A comprehensive solution to the problem of activity in the game.

MixCTATNCT

Active endo
Joined
Jan 14, 2020
Messages
30
#1
First of all, I want to indicate that I am quite competent in what I write. Again, it will be long and tedious, so you can just skip to a special mark, the TEDIUM IS OVER. After this inscription, the sentence will begin directly. Having described a part of my life, I just want to show that I do not take words from the ceiling, but understand what I am writing. I've been creating games for a very long time. At the same time, of course, you will not see me, like many in the lists of large companies. No, I started as a child, with board games. Of course, I can brag that I invented a kind of "Total War" in 1996 on paper, but no one will believe it. So I'll just say that without knowing about the game Dungeons and Dragons, I created a similar game somewhere in 2001. And only later I found out that there are similar games. Can you imagine what a bummer the teenager had %)P??? But I survived the failed role of the "Discoverer" and continued to live. At some point, I started studying Sociology and Logic. At that time, I got my first personal computer. Well, not exactly personal. From there I constantly had to expel my mother, father, friends, friends of parents, in short, conditionally a personal computer. By passing the games (and why is this box still needed), I started creating game modifications. With a complete failure of the truth. Since small changes like making a different skin on the shoes of the main character, I was not satisfied. I thought it was too small. And while I was dealing with the tools for making modifications, the game was so comfortable that what I did was no longer interesting to anyone. At that time I studied Philosophy, Esotericism, Political Science, Psychology. It is clear that it is not deep, but as a support for Logic and Sociology. This is a separate question why so. Then I realized that I should try to make games myself. I quickly realized that it was good to do current, other vulgar business alone. In those days, game construction was not developed as it is now. In general, I started looking for teams with which to create "new worlds".

I won't list the number of failures, it's boring and long. Having changed probably a dozen teams and two dozen projects, I finally got to something worthwhile. By that time I was a Level Designer (I tried a lot of things, including programming, but my hands are too crooked for this). In the game "Red Rage". There was quite a sensible presenter there, and the project has already started. I even managed to create the best map of the game (well, there were only 2 of them before, so it wasn't difficult). And when it seemed that everything was fine, the programmer left, of course, to where they paid better, after which the project collapsed. The team scattered. The team that remained was only 3 people, so the run-up was not long. At this time, I was actively playing in the World of Tanks. And I want to say that the fact that this hour is widely known to everyone, I noticed already in 2012. Namely, the fact that the random numbers in their system are not random at all. In other words, the developers were engaged in fraud in their game, manipulating the players. Well, of course, sociology and logic make it possible to understand this just by looking at a few fights. Also at the end of my increase in this game, I received an invitation to a closed Beta test of a game like Total War Arena. As a fan of strategies, of course I went to see what's what. After playing 4-5 fights, I wrote my resume. The game is shit, there's nothing to do here. It's too stupid for strategists, too little room for tactics, too little room for maneuvers, for "operatives" (these are people who prefer to go into MMO games and deal with themselves there), and they're not interested in it at all. Then I scored on the game. Of course, this did not stop the game. And she, after a while, went into open Beta. After logging into the game, I spent a few more fights, after which I went to the game's forum and wrote, "the game has half a year left to live." Closed the forum and deleted the game. Do you know what happened after that? Yes, exactly. This game was closed. I can write in detail all the problems and reasons for this game, but here I will try briefly, just to show that I'm fumbling in the topic.

And so imagine, two money-hungry companies, WG and CA, met. And we decided, but let's quickly make money on suckers? No one was against it, and therefore some gave models of fighters, while others took the system from the World of tanks. All this was quickly sewn with white threads, bang!!! And obser! They were so busy trying to earn money that they didn't even notice that the concept of the game had to be done anew, and not to act like schoolchildren making mods, quickly pulling models and menus from different games, they made out of what was. Although no, I apologize to the students. Sorry guys, you could have done it better. I'm just sure of it.

Again, all the time that I described above, I was writing scripts and documents for games. For different genres and types of games. I even write licenses for games, though the current is in Yandex, as training. And I'm constantly looking for ways for different games, how it could be improved. That's why I decided to write this short compressed document for this game. I have a personal interest in this. I don't have a game myself yet. I played on my uncle's account. And on the one hand, I was glad that a game with great prospects was released. But the way it is arranged, I am alarmed. I still want to buy it as soon as I have time and even play, but if I don't seriously do the filling of the game, everything can become sad.

THE TEDIUM IS OVER!

And so unlike the game "Total War Arena", which I mentioned above, this game has everything you need to interest all types of players. No one shares them according to my scheme, so please don't spit right away. Take my word for it, my definitions make sense.

Strategists: There are few of these people, but they set the pace of the game and encourage the masses of people to move somewhere in order to beat each other's faces. If you determine exactly who these people are, then you can list the following here: Rulers, Generals, City Planners, Shipbuilders, Diplomats. Of course I mean people with addictions, not positions. Our task is to understand that these are our most important friends. Why? Because they will create 60-90% of the content if we push them to do it, and most importantly, we will give them a convenient tool for revealing their ambitions, or righteous anger.

In order to occupy this group of people, we need the following tools, for them:
Firstly, the availability of the toolkit should be complete at any time. Logging into an account through the game should be supplemented with the ability to log in via a tablet, phone and instant response to the situation, 24-7, through a special application. I mean, it is the additional management capabilities described by me. Let people "catch Pokimons on the street". Well, I'm talking abstractly. In other words, they should be able to command at any moment. Access should be to the following things:

Appointment and reassignment of titles and duties. Restriction of access, etc: Ideally, it would be good to give a constructor for creating a hierarchy and creating a responsibility scheme in the clan. Which can be expanded or simplified depending on the desire of the great generals. Also, the ability to immediately add comments for the title. Well, at least in order not to forget yourself, what have you done here? In short, Hierarchy, titles, limitation and definition of responsibility by direction, commentary on the title.

Summaries and statistics: Tasks, contracts and reports of operations and intelligence. Reports on costs, repairs, reports on transactions, orders, requests within the clan, etc., etc. It should be noted here that some players may not use these functions at the initial stages. I also want to say that, first of all, this section can not be done. But in the future, this function should be mandatory. Firstly, because in the end people will have to use these functions in different cases. From personal experience in other games, there is still a table somewhere in Google, on one or another topic. And for frequent use there are 2 dozen tables, some of which are constantly updated. and secondly, we must admit that some of the players (some of the players from the category I selected) are avid "accountants". This can be easily understood by looking at the EVE game. Most of the game is banal accounting tables. Some strategy games that have quite a lot of success are generally a couple of contour maps + Tables. Therefore, these functions should be enabled. In addition, it is also necessary to add bulletin boards, or direct orders to the squad, or to an individual player. I agree in advance that all these functions on the first couple may well be provided by third-party tools, such as Discord, Google and similar programs. But I want to note that the players will certainly do it all. And then I'm going to play another game. And we don't need it. The task is certainly not primary or even secondary. But in the end, this section is very important. I reread it again and was convinced that I was not convincing. Nevertheless, it is important. Such a trifle makes you minimize or turn off the game less in order to go to another means of communication, or a means of recording data. And purely psychologically, this is discomfort. Ideally, it is good when any member of the Clan or squad can get information without leaving the game. And if you are not particularly competing with the same Discord, and this is not necessarily the case with tables and different reports and messages, you need to put an end to it. I mean, doing it all inside the game.

