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  1. The infinite demand void of the origin stations is distorting the economy

    I've been having a lot of fun messing around with the auction house and the in-game economy, and a post from Reddit sprogged my brain on something that I had been thinking about for a while. Currently the origin stations buy anything in infinite amounts, for no rational reason, and at...
  2. UI Feedback and Interface Errors

    Starbase has a lot of great tools and systems. However there is a lack of feedback when it comes to interface errors. This refers to when a user asks the program to do something and the program is unable to. An example would be pulling the repair tool out and trying to use it to repair a part...
  3. Please! A push/pull tool for the ship designer, similar to Sketchup (but with increments)

    The tool would be for standard plates & beams. I've been told Starbase only works with predefined parts (Sketchup is freeform by comparison). HOWEVER, being able to push/pull/stretch pieces between the predefined sizes would be a much timesaver! Example: The tool would let you take a 24x48...
  4. Research + Crafting Progression Values WAY too high

    Another really interesting reply, thank you. Looking forward to having those features once they're fully coded; I imagine there's a lot of different priorities at the moment! Also agree with VexingRaven on the system being out of place. One thought that struck me is that, compared to almost...
  5. Research + Crafting Progression Values WAY too high

    Really informative and interesting post, thank you for taking the time given how intensely busy everything must be at the moment. Even when design decisions don't go as planned it's really great to hear about them and what the original intentions/aims were. As one of my friend's mentioned...
  6. Station information boards with a You Are Here map

    I'm dozens of hours in (admittedly spending most of those out in space) and I'm still being told about and discovering parts of the origin station I had no idea existed. Just a visual display with simple list of everything available in the station would be great, posted at different points...
  7. UI improvements to make the game a happier place

    I've had a bit of a Starbase binge over the past few days. Great experience so far. Below are four UI improvements that would be a big timesaver or help to myself and (I'd imagine) a lot of other players. Unfortunately it's impossible to tell how easy to implement these are, but hopefully not...
  8. Words of gratitude

    Of the recent early access launches I've experienced (looking at Last Oasis and Atlas in particular), this has been the best. The technology the developers have put together to run the underlying game is very impressive. There's lots of great stuff in the game that we're just beginning to discover.
  9. The research system

    A sense of progression and achievement are good things and should be present in the game. However there are better ways of providing those that don't involve resource grinds that are hostile to new players. A good progression system can guide a new player into the game without overwhelming or...
  10. Research + Crafting Progression Values WAY too high

    I'm genuinely surprised the developers haven't already hotfixed this. It makes a terrible impression on new players; one of the final things they're told from the tutorial is to progress through research. The answer to the question, "How do I make my starting ship a bit faster?" is "craft...
  11. Can we get the guns, fuel rods, and tool shops back?

    While the research tree is badly implemented & balanced, the player-run economy approach is actually working very well (so far). You can access the AH from the space around the station with comma (,) It saves walking all the way in every time.
  12. The research system

    Played a fair bit of the early access release yesterday. Was very impressed by how the game held up, and the mining & tutorial systems were very well polished and intuitive. However ran into an immediate wall. To quote a Steam review that I reflects my own views: Initial impressions are that...
  13. Ship Despawn: Dynamic Ship Graveyards, A Thinkpiece Suggestion on Creating Exploration Opportunities

    My starting view is that one man's trash is another man's treasure. I would hope, and expect, there's a technical solution that would allow wrecks and debris to persist without ever needing despawning. I understand the developers have said that every asteroid in the belt is tracked in some...
  14. Crisis of Conflict: Is there a reason to go to war in Starbase?

    In my view, these two posts cover a lot of important points. I would like to add something to Recatek's post. People fight in games because the games are fun, and the fighting is fun. There's no resource scarcity in Battlefield or Counterstrike other than only one team or player can "win". If...
  15. Planets, Rovers, and Other things

    I can imagine that people would find it fun to design, build, and drive cars and hover vehicles. However do they need a reason for existing in the game? Or to put it as others have, what advantages would they have over space ships that can efficiently fly thousands of KM on minimal fuel...
  16. Saltberia "Prison"

    Allowing players to enforce their own will over other players, through physical & military force, is an inevitable consequence of a game like this. However, people have this strange assumption that the "pirates" will be in the minority. They could very well be the majority, and they'll...
  17. Economy.

    I really like your idea of selling blueprints and scripts, however I can't think of any way to stop reselling/copying that doesn't quickly devolve into in-game digital rights management. On the other points, for me the economy is one of the main reasons why you would make this game an MMO, and...
  18. Practicality vs. Coolness. Where do you stand?

    A great design is one that exploits practicalities to create its beauty. Examples from late 90s and early 00s design include the original iMac and the iPhone.
  19. Learning from past successes and failures

    Very interesting series of replies. Particular thanks to Zistack and Recatek; you really got what I was trying to communicate. Vexus' initial response inspired me to find a recent example of how game developers use analytics successfully. I've linked two fascinating videos, featuring the...
  20. Warpgate Placement, Range, and Alignment

    I like the approach they're taking. Without wanting to say the obvious; designing the fast transport system is one of the most important parts of the game, as it will have a decisive effect on the player experience and the economy, to name just two elements. I have a few questions that may spur...
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