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  1. Why Exponential growth and mining lasers could be very bad

    My preferred solution would be to force players to separate out the materials found in each asteroid. The concept already applies to the "Mining Job" but not "real" mining. I think this would add challenge and prevent players from mining too quickly...
  2. Mixing Ores in the collector produces Impure ores, makes mining a challenge

    Mining is something that players will spend A LOT of time on. In fact I have a whole essay explaining why players SHOULD be forced to spend lots of time mining. As I explained in the other post it is important to prevent a player from being able to mine at incredible speed even if they equip an...
  3. Abadoned ships selling/recycling

    With the emphasis on player to player trading I am pretty sure it will be possible to sell any sort of construct that you own, whether that is a functional ship or wreckage or just two parts bolted together. Of course Frozenbyte has not implemented that specific system yet, but I am sure it will...
  4. Making engines detectable like transponders.

    The developers are planning on a radiation detector which would be similar. The device could detect ships via radiation from the reactor(s). Ships could block radiation by surrounding the reactor with certain materials or using only batteries. Though, TBH I like your concept better. For IRL...
  5. Why Exponential growth and mining lasers could be very bad

    While I mention the mining laser this really applies to the entire process of turning raw resources into finished ships. The solution involves some sort of intentional bottle-neck in the process that cannot be overcome with a bigger ship or fancy exploits. The bottle-neck ought to be around...
  6. Why Exponential growth and mining lasers could be very bad

    Who doesn't want infinite stuff? Well you don't. The nature of this game is that resources are limited. Replacing a ship is meant to take time and effort, almost as much as building the first one. Certainly there are games where assembling your design is easy, but there is every indication that...
  7. Any special materials?

    https://wiki.starbasegame.com/index.php/Materials Includes tables There are a lot of materials with a density around 9.95 kg/kV. Bastium and Valkite are not particularly lightweight, but would be the material for decorations. A couple that are 8.6, one potentially expensive one that is 7 kg/kv...
  8. Do you think the ship market between players will be established?

    I would imagine that blueprints have the creator's name attached to them, and that there will be a messaging service. At the very least we need something to prevent copying and limit the number of uses for a blueprint economy. The feature videos show the player projecting station blueprints and...
  9. Protection for newer players from veteran players?

    I think me and Venombrew actually agree on most things, but I'm really annoyed because you (Venombrew) 1. assume that everyone interested in the game wants exactly the same thing you do. 2. Ironically you seem to agree with my interpretation of Risk vs Reward but you ignore my counter examples...
  10. Protection for newer players from veteran players?

    "Risk vs. Reward" is misleading. That phrase suggests that you are taking a calculated risk for each reward, that the developers implemented a certain ratio of Risk vs Reward into the game, certain areas have more of both, or less of both, that risk and reward are directly correlated. However in...
  11. Moon estates

    I haven't heard of anything to suggest that lunar surfaces are indestructible or that you can claim territory.
  12. Ways to limit gun spam and glass cannons

    A large part of why the fast and hard to hit ships succeed is the control scheme of the game. I think it is better this way but it is tough to aim your ship. I don't want the more common system where the distance you move your mouse is directly proportional to amount of rotation. In Space...
  13. About charging a ship without a generator

    Hopefully there will be better methods of transmitting power from one ship to another, or from a station to a ship but closed alpha currently does not seem to have any specific features to enable that. Though apparently CalenLoki found a work around. Of course temporarily connected the wiring of...
  14. Protection for newer players from veteran players?

    I can't help but think of EVE Online where the developers complained for years about new player retention, which as a subscription based game hurt their profits. Generally people assumed that bad new player retention was inherent to the game, though eventually the developers created some heavy...
  15. What is the MAX size ship you can build?

    The developers creating a couple of ships to test that limit. The first is the "Centurio" which appeared in the announcement trailer, also seen in this size comparison video. The "Valiant" is larger, I don't know if they ever finished it though. As the game engine is optimized the limits will...
  16. How armor system going to work?

    Armor on your "endoskeleton" (i.e. your in game robotic avatar) is only decorative. There are over a dozen sets of "armor" (i.e. robot clothing) each with 19 pieces, which can be colored or recombined is various ways in order to customize your appearance. Ships are make of a large number of...
  17. What are some interesting trends you've seen or expect from the in game economy?

    Meetbolio's words bring up a worry I have. The game is very dependent on having a balance between people earning money and spending money, between gathering resources and using those resources. If people have too little they feel like they can't accomplish anything past the basics, if they have...
  18. How viable is solo play?

    The amount of space in the game world is incredible. So it should be possible to find a remote corner away from others, of course you would be far away from any trade hub, getting that far would mean building a colony ship while you are still in the starting area. Of course it gets easier if...
  19. Do you think the ship market between players will be established?

    Players share a single huge game world, and the developers are putting a greater focus on trading in general, and designing your own ship seems to be particularly difficult in this game, so I think it would be more likely that a given player would opt to buy something somebody else created. SE...
  20. coliseum arena mode

    I agree with the general concept, though having one specific combat area where you don't lost your ship, where as normally ship damage is permanent and important, doesn't feel right. There is a small fear people might ignore open world PVP in favor of the more convenient PVP, on the other hand...
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