Graphic map of available units on a 3-dimensional map. view of the available visible map, visible units of ships, bases, transporters, fleet, operation marks, marked explored, planets, asteroids, other marks, points with orders: This option should solve 3 main tasks. The ability to put a mark, with a short inscription, while seeing the real location of the available forces. At the same time, the inscription may have the function of a hyperlink to a table, or a message, in the section I described above. 2 the task is to represent and visually give information about what is controlled by the clan. And the main third task is not to give the opportunity to see enemies, allies, asteroids, planets and everything that I described in the enumeration of what should be displayed on the map. And there is no contradiction in what I write. This function should be like a scam ad. The hotel is 5 stars. 5 pools in all places. 4 restaurants. Carved furniture in the rooms. And when someone goes there, his room has bare walls. And where is everyone? And do it yourself. In other words, in order for the ships to be reflected on the clan map, there should be special translators of the clan signal, someone should scout the asteroid fields (and put a lighthouse, as an option). And if you want to see enemy ships in some area, make sure that someone puts a radar near this place. And it's not a fact that something will be visible, because the enemy can take and put a signal silencer nearby, 3 classes higher. And here's a black spot for you in the midst of your empire. Or low-level translators on ships, visible to hidden enemy radars of a higher class. Here we have the same effect as in the case of accounting enthusiasts. It's just that someone likes to bury themselves in reports, and someone likes to endlessly contemplate how your armadas are moving, across the vast expanses of the galaxy. I almost wrote it obscenely, but, in fact, the thing is that these places attract the attention of the command staff, they should be like a certain object in the cat, which the cat will lick during periods when he has nothing to do. In other words, there should always be something that needs to be improved, or just done, and because of what, another brilliant or not-so-good idea will come, to give an effective kick in the ass, for lower-standing players.

Tactics: This group of people is more numerous. And we also need to keep them busy with something in the game. Partly, of course, they will be occupied by the previous group of Strategists. But we must understand that not all people with a tactical mindset will join clans. Most of them will just come in to gather a group and climb into some wild whoremonger (I'm not sure there is an analogue in English, but in general this word "Whoremonger" means what a whoremonger does). Fornication, where there will be more heroism and so that the path to the goal will be covered with the bones of those who fell. And it is with such pathos and in such a form that it is necessary to provide an opportunity to heroically kill themselves, preferably many times, against the soft wall that we will create for them. Therefore, it is necessary to make a tool convenient for both a tactician entering the clan, and just a daredevil who does not tolerate superiors over himself. The tools needed to engage this type of player are as follows.

Places for heroic death: Small abandoned bases, locations, large asteroids that will be stored by "ancient automatic systems of a long-vanished civilization." As an option, I do not insist on a game "legend", you can arrange everything differently. The main thing is the principle itself. Players should fly here in teams, for any bait that needs to be put inside.

Bad guys: There are some people who want to steal everything in the game that is not fastened with nails, and in our case with bolts to the floor. And what can't be dragged away, blown up. And at the same time, it is desirable to shoot as many weaklings as possible, otherwise it will be boring to do the first and second. I watch the developers of different games and see that at best they are not fined for such behavior. Well, if you can just make yourself a negative reputation, I mean reputation in the game. And brag about the fact that "I'm a bad boy, be afraid of me." And in some games, these players are blocked or removed. What kind of idiocy? After all, these guys are wonderful in their perseverance! In addition, they perfectly take the role of bots, which then players with a good reputation will be pleased to wet from all barrels, in the name of good. These bad guys also need to be given tools so that they contribute a share of entropy to this universe. Therefore, they should have their own bases and their own tasks. Let's say which team is flying heroically to clean up the ruins of an ancient civilization. When they start fighting, with automation. A task is generated for a team of bad players. And it is distributed to several teams of villains (again, this event should be random, so that the heroes heroically fight with automation. They didn't know for sure whether they would be met at the exit or not). Teams, or individual players with a bad reputation, choose to accept, or not to accept the task, or to be late to click on accept, then whoever managed to eat it, flies to the place of the signal. Of course, to meet players at the exit who will be loaded with good. And it will be fun for some, and it will be fun for others if they fight back. Also, in the case of a convoy of cargo ships, bad players may receive a message that there is a convoy and some people can pay well for the goods inside. In other words, we get a very good tool for shaking goods that need to be transported through space. By destroying it. Well, we do not destroy goods directly. We have frostbitten players who, for fun, attack the caravan and steal everything. Some will simply burn during the brawl, and some players will exchange money and reputation on their villainous bases. In other words, at the bases of the villains, there are large "Shredders" (if they figuratively grow out) that force players to attack other players, steal goods, the Shredder destroys part of the goods, and a small percentage appears on the "Black Market". The prices of the destroyed goods are growing, which means that goods from the black market are beginning to receive demand. Here we can again offer bad players, get a task, go to bring the "burnt" goods to the right point. Where this product will be picked up by guys who work on two sides. Or maybe other players who decided to become such space cops. And they can get a task to issue a receiving party, or just track down those players who should accept the goods. This scheme is remarkable from all sides. Run it once, hint at a fun time, and then in this scheme, everyone will entertain themselves. The main thing is that the automatic system gives the right tasks to the right people at the right time.

Statistics of Clans, teams, players: Here I want to note that this group of people often have a strong sense of self-importance. And they will constantly confirm this importance. In other words, it is necessary that there be a place where you can measure peewees. That's why we need places where you can come up and look at statistics in different directions. Including a bounty on the head. Both personal, someone ordered someone, and investigative. Some perceive this as the highest reward for villainy marked almost with a medal. The layout should be both absolute and by periods, for the last day, week, month. At the same time, there is a purely technical need for this statistic. It should reflect statistics on the completed tasks of escorting, cargo transportation, catching pirates, shooting raiders, and recommendations from those who used the services. All the reasons will be clear below.

