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  1. Vampiricdust

    Competition, Fairness, and Dev Intervention

    I think you're letting perfect be the enemy of fun. The most obvious source of players with abusable powers is the mod team. Which we know for a fact has been abused. Empire players dont get anything any player faction cannot get with exception to a head start to fulfill our role as one of...
  2. Vampiricdust

    Competition, Fairness, and Dev Intervention

    Empire from the start has been dedicated to helping the devs fulfill their aims for the game. I was personally against the idea at first, but after talking to Lauri about it over time while helping people in FAQ channel, I realized that Empire is basically a faction meant to act as the NPC...
  3. Vampiricdust

    Competition, Fairness, and Dev Intervention

    This game is not competitive at all, it's a sandbox game. A story driven game isn't about fairness. This is not Ark, Atlas, Rust, or any of those games. Starbase is closer to WoW than fps competitive game by a million miles. You want competitive play, you've got the wrong game. You're more...
  4. Vampiricdust

    Impressions & Thoughts, a Vampiricdust story...

    Spawn in: Spawning into the world and seeing the amazing ads denoting key places and a great view of the station was both awing and very helpful. I didn't really want to move around for a bit. Controls: The controls are a bit awkward feeling, but I think mostly due keybinding preferences. I...
  5. Vampiricdust

    Letter of concern to the developers of Starbase

    I think there's a very large misunderstanding where you're taking what other games have done and assuming it's the same here. Empire and Kingdom are factions in of themselves created to give two broad factions for people to work with or under. So there's 3 main aspects of a relationship with a...
  6. Vampiricdust

    Letter of concern to the developers of Starbase

    As one of the ranking officers of Empire, I will comment some on this. I have responded to the reddit post and I'll do it here for those who don't use reddit. To be clear, Lightfoot has not contacted Lodestar, the Empire, or the devs over the Empire with any of this. Unlike Lightfoot, DSI did...
  7. Vampiricdust

    So.. Many... Questions...

    1. YOLOL chips don't have player viewable ID's that I know of. The closest you can do is rename their Chipwait field to something unique to identity it. The device fields are just network variables the devices reads & writes to. Each chip runs on it's own through it's code. They do not work...
  8. Vampiricdust

    Starbase Progress Notes: Week 38

    Less than $40 USD
  9. Vampiricdust

    Faction Features: What would you like to see?

    That's a lot of why I am against YOLOL managing faction stuff. Factions will be various sizes on scale with EVE with potentially hundreds of players. I think this kind of thing takes away from the game play as people spend a great deal of time on faction management. Not a faction insurance...
  10. Vampiricdust

    Faction Features: What would you like to see?

    YOLOL is no where near secure enough for that. All it would take is some with physical access and everything your faction has is borked. Devs would have to develop all these tools to enable such features. Especially since all of them are directly tied into game mechanics. Seeing members CV? Not...
  11. Vampiricdust

    Faction Features: What would you like to see?

    With factions being in the works, now might be a good time to get some input on what everyone would like to see for things for factions. Access to the front page of each member's CV Access control to faction owned rental lots Faction relations (declaring enemy or ally status) Setting lot...
  12. Vampiricdust

    Station Safe Zone Control

    The Shield Inhibitor sounds like a good idea. Probably better than the generators as then the attackers have to risk something resource intensive. I was thinking of the cost to put a safe zone up and having to have ships keep it up longer. It gives a sort of tug of war kind of scenario where...
  13. Vampiricdust

    Station Safe Zone Control

    I do like the idea of being able to schedule a battle for a station. The current design means that battles for stations will either happen with little notice or by the time the safe zone drops, most of the fighting is already over with. Since military ships can be attacked regardless, one side...
  14. Vampiricdust

    Station Safe Zone Control

    The topic of safe zone control is one that will make a huge difference in the game as stations are a place of commerce and security for players away from the starting zone. As it stands from what we know, the plan is to have ships that are military can degrade or empower a safe zone. With a...
  15. Vampiricdust

    Automated Base Defences: Not What You'd Think

    Could manually aim them at an area and have a button that randomly adjusts their aim by small amounts relative to the start position and saturate the area with shots.
  16. Vampiricdust

    Starbase is not Ark or Atlas

    It's only players. You would see every ship and station regardless. The game doesn't care who owns what, so just cause the owner isn't rendered, doesn't stop their stuff from still existing. Also, raiding a station requires dropping the safe zone protection. That takes time and wont be very...
  17. Vampiricdust

    Not a Space Game but a Civilization Simulator [An Essay on Expectations vs Reality]

    Player stations won't be a thing initially. They won't be ready for launch as far as we know, but that may not stop people from building "ships" that act more like bases than mobile ships. Also, you're missing that the Empire & Kingdom will be lead by Lauri and Joel. They will already have a...
  18. Vampiricdust

    how do you find your way around starbase?

    The stations will have a very large view range. Plus the radio signals go a long ways as well. You'll mainly need to use them as landmarks. However, past that range, you'll need to make some radio beacons or a station of your own once they get added.
  19. Vampiricdust

    What kinds of ships are you going to be building?

    150 m/s is the hard limit. I think the dev's fastest ship goes 136m/s? There is a trade off speed versus flight time
  20. Vampiricdust

    How should respawning work in Starbase?

    Planetside 2 has 3 factions you have to belong to. They can use that to limit the respawns. In SB, there can be thousands of factions and no way for the game to figure who is on what side. If there were only 3 factions and you limited respawns by faction per area, then it radically changes the...
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