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  1. Starbase a la Animal Crossing (How to Start off with a Ship)

    Obviously the starting jobs are income for new players (or players who lost all of their ships), but they are also meant to act as tutorials. You are performing tasks that are similar to the same ones that veterans do, except in an isolated, controlled environment. The problem is that in order...
  2. Better Missile Pods

    I also would like to see more variations of the missile launcher. Though I don't see the benefit of a missile control. The line of YOLOL code that actually fires the missile would need to name the specific launcher and the tube within the launcher anyway. Unless the missile control completely...
  3. Quickplay Mode: Or How to Retain Players that Don't Have the Patience for the Main Game

    I agree that there should be a starter job that is essentially team deathmatch. Starter stations would feature Empire and Kingdom offices where you could apply to join the two factions, or sign up for ritualistic combat. After pressing the button you would be teleported to a Empire or Kingdom...
  4. What is your ambition for the game?

    I am primarily drawn by what seems to be an extremely intricate system of craft design and simulation. I've got a dozen ideas for ships I want to build in the game; some that might come to influence the meta. I also dream of building a large gladiatorial arena. Ironically I am not very outgoing...
  5. Does mining lasers go through ships? Or will there be any other types of "lasers"?

    Judging from the video the mining laser functions more like a cutting laser, vaporizing a small piece of the target each half second. It trades damage per second for precision. So you can absolutely kill the enemy with it! Either strategically destroying specific parts on a slow target, or...
  6. Are Backpacks the Cargo Meta?

    I am a bit surprised that works at all TBH. The problem with developing a game like this is that players come up with strange but unbalanced methods like this. Balance is going to be difficult. Personally I don't think backpacks should work at all when detached from the player. When switching...
  7. Transport companies/services

    The developers have strongly implied it, and many players have asked for it, but currently it has not been implemented and there are no definite details on how you would manage the exchange where one person pays another to transport something.
  8. Purpose of Personal Rooms Inside Lots and Stations

    While it is a feature I would like to see in more games, your second sentence already explains why we probably wouldn't see such things in Starbase. While there should be advantages to having your own base, giving buffs to your avatar shouldn't be it. It would be weird to see beds and food in...
  9. How will the player universe develop?

    Slowly at first players will spread across the system. The starting area will continue to be the area with the most activity but most players will move out once they can. Creating your own station won't be easy but many will at least try. Later it will become possible to move out by renting in...
  10. Crisis of Conflict: Is there a reason to go to war in Starbase?

    I think adding "something to fight for" is good but not completely necessary. I think there is enough of a pro-PvP mindset that many will fight just for fun. In EVE online it is common practice to send out "roams" i.e. raiding parties looking for trouble just for fun. On the other hand it is...
  11. Whats your Ideal spaceship design for you, and waht will it do??

    I have a dream of at one point or another being the player who designed the smallest ship in the game and the largest. Though getting the former will probably be easier. I figure you could still have basic steering with only three rear pointing maneuvering thrusters, 1 small fuel tank, 1...
  12. Super heavy armour for capital ships

    It seems that the OP is asking for a system of "Hard Counters" rather than "Soft Counters," however due to the nature of the game a system of soft counters is almost a requirement. The main feature of the game is that although there is a fine variety of parts they can be arranged in an infinite...
  13. An FP-45 Liberator but as a space ship.

    You could fly and turn with only 3 or 4 rear facing thrusters, though you could not turn in place or move sideways. Ships in SB require differential thrust to turn, so a ship with 1 thruster could at best fly in a straight line from when it launches, unless you could aim the ship before launch...
  14. Bounty System?

    Off hand I am opposed to literally imprisoning players, but it might be a necessary deterrent. Essentially it would be the same as temporarily banning them from the game for the duration of the prison sentence. If you are trapped in jail with nothing to do then you would just log off until it is...
  15. Three-dimension Ship Interior Design

    With the way magnetic boots work making the ceiling work as a floor is almost necessary. I am surprised none of the developer made designs don't feature this. Unfortunately it wouldn't necessarily double space in your ship. If you want to save space by putting one object directly above another...
  16. fuel

    Ice is used to make propellant. Exorium is used to make generator fuel rods. You can mine them like any other material, though being early alpha you can't refine them unfortunately. Stations can be powered by solar panels.
  17. I think their should be ship mounted flame throwers

    I favor flamethrowers because 1. Space ship design already includes heat mechanics and the danger of over-heating. Having a weapon that deliberately overheats the enemy somehow would be an interesting option. 2. They have mentioned "corrosive" as an existing damage type, and real life corrosion...
  18. Respawning, offline binding, cooperative play, and exploration

    At first glance I don't like the idea of "dark mode", or ships despawning in deep space or becoming invulnerable because the crew logged off, but the more I think about it, it seems better than the alternatives. Like many games with a huge map, I think Starbase will "unload" a whole region of...
  19. Poll: Camera

    I guess a big question is how easy should it be to see what is going on around you? This answers the question for a lot of potential features: 3rd person view, camera devices, sensor devices, radar, internal displays. Low visibility has a certain feel. If you need to get up and look around your...
  20. Space Jelly, Thrusters, and Extreme evasion

    Lots of games have zero inertia, the time it takes to turn around is equal to the time it takes to lift a finger. A few games play with Newtonian physics, though movement usually becomes a challenge in of itself. Starbase and many others try to go in between with Newtonian physics and friction...
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