Registration: here I think everything is clear. There is a registration of the squad \ clan, the choice of the name, a few words about yourself. The first installment is paid. After that, you can recruit players to the squad \ clan. Purchase of business licenses. I think that a small amount for the opening of an activity, purely symbolic, should be, and the license for the activity should be both temporary and permanent. If someone wants to escort merchant ships, the squad has to pay more. If the search and destruction of bandits, then pay less. Also, to enable emergency teleportation to the gathering place. This function should be mandatory, but at the same time it must be paid. Payment is made for a certain time, upon completion, the teleport function or license is disabled. I should also note that after the escort, the customer (if there is a case with another player) can evaluate the work of the squad and write a recommendation. It is clear that all this should be supported by the previous section. It should also be possible to create a squad for one day. A flying team in other words. Also in the Registration, there should be these lists, broad statistics, if possible, by Clans, squads, flying squads, at the moment. The meaning is clear, choose people close to you by reading the statistics or description and join the ranks.

Continued in the first comments.
 

MixCTATNCT

Active endo
Joined
Jan 14, 2020
Messages
30
#2
Trading platform, between bases: I want to say right away that it is necessary to limit the local location of the warehouse. If you need a place somewhere, additionally paid, for a limited time and in no other way. Now the situation is extremely wrong. The message of the goods is inside the base, while at each base you have this box full of your things. This is not right. We need to fill space with ships with goods. Otherwise, there will be little life in this space. According to this, the following should be done. Firstly, it is necessary to create a situation where some goods or resources are easier to make on some bases (the same materials in some places should be found a little more often than in others), and on other bases, it is easier to do other things and develop other resources. And the solution to this problem SHOULD BE A Trading platform. On which, after paying a certain amount For a position in the lists + a commission for the goods, you can put up a lot (both for the sale of goods and for the request of goods), which will be visible on other databases. After that, the interested party will be able to contact the customer through the lot. And after the correspondence via the lot chat, the details and all related are discussed. After that, you can load the goods on the ship and send it to the right base. After arrival, the commission for trading on the base where the goods were delivered is removed and the goods are transferred to the customer's warehouse (up to this point, the commission can be taken back by removing the lot from sales), or the second or third parties. Here the question arises, why go to the trading floor at all? Just agree through other means and transfer the goods to the base? Of course, they will try to do this. For example, the same players who chose the dark side and for whom, the word contraband, heavenly singing. I'll even say more than that. We will also need to be able to intercept signals from trading platforms. With the help of some devices (locators) that can be set current by permission and registration (if you are not a pirate). And give the opportunity to put these locators without registration (as usual, if you get caught with an unregistered locator, there may be trouble). In other words, pirate players and smugglers should be able to bring goods past the Trading Floor, as well as intercept those who carry goods through the trading floor. The question is, why bother with such a dangerous system at all? The answer is in the next section.

The administration of the Base: Here, players who have taken a license for law enforcement in the Registration Room can get a task. Types of tasks, patrolling the territory around the base. Interception of transport. Escorting a convoy, or directly transporting cargo on behalf of the Base Administration, or on behalf of another player. Getting a job for the criminal's head. Hand over the heads of criminals for a reward. Or by registering a locator, you can get a task to scan areas around the base. Getting a task to catch smugglers. How will the players catch the smugglers? I think the players can handle it on their own. The main thing is to give us a task. On the other hand, it is also not necessary to let it take its course. The scheme is as follows. Smugglers or pirates receive a task to take the cargo to a certain place where they will be met, or players or bots issuing players, hand over the goods there and return after receiving a reward. Here, with a certain chance, instantly or after a certain time, the task of the patrolmen of the following character may appear. A suspicious ship has been found in such a square. Or even just need to check a certain vector. At the same time, it is clear that players can simply try to sell goods through their channels and acquaintances from the other side without a task. In this case, we must take care in advance that the cargo is marked as stolen under certain conditions. In this case, the task for verification and interception should be higher. The main thing is to enable both finding this ship with the help of a territory scanning task and then generating a task, and generating a task without Space Scanners. So that in the case of players who have taken a task to scan the area, a task to intercept smugglers could appear, and in the absence of scanning devices, and current tasks for patrol and detention, a task could appear. It is clear that the rewards will be different. Also, mission participants should be given an item for close scanning of cargo and players. It is clear that there may be players who decided not to bother loading cargo into their hold and fly to another base. In this case, the stop and inspection should give a signal that the cargo is not taken into account. For this, the player performing the patrol function should be able to provide the function of registering the goods where the player was met with unregistered cargo (of course it should be more expensive than trading through the Trading Platform). Or offer him to fly back otherwise there will be a lot of holes in his ship because of the smuggling attempt. These ships should also eventually be counted in all 3 cases, with the reward of the patrol. Payment, an attempt to get into the brazen, and of course just a U-turn back. This way we create the right number of problems, and the players themselves will solve them. Fun and with a smile. It remains to motivate the players well, who will defend the law in our system of created problems. The offer is simple. The player receives a special currency of this base and reputation. Currency can be exchanged for current here and nowhere else, by buying something that you can get current from the base and nowhere else. And pirates and smugglers do not need to be motivated, they will be happy anyway if they are not caught, of course.

Here I want to emphasize separately that in the case of the introduction of these systems, it will be necessary to introduce the following rule. After the death of the player's character, this character is blocked for a time = Level + karma. If the player is a rare scum, then the blocking time will increase. In this case, the player will be able to. It is also necessary, in my opinion, to leave prisoners. Any option. Surrendered, stunned, wounded, just twisted. Why do we need this? Well, actually, of course, we need it so that some players are busy being guarded, having of course a license to protect criminals. And other players could free their friends. Again, this is for the employment space. And the formal cover legend, the opportunity to work out your term faster while on correctional labor. Digging asteroids, or disassembling broken ships in space. No matter. The main thing is to give people the opportunity to do something. I also foresee problems related to the fact that one player character will have a negative reputation, and he will spy on the bases with others. I will immediately stipulate that if a player has a character with negative karma, then all other characters should be marked "suspicious" (In Yellow letters above the character so that everyone can see). So that everyone can see who he is and express his attitude.

