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  1. Warp trace

    Keep in mind that capitals are planned to take at least a few hours, potentially days, of charging before they're able to warp. If you aren't able to destroy or raid a capital in that long of a window then I'd argue them having a clean getaway is a justifiable reward for fending you off. I...
  2. I'm taking a new part for the station.

    Isn't that basically what the insurance system is? I don't remember if it was mentioned if they'll eventually be present on player built stations or not, but I imagine it's likely.
  3. Bridging the gap

    I don't think anyone wants that to be the case, to be fair. Most games with similar mechanics have a failsafe preventing you from instantly escaping combat with it (teleporting needs a brief charge that can be interrupted, teleporting cannot be initiated if you've recently been damaged, etc.)...
  4. Permissions - Stations and more

    I definitely think these would be good ideas. Bases in games like this have a tendency to turn into a communal clubhouse for the group that built it, which just enforces a sort of cold war mentality where everyone stays in their respective holes and never interacts. Stations having the means to...
  5. some ideas for the game

    In theory? Yes. In practice? It's a little more complicated. Relying EXCLUSIVELY on player driven content/player-to-player interactions is a pretty dangerous strategy, even if such a game is technically and mechanically possible. Reason being that the game lives or dies based on those...
  6. "The game world itself is too big, too empty and too boring", and other stories about how sieges and capitals themselves ain't the saving grace.

    I don't think that'll be a problem so long as the ships are limited in a way that they're not functionally identical to stations. Civ caps don't disable safe zones like military caps do (assuming they can even teleport directly into station safe zones) so you won't have to worry about people...
  7. some ideas for the game

    I think you might be confused? I don't think anyone is arguing for No Man's Sky style NPCs or anything of that nature. "PvE" would probably take the form of hostile drones or some other mob that you could happen upon while out and about. Nothing incredibly invasive or that would replace player...
  8. some ideas for the game

    I realize that is an inevitable concern they're going to have to deal with, and agree the launch went about as abysmally as possible (largely due to entirely preventable causes). My point was more that there is still quite a lot of groundwork left to lay (in my opinion), and that it's ultimately...
  9. "The game world itself is too big, too empty and too boring", and other stories about how sieges and capitals themselves ain't the saving grace.

    I wouldn't say that's inherently inevitable, although I do understand and agree with your concern. It's something they need to keep in mind going forward for sure. The main deciding factor is going to be how far the general population ends up spreading out, and how many/what kind of reasons...
  10. "The game world itself is too big, too empty and too boring", and other stories about how sieges and capitals themselves ain't the saving grace.

    Agree to disagree, I guess. As they've been described I think the main trade off will be consistency/safety at the cost of being restricted by limited movement. Sure it's safer and easier to warp back and forth from the moon to deliver ore, but it might be more profitable to manually haul it...
  11. some ideas for the game

    Frozenbyte has already stated that active player count isn't a pressing concern at the moment, which I think is a reasonable stance. The worst thing they could do going forward is waste time and resources fretting over the player count of what is so clearly an unfinished product. If the game...
  12. some ideas for the game

    I was specifically referring to the map/autopilot thing you mentioned. It's essentially just currently extant navigational systems with extra steps. Would it be worth the time and effort to design and set up at the moment? Debatable, but it is technically possible as far as I'm aware. You DO...
  13. "The game world itself is too big, too empty and too boring", and other stories about how sieges and capitals themselves ain't the saving grace.

    I believe they said the exact charge time will vary depending on things like distance traveled and similar variables (So more "up to" several days versus it will several days). Honestly a longer charge time makes sense when you consider the fact that capitals are essentially mobile...
  14. Bridging the gap

    Valid points, but you're forgetting how incredibly far from being finished the game is. In the sense that a lot of the current "problems" facing the game aren't a purposeful design choice, but a direct result of there still being so many things currently absent from the game that "should" be...
  15. Question about territory control and stations

    Realistically this won't be a huge concern for the foreseeable future, I was just curious if it's been mentioned at all how they plan to cross that bridge when they inevitably get there. Obviously there are much more important things for the devs to focus on at the moment though. The worst case...
  16. "The game world itself is too big, too empty and too boring", and other stories about how sieges and capitals themselves ain't the saving grace.

    Oh if they've directly said that they're planned to be player constructible, that's 100% the case. Considering we don't currently have most of the company related stuff (or any real reason to go somewhere else but the moon) it wouldn't really make sense to give us the option at this point, even...
  17. some ideas for the game

    Again: isn't all of this technically possible right now, at least in theory? ...Have you actually played this game at all? Not even saying your ideas are bad, but there comes a point where its not really a "suggestion" you're just describing an entirely new game.
  18. "The game world itself is too big, too empty and too boring", and other stories about how sieges and capitals themselves ain't the saving grace.

    Hasn't it been mentioned that player built warp gates are planned? Or at the very least that the devs are interested in exploring the idea? I could be misremembering. It's the best alternative to capitals in my opinion, at least. Caps offer freedom of movement at the cost of needing to build...
  19. Question about territory control and stations

    (I apologize if this has already been covered in a devlog or something I missed, but I don't remember this topic being discussed in detail) Most theoretical large player groups in Starbase can be roughly sorted into one of two groups: nations/states and organizations. A group styling itself...
  20. "The game world itself is too big, too empty and too boring", and other stories about how sieges and capitals themselves ain't the saving grace.

    Oh no I definitely agree with you up to a point (I could've elaborated a little more). What I mean is that if it's TOO easy for anyone to reach anywhere on demand, you can create what's functionally the same issue. It kind of defeats the point of having such an enormous space if you're able to...
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