but cubes of ablative armor were viable options now. I'm glad that there is still room to beat an otherwise tougher opponent with piloting skill.
Checking it out now!
Your point is well taken about the player interaction during the design time. I am beginning to question that line of argument myself.
I agree that large ships do have a place. But I wonder how it is possible to have the kind of combat that was advertised if only ships that are as large as...
I just walked a friend through the tutorial... man is it way rougher than I thought. It was one thing when I did it myself since I had my CA experience... but the work halls as an intro to this game are no fun at all. Even with the extra resources I could provide, it took almost an hour and...
To begin, this suggestion builds off of the previous suggestion I made (essentially, all damage is real voxel or fracture so it is visible and not dependent on the size of the object). It may however work with the current damage system.
Problem:
Currently, explosions in the game, from the...
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