Tactical post: This thing is a separate structure that needs to be put on a ship, a base through which you can see a tactical map of the environment, put labels, routes for the advancement of detachments or groups, quick notes of behavior, short comments. Depending on the class of the Tactical Post, the detail and range are different. Approaches to the post should be 4 or more. One is the main one, the others are secondary. In other words, you can immediately create a hierarchy on the spot and distribute areas of responsibility through the main entry point. Why do we need to do a real physical post? In order that, unlike strategic management, a tactical control point can be physically destroyed. And it doesn't matter if there is a spare post, a spare ship, etc. The very fact of the possibility of destroying the control post creates the necessary areas of interest for each of the parties to the conflict. And, accordingly, the structure of behavior. In addition, the tactician will really feel like a commander. In this way, we will create the necessary atmosphere and a scheme of relationships. In general, this seemingly ordinary thing, in fact, produces a very correct effect of feelings and relationships in teams. At the same time, for those who are particularly interested, you can give the opportunity to command through a "tactical helmet", from the battlefield directly. There are those who will want to command and at the same time be sharper than the battle. Their business. On tactical helmets, a separate conversation for the following type of players. Here is a separate question that needs to be firmly grasped. Conditionally, the physical location of the command center should be mandatory, for the reason that the tactical commander should feel the correct logic of the vision of the battle. For comparison. In the game World of Tanks, where the possibility of a commander's tank has been asked for a long time, the death of the commander is a relief for him. Because in this case it is even easier for him to command. And this is not right. It is correct when there is an option to deprive a snake of its head. And this forces us to conduct tactical maneuvers that will suit the players themselves. In other words, each side will know that there will be a vulnerable place among the enemy ships. And there are many options. Of course, as I hinted above, there is an option to highlight with a powerful scanner the place where the headquarters is located (the headquarters may even be somewhere nearby). In other words, the levels of equipment, as we remember, gives different strategic opportunities. Then the option will connect and just see what the enemy is doing there. Or if the equipment is not powerful enough, cause interference. It is also an option to land troops for capture, or simply try to destroy the place of a Tactical post. This will all create space for additional types of impact. Up to the possibility, instead of tactical schemes, to display to the enemies a text about the demand for surrender, and delicious goulash will be waiting for them in the camp. We will look into this issue in more detail in the next section.


Now let's talk about employment for individual players. Or as I call them
Operatives: It should be borne in mind that some players simply do not want to enter the squads, and even more so the clans. It's fun for them, in an MMO game, to sit in the middle of a world that for their consciousness revolves around it and play their own little cakes. And these players should also get their own space for self-expression. In principle, the main part of the lessons in the game is already present. But it is necessary, in my opinion, to supplement, and somewhere to aggravate. In part, of course, we will solve the players' employment by the fact that they will take missions in the Base Administration. But other areas also need to be supplemented.

Gun porn: I want to say with full confidence that a weapon that can have features is much more attractive than a weapon the same as everyone else's. Here is the last particularly striking case in the game, "Dead Frontier 2". There was discussed a situation where gloves with special parameters were bought for 750,000 thousand game units. At the same time, ordinary gloves cost 160 game units there. And we discussed how, after the purchase, there were screams of the following nature in the chat: The person who bought the gloves. Sell it to me, I'll pay you 2,000,000! Another player: Don't listen to him, I'll pay you 5,000,000! Third player: These beggars are not worth you!! Sell it to me and I'll pay you 10,000,000 for them and then another 1,000,000 (in this game, there's just a price limit of 10 million for now). For this reason, on the basis of many observations, I can firmly assert that weapons with possible different parameters are always more attractive than weapons like everyone else. Also, hanging weapons with different gadgets, well, and different painting also give a good effect. And all this must be provided to the players.

The scheme is approximately as follows. Each tool and each weapon has a basic parameter, which is conditionally 1000%. Although visually it will look like 100.0% of the item consists of details. The parts have several parameters. Every detail in the creation has variability. The scheme of this is as follows: When creating a part, an item can receive a bonus regardless of the material and build quality. The bonus can be obtained from the main starbase, or from the player's selected bonus. He will be able to choose himself, once in a certain amount when pumping his manufacturing skills, this or that item. Also, a random penalty \ bonus is imposed on all items so that items cannot be guaranteed to receive over high quality. In order to get a standard part \ item conditionally at 100.0%, it is necessary that the collector has 100% of the parameters of the manufacture of items, parts, and the creation of weapons 100%. There should also be automation machines that can also make an item, up to 100% of the conditional quality of the item. But already over 100% of the production of the item is possible by the current player with the appropriate parameters + additional materials. The disassembly of objects can also lead to a decrease in the quality of the part, or the destruction thereof, if not a sufficiently qualified player is engaged in this. At the same time, I foresee that a flood of various consumer goods may occur. To reduce it, you can introduce breakability and repair during use. And during the repair, improve the parameter of Creating parts and weapons. At the same time, it will be possible to set a limit, the creation of parts and weapons of the current when the skill reaches 50%+

All this is still in its raw form, if necessary, I can work it out, and if there is a desire, you can do it in a completely different way. The most important thing is the First! A certain part of things, at least weapons and armor, should be unique in their own way. Second! There should be dependent on, locations of resources, bases that will increase the number of goods transported through space. We need pirates to rob something, right? Third! Production should be in the form of a mini-game. After all, if you look into the creation of ships, this is in fact a mini-game. It is necessary that the creation of weapons was the same mini-game. Creating a weapon as a downloadable strip is no good. As a player in the Life of feudal lords, I will tell you that some tasks are boring to do, because in fact, this is a game in a downloadable production strip. Let the players feel a personal presence and action during the creation of the item. At the same time, of course, the means of automatic manufacturing should remain, but up to 100%, and above is already manual work.

Again, I want to emphasize that a variety of parts, such as scanners and silencers, will give great demand and supply. If all the things I have listed are done, an interconnected system will turn out. Some want to have the best parts (clan leaders), others will produce them (Operational craftsmen). And still others will break them in large quantities, tactics. For this, they will be scolded by the clan commanders and again order the lost from the craftsmen.

Tactical Helmet: As it is clear, this is a continuation of what I called a Tactical post. Or more precisely, the means of interaction, the Tactical post of the commander of the operation, is the tactical helmet of an individual player. There is also an alternative helmet for the character, the ship has a tactical beacon. Although, as an option, it can combine functions with a strategic beacon (which we discussed in the Strategists section). Or it can combine, but have different levels. Depending on the model that was created by the masters producing this model of the lighthouse. Just like I already mentioned. Helmets can be different. A simple tactical one is one thing for an infantryman, but a helmet for a commander-in-chief is another matter. There should also be a problem with the range of the signal, or the possibility of hacking, or just the ability to drown out the enemy (meaning the classification I mentioned, the higher the class of the object, less likely to be hacked, found, manipulated). As it is clear, the direct duty of the tactical helmet is to receive information from the Tactical Post, as well as to transmit information, depending on the type of helmet. In other words, there can be a simple infantry helmet, with a minimum of information, and a tactical commander, or a deputy. Also, quite an option, a scanner helmet. There are generally options here. Just as it is clear, this is all included in the scheme described by me above. Where there are almost no identical items. Even if it's stamping.

Continued in the first comments.
 

MixCTATNCT

Active endo
Joined
Jan 14, 2020
Messages
30
#3
Global events: Despite the fact that individual players play in a large sandbox, in their own cakes, it is necessary to create entertainment for them, as well as not to punish them much if they refuse to participate in general events. To do this, events that will be generated randomly will help, once every 4 hours, I think it will be enough. Some kind of general large-scale event, at the end of which, a catastrophe may happen and then the whole base and all the players on the base will receive some kind of fine, or everything will end well and then, everyone will be happy with bonuses, and acceleration of something. There is a fairly wide method of influence. For example, an attack on the bases of the "space locust" (the name is working, you can change it). Which requires everyone to defend the base, from the swooping hordes, anything. Or let it be done on some remote, specially created database. To arrange horror and bacchanalia there. Or on a planet, in a limited area. In any case, this event should attract everyone, for a short time. Of course, if the event takes place at remote points, the base should provide transport on autopilots, for everyone. Or the passage through the teleport. Does someone not like to destroy? Strange people, especially in such a game, but they also exist. In this case, you can come up with some kind of catastrophe, after which it is necessary to restore a large building. A crashed giant transporter, where it is necessary to collect cargo scattered across space, or on the ground of a satellite. Yes, even a meteorite crashed into the starbase itself. And of course the opportunity in these events to get some things of a rare nature (along with an action bonus, or as an alternative). In any case, there is a lot of room for maneuver here. There is something to discuss and where to fantasize. In some cases, as it is clear, you can give the task to the bad guys right away. Let's say we have a global task, an exploding giant transporter. It is necessary to collect the cargo and take it to the cargo collection point. someone collects the cargo and takes them to the assembly point, for which he gets his due, and someone steals the boxes, getting what's in them. BUT at this time, the players who perform the function of protection (let them do business, there is nothing to stand aside) will also find entertainment in shooting insolent people. The most important task is to occupy large masses of people in some common cause. In addition, when crowds of players swarm around, it seems that the game is very popular, there are a lot of people and in general there is a constant "movement" going on here. In other words, the project as a game as a whole is developing and there are a bunch of people who bought this game, not just you. In this case, the players get the feeling that they are very much needed in this game, despite the fact that they are actually engaged in solving the problem that we have dumped on him.



I advise you to read the last phrase carefully. Because the problems in this game, at the moment, are that there are no problems in it (well, not counting bugs, but this is different). There's nothing to do in it, not much to do. And to make it interesting to play, we create problems for the players, and they diligently and with all their dedication try to solve them. And here we come to the next question, how to occupy each player individually, both as a team and individually.

Master of the game: Of course, it is clear to everyone what I mean, and I will say right away that formally in most games it is. After all, you must agree, someone is still engaged in various New Year, Christmas, and some other events. So, in principle, I propose the same thing. But!!! At this time, it all has a broken and not permanent character. I propose, in fact, the same thing. There are also events for the New year, for another holiday, for cosmonautics Day. But in parallel with this, the same people will be engaged in constant work on the hobby of players, in the gameplay from the inside. Formally, I'm offering something like Dungeons and Dragons, but with caveats. The caveat is that as a result of the work of the Master of the game, a large number of players should try to patch up the "holes" after his pranks. For example, in our country, with similar plots, where there is a master of the game, there are a lot of books. Well, no one really makes games, but that's another problem. For me, this is a wild absurd omission! After all, in fact, a group of people is needed, well, or at least 1 person to begin with, who will do this. And also, a special account + tools so that he could bring a pack of dynamite into the gray everyday life of the players. Tools are needed of the following nature. Creating marked items. Creating a ship, creating a character, creating a base, or something similar, creating hostile bot fighters. Registration of the text, for the issue of the subject or for the acceptance of tasks and / or the delivery of tasks. Creation of a temporary fictitious game character, on behalf of a temporary player.


Of course, I must admit that everything is described very superficially and without details. What is called in the abbreviated version. I tried to just roughly outline the structure itself. If necessary, I can paint any part of the text, including the outline of the menu. And besides, I think there will be craftsmen without me. The most important thing I want to say is that the principle itself is to give players as much space as possible for finding themselves in the game personally. Despite a very good idea, which is also reproduced and works, there are few people in the game, because at the moment, there are only two types of activities. Piloting and building ships. And yes, collecting resources, dividing three, I made a little mistake. But it's still not enough. Someone wants to be a space marine, someone just a gunner on an anti-aircraft gun. Someone, to command, and someone even came into the game to be a merchant. And they all need everyone to occupy their own space in this game. My version of improving the game, gives a holistic and interconnected space for players. And in my version, there will be places for everyone and everyone will be needed.
 

Askannon

Veteran endo
Joined
Feb 13, 2020
Messages
114
#4
First of:
Please, for the love of god, use line breaks.
Noone likes staring at a block of text with 15 sentences inside (i.e. last paragraph).

Now that that's out of the way, let's talk about what I managed to extract.

Trading Platforms
(If I understand you correctly) you want stations to have local specialties that cause them to be different from another, for storage to be physical and for goods to flow between stations due to supply and demand.


"Local Specialties" should come, since I heard that the current belt ore patches will be looked at and will be made more discernable (if I'm honest, I thought ores were uniformly spread inside their zones).
It was also talked about that alloy production (future feature) may require different gases for some recipes.
And then there's talk about passive income in the form of gas pumps too (and since the gases are different there's differing amounts and types of ores that can be condensated through this).

This would in part feed into your plea for differences in stations and cause minor transport activity by itself.


"Physical Storage" is also on the horizon (how far? who knows) in the form of ship storage on stations and capital ship and someday an overhaul of station inventory, which includes ways to improve the storage space as well as removing the 10000 private slots for each person on every station.
With the removal of such amounts of inventory space there should be a drive to build up stations to compensate, which requires resources in the first place, so probably a constant flow of certain resources to many places.


"Flow Between Stations due to Supply and Demand"
I don't know if a whole platform is really needed, but I agree that having at least some kind of trade terminal is a good way to promote transportation of goods.
And might work (if the orders are identifyable through player and station name) quite well with some transponder shenanigans such as:
-Providing the distance from your station to any buy/sell order
-(Providing the distance from your station"s" to any buy/sell order)
-The ability to lock transponders as in your chosen transponder does not disappear when others come into range (be it through UI or through receivers).

Some(one) look at their terminal, determine one order to attack, navigate using the stations' distances and lie in wait for any takers of that order.
No need for a "locator" device unless needed as Quality of Life for the pirates.


Might write on some other ideas of yours some other time.
 

MixCTATNCT

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Messages
30
#5
First of:

Might write on some other ideas of yours some other time.
It seems I unfortunately don't understand. I don't have a separate trade offer here. I have a complex idea here. It's all one idea.

About the separation of the text. I've been told this often, but I personally don't see the difference between 50 large blocks and 250 small blocks. The text becomes visually longer. Maybe I'm wrong...

But once again, it's all one idea. There is a conditional separation. It can be replaced, but do not forget.
 

Askannon

Veteran endo
Joined
Feb 13, 2020
Messages
114
#6
If you are using more paragraphs you help readers to orient themselves and your key ideas stick out more.
And it isn't really that much longer if you think about it:
those 15 sentences in your last paragraph use 8 lines, with some structure it would grow to about 13 lines or so.
Admittedly, more than 50% more, but it is much easier to read, you can apply focus to your core ideas and the whole thing isn't a block of text among other blocks of text
Example:
Of course, I must admit that everything is described very superficially and without details.
What is called in the abbreviated version. I tried to just roughly outline the structure itself.
If necessary, I can paint any part of the text, including the outline of the menu.
And besides, I think there will be craftsmen without me.

The most important thing I want to say is that the principle itself is to give players as much space as possible for finding themselves in the game personally. Despite a very good idea, which is also reproduced and works, there are few people in the game, because at the moment, there are only two types of activities. Piloting and building ships.
And yes, collecting resources, dividing three, I made a little mistake. But it's still not enough.
Someone wants to be a space marine, someone just a gunner on an anti-aircraft gun. Someone, to command, and someone even came into the game to be a merchant.
And they all need everyone to occupy their own space in this game.

My version of improving the game, gives a holistic and interconnected space for players. And in my version, there will be places for everyone and everyone will be needed.
And I couldn't really grasp it since it is quite packed in things you want to convey, so I tried to work with a single point first.
 

IronGremlin

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Joined
Nov 1, 2021
Messages
39
#8
It seems I unfortunately don't understand. I don't have a separate trade offer here. I have a complex idea here. It's all one idea.

About the separation of the text. I've been told this often, but I personally don't see the difference between 50 large blocks and 250 small blocks. The text becomes visually longer. Maybe I'm wrong...

But once again, it's all one idea. There is a conditional separation. It can be replaced, but do not forget.

Words take time to parse, empty space doesn't.

It's also a good practice because it helps you recognize quickly when you're rambling vs. when you're making a succinct point -

You do a lot of rambling here.

Presentation matters.

But, for feedback that's more about content than presentation -

It'd be good for you to try to draw some parallels between what you're suggesting here and what is already on the roadmap.

You're trying to sell us on a vision of the future, but there are listed items on the roadmap, and some items that are in game already, that address the same concerns you're talking about here.

It's not at all clear to me as a reader what your vision brings to the table that the already planned features to address these same issues somehow lack.

Also, more specifically, regarding the whole in-game 'strategist' communication tools -
Most of the community is going to just use discord or other 3rd party comms tools anyway. They inevitably work better as a purpose built comms platform than whatever you build in the game, and people are already comfortable using them. So investing 2-4 years on the featureset your describe only to have it's target audience completely ignore it probably isn't a good idea. There's a reason games don't try to do this - it's not an easy engineering or design challenge and it's a very tough sell.
 

MixCTATNCT

Active endo
Joined
Jan 14, 2020
Messages
30
#9
do we have this book on tape?
Unfortunately, I no longer remember where exactly the game master is present. If the question is about that. What I recently read is not quite the same. Timofey Tsarenko "Chronicles of the City. Ethics Issues".

But there's a little bit different. There the heroine plays the role of a character. In principle, this is also what I meant. Therefore, probably in the subject. Again, first of all, this is not exactly what I wanted to say, but as an option. Again, I started reading Tsarenko, according to another series. "Three pair of boots." And what I meant exactly is in other books that I have read for a long time. 2-3 years ago. And I didn't even read part of it, Uncle.

We sometimes have common interests in books. And sometimes he just tells me some books. Therefore, everything got mixed up in my head at such a distance in time. Therefore, except for the recent "Chronicles of the City. Questions of Ethics", I can't remember anything else.
Well, the second problem is more serious. We will have to translate into English from Russian. So good luck. translator is such a translator %)
 

MixCTATNCT

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Joined
Jan 14, 2020
Messages
30
#10
Words take time to parse, empty space doesn't.



Also, more specifically, regarding the whole in-game 'strategist' communication tools -
Most of the community is going to just use discord or other 3rd party comms tools anyway. They inevitably work better as a purpose built comms platform than whatever you build in the game, and people are already comfortable using them. So investing 2-4 years on the featureset your describe only to have it's target audience completely ignore it probably isn't a good idea. There's a reason games don't try to do this - it's not an easy engineering or design challenge and it's a very tough sell.

I can't write, exactly the way you can't read. According to this, let's promise each other to become better?

I did not say that the Discord should be replaced in the game. I said that the tables and other little things should be inside the game. And this is a completely different matter. Moreover, when we poke at the global map in the game and we are transferred by the link to the dockments inside the game, where it is described what and how much, Discord cannot do this, because it is a third-party product and let it stay there and perform its function. I'm talking about something else. Tasks should be received inside the game, financial flows should be inside the game, orders in the queue for construction should be inside the game. In short, I don't write well. You don't read well. It's not a big deal. I explained it, so I'm waiting for more serious questions.

Also, I want to emphasize once again. Do not consider my proposal in pieces. That's one sentence. ONE!!! 1!!! Offer at once. There are no dots there. It's all one text. How else can I explain? of course, developers can do it their own way, no questions asked. But so far I see a sad picture. Maybe it's too early to talk about something? Then yes. Let's see what they come up with. And most importantly, how they will embody it...
 

IronGremlin

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Joined
Nov 1, 2021
Messages
39
#11
I can't write, exactly the way you can't read. According to this, let's promise each other to become better?

I did not say that the Discord should be replaced in the game. I said that the tables and other little things should be inside the game. And this is a completely different matter. Moreover, when we poke at the global map in the game and we are transferred by the link to the dockments inside the game, where it is described what and how much, Discord cannot do this, because it is a third-party product and let it stay there and perform its function. I'm talking about something else. Tasks should be received inside the game, financial flows should be inside the game, orders in the queue for construction should be inside the game. In short, I don't write well. You don't read well. It's not a big deal. I explained it, so I'm waiting for more serious questions.

Also, I want to emphasize once again. Do not consider my proposal in pieces. That's one sentence. ONE!!! 1!!! Offer at once. There are no dots there. It's all one text. How else can I explain? of course, developers can do it their own way, no questions asked. But so far I see a sad picture. Maybe it's too early to talk about something? Then yes. Let's see what they come up with. And most importantly, how they will embody it...
Re: Social tools -

I understand what you're suggesting. I'm telling you that some aspects of what you suggest will not work, based off of pretty extensive experience with online games and in-game social tools vs. out of game social tools.

Your fancy map idea, maybe, if the devs ever decide to perform an about-face on their ideas about navigation systems. But the rest of it, most especially "sharing documents," is DEFINITELY a no-go. Your ideas here are not unique ideas, they've been tried in other games, it doesn't work.

Maybe someday, with some game, it could work, but it's an insanely tall order.


Re: the other feedback -

You seem to be taking this piece of feedback as me accusing you all your ideas are bad.

That is not what I am saying, and I don't believe that's true. These seem like perfectly fine ideas, I guess?

But they also don't seem any better or worse than the current plan that's supposed to address all these same issues.

Like, for example:

"Tasks should be received inside the game, financial flows should be inside the game, orders in the queue for construction should be inside the game."

All three of these things have been discussed before, in the form of the corporation "missions" system, future automated crafting, and we HAVE "financial flows" in the game presently, with several features on the horizon to improve the complexity of that system.

In fact pretty much everything on your list, save for the social tools, is already happening in slightly different but fairly similar form than the one you're describing.

So if you want us to see the value in your vision, you should explain why it's better than what we've already got coming.
 

MixCTATNCT

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Joined
Jan 14, 2020
Messages
30
#12
Re: Social tools -

So if you want us to see the value in your vision, you should explain why it's better than what we've already got coming.
Well, if you start thinking in your logic, then everything is already written in English. And every word has already been used. So what are we doing here? And I'll tell you. we compile new combinations and sequences. So I also worked quite a lot with MMO. And what? I kind of wrote the reasons. It was in response to me that they said that "I don't like fi." So I'm asking you to explain why what I'm suggesting won't work. And please, if you take at least one paragraph, then the explanation should have at least the same number of lines.
 

IronGremlin

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Messages
39
#13
Well, if you start thinking in your logic, then everything is already written in English. And every word has already been used. So what are we doing here? And I'll tell you. we compile new combinations and sequences. So I also worked quite a lot with MMO. And what? I kind of wrote the reasons. It was in response to me that they said that "I don't like fi." So I'm asking you to explain why what I'm suggesting won't work. And please, if you take at least one paragraph, then the explanation should have at least the same number of lines.
Well, if you start thinking in your logic, then everything is already written in English. And every word has already been used. So what are we doing here? And I'll tell you. we compile new combinations and sequences. So I also worked quite a lot with MMO. And what? I kind of wrote the reasons. It was in response to me that they said that "I don't like fi." So I'm asking you to explain why what I'm suggesting won't work. And please, if you take at least one paragraph, then the explanation should have at least the same number of lines.

I literally do not understand any of what you just wrote here.

Please try again.
 

Askannon

Veteran endo
Joined
Feb 13, 2020
Messages
114
#14
OP wrote that any combination of words in english is already written (which I would disagree with) and that dismissing his post(s) because there is a similar request out there is similar.
"Just because it was [most likely] already written does not detract from writing it again", if you will

At least that's my understanding.



But Gremlin has a point, when he says that your writing/idea has to convey merit.
If you can't make your idea desirable then you either need to work on the marketing for it (which includes how you present it),
or you have to work on your idea itself (e.g. if it has a flaw you did not consider).



And now onward to parsing that text:
I won't comment much on the "Strategist" and "Appointment..." paragraphs as for the former I'm no expert and have no clue if what you provide is fitting or not and for the latter I'm not sure if that's not already in the game

"Availability of Tools and Data" would I assume is the core message of your "Summaries and Statistics" block.
While it is a good goal to strive towards providing and consolidating data, my take on the matter would be that
A) the developers can't provide all the data that some need (too many possible questions)
B) Players will be overloaded from the available data

How much data anyone needs is ever changing, and providing some general or personal data will be helpful... but I doubt that there will be a way to avoid having external data collectors without many feeling put off when they can't interact with a part of the game because it is too much for them.

And lest we forget: this game is in part about exploration, which includes collecting data. If that is no longer part of the gameplay as it is already provided then what are we exploring? Will the replacement for that require data too?
As I see it, if players collect data themselves they are much more engaged than if they are reading said data from a readily available screen.

Places to take/share notes on the other hand is something that can be really useful, though is in a very limited capacity already there in the form of YOLOL chips.


Will write some more later on.
 

IronGremlin

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Joined
Nov 1, 2021
Messages
39
#15
OP wrote that any combination of words in english is already written (which I would disagree with) and that dismissing his post(s) because there is a similar request out there is similar.
"Just because it was [most likely] already written does not detract from writing it again", if you will

If this is indeed what @MixCTATNCT intended to communicate:

The part where some aspects of this are unoriginal is only significant because it means a bunch of wasted space discussing concepts that are already understood to be on the roadmap, which dilutes the portion of this "suggestion" that might actually be relevant.

The core concept here is that discussing the future of starbase without taking the current plans about the future of starbase into account isn't very constructive.

The complimentary point here is that reframing a suggestion in light of the current design direction is a really good way to bring some much needed focus to this "suggestion."


Also, on the subject of proving merit:

You are not proposing a design for a game.

You are proposing a modification to a design that already exists.

That means everything you suggest here "loses" by default to the pre-existing plan.


Whether or not your idea would work on it's own has no value - the answer to that question is only useful to you, and I don't care about being useful to you, and neither does anyone else. We're not here to discuss whether or not you're good at game design, we're here to discuss the future of this specific game.

The question that is useful to the discussion about the future of Starbase is: "Is this idea BETTER than the one we already have?"

So work on answering that question.
 

pavvvel

Veteran endo
Joined
Aug 31, 2021
Messages
222
#16
Wow... I've never seen so much useless text before.
20 minutes of wasted time.

Here I want to emphasize separately that in the case of the introduction of these systems, it will be necessary to introduce the following rule. After the death of the player's character, this character is blocked for a time = Level + karma. If the player is a rare scum, then the blocking time will increase. In this case, the player will be able to. It is also necessary, in my opinion, to leave prisoners. Any option. Surrendered, stunned, wounded, just twisted.
And who told you that killing a player is a bad thing?
And why should a player be punished for killing another player?
Why should I waste my personal time being in a game prison because some unnecessary programmer thought it up?

PvP is the core of MMOs. it's the main thing and the best thing in MMOs. Therefore, it is necessary to create conditions when the player will not be difficult to "go back into battle", and not to sit in prison.

Ok, if you propose such a prison, then let's make another prison....
For example, I shoot another player with some kind of paralyzing weapon and then move his body to a prison I built myself.
For example, a miner flies by, unarmed, harmless. i catch him and send him to prison. is that a good idea? would the miners be happy...?
 

kiiyo

Veteran endo
Joined
Jul 11, 2020
Messages
136
#18
Really long post for not a lot of sensible, well-informed or evidence-supported points. Plus, a very consistent thread of "I know better than you" that seeps all over the text and its severe lack of line breaks, continuing its weavy, off-putting path all through the replies. But I digress. Let me go through a few quotes.

Of course, I can brag that I invented a kind of "Total War" in 1996 on paper, but no one will believe it. So I'll just say that without knowing about the game Dungeons and Dragons, I created a similar game somewhere in 2001.
This one is just about as irrelevant to the rest of my points as the first two paragraphs are irrelevant to the rest of the post, but I thought it was super funny. You duly acknowledge that making a claim supported by no evidence will not lead to any sort of response and not many believing you, and then in the very next sentence you make a near idential claim! I couldn't write irony into a story this well even if I tried.

THE TEDIUM IS OVER!
Alright, now to the juicy stuff. Supposedly.

I don't have a game myself yet. I played on my uncle's account. And on the one hand, I was glad that a game with great prospects was released. But the way it is arranged, I am alarmed.
How many hours have you logged into the game? What type of activities did you do? Have you participated in the CA? Starbase is a game that's been developing for the past like.. half a decade? and has changed a ton during that time. Background that is relevant to the game itself would make your points much easier to trust.
via a tablet, phone and instant response to the situation, 24-7, through a special application.
Oh no.
Let people "catch Pokimons on the street".
Oh dear god no. Pokemon GO and Starbase are so vastly different that you are essentially saying that "since gelatin is so great and tasty, why aren't we adding tons of it to borsht?". They appeal to different audiences, they have vastly different developers, they have directly opposite plans for monetization and currently suffer through problems that have barely any similarities.
In short, Hierarchy, titles, limitation and definition of responsibility by direction, commentary on the title.
(extensive) company functionality is coming. Actually, quite a bit of it is already in the game, and Frozenbyte have stated that more work will be put into it.
This can be easily understood by looking at the EVE game. Most of the game is banal accounting tables.
Most of the accounting in EVE is done outside of the game. The territory map isn't on the official website or anything, and many share and collaborate on tables via Google Sheets.
Some strategy games that have quite a lot of success are generally a couple of contour maps + Tables. Therefore, these functions should be enabled.
"Since watermelon is so good, we should add it to the recipe of fried chicken."
Such a trifle makes you minimize or turn off the game less in order to go to another means of communication, or a means of recording data.
You've made the comparison to the wonderful space economy simulator, so let's look at it. Having to do economy on spreadsheets outside the game doesn't make anyone in EVE turn off the game, really. Google Sheets on one screen (or your preferred FOSS alternative, my point stands), game on the other, Alt+Tab to switch between the two - done.
And if you want to see enemy ships in some area, make sure that someone puts a radar near this place. And it's not a fact that something will be visible, because the enemy can take and put a signal silencer nearby, 3 classes higher. And here's a black spot for you in the midst of your empire. Or low-level translators on ships, visible to hidden enemy radars of a higher class.
Interesting suggestion, but it would have to be written out into its own separate posts (with line breaks! and images, if you would like to). Additionally, a scouting system based on radiation is being worked on, so based on it something like this could be developed, based on the needs of the playerbase.
Small abandoned bases, locations, large asteroids that will be stored by "ancient automatic systems of a long-vanished civilization." As an option, I do not insist on a game "legend", you can arrange everything differently. The main thing is the principle itself. Players should fly here in teams, for any bait that needs to be put inside.
Woah, getting rid of tedium? Here we go.

Oh. Three lines.

Welp. It was an intriguing start to a paragraph.
There is a registration of the squad \ clan, the choice of the name, a few words about yourself. The first installment is paid. After that, you can recruit players to the squad \ clan. Purchase of business licenses.
Company functionality, is, again, being worked on.

And so on, and on, and on. Frankly as a reader I do not have any reason to believe that the rest of the post will bring any more value into my frontal cortex so let's just stop here. All of these suggestions, which you have very INSISTENTLY made clear must be implemented TOGETHER with NO COMPROMISES and not in PARTS, increase the scope of the game MASSIVELY, and, as I agrue, quite needlessly.

Detailed gun attachments? For a game where you fly spaceships to get around?
Well-made UI for communication and synchronisation, loading the server infrastructure further and requiring so, so many new UI/UX engineer hires - for what? For something the players can do themselves? Why would you ever want to approve that, as a game designer? Why invest time into making your space game more about spreadsheets, when you could invest that time into making it more about... spaceships?

And, in the end, this doesn't even address the main troubles of the game. Ships are too slow. Space is too big. No way to meet anyone. Nothing to do in-game. All of these things are something that the community desperately wants fixed and yet... spreadsheet UI. Yeah.

For now, I'd like to tell you a tale. A tale... of scope.

They start making a space game. Some experience from the past, a few successful releases. They make a demo. Detailed flight model, amazing graphics and references to past works. Whoa, this sounds good. Let's ask the public for some funds.

So they did.

The public loved it.

One, two, five. Twenty, fourty, seventy. Hundred-and-ten, two hundred, seven hundred. As the hundreds of thousands of dollars' worth of support piled in, the team danced from happiness. They could make their dream game!

But as they worked, the money didn't stop pouring in. So they scoped up a little. We'll add a few more spaceships. And let people pledge money to get the spaceship as soon as the game releases. And we'll add a new place to land at if people pledge this much money. Maybe even a new space station at that amount? Two space stations if they can really make their wallets dance, even. We can afford to scope up a tad, right? We can hire more people, right?

Buuut, 10 cooks don't make a pot of borscht any faster than one. Especially when the head chef keeps demanding to make more and more borscht without throwing out the old one.

More spaceships, planets, persistent servers, realistic planet generation, volumetric clouds, accurate temperature systems, MORE spaceships, MORE planets, and A HUNDRED STAR SYSTEMS?

four.
hundred.
million.

As of Monday, 22nd of November of 2021, the Star Citizen project crosses the $400,000,000 mark of money raised via crowdfunding. The current version of the universe is a technological breakthrough in the game industry, and yet - the game isn't finished. New alien ships. New human ships. New aliens for new ships and for new humans for new ships.

The scope grows.
But does the game's worth follow?
 

MixCTATNCT

Active endo
Joined
Jan 14, 2020
Messages
30
#19
Really long post for not a lot of sensible, well-informed or evidence-supported points. Plus, a very consistent thread of "I know better than you" that seeps all over the text and its severe lack of line breaks, continuing its weavy, off-putting path all through the replies. But I digress. Let me go through a few quotes.


This one is just about as irrelevant to the rest of my points as the first two paragraphs are irrelevant to the rest of the post, but I thought it was super funny. You duly acknowledge that making a claim supported by no evidence will not lead to any sort of response and not many believing you, and then in the very next sentence you make a near idential claim! I couldn't write irony into a story this well even if I tried.


Alright, now to the juicy stuff. Supposedly.


How many hours have you logged into the game? What type of activities did you do? Have you participated in the CA? Starbase is a game that's been developing for the past like.. half a decade? and has changed a ton during that time. Background that is relevant to the game itself would make your points much easier to trust.

Oh no.

Oh dear god no. Pokemon GO and Starbase are so vastly different that you are essentially saying that "since gelatin is so great and tasty, why aren't we adding tons of it to borsht?". They appeal to different audiences, they have vastly different developers, they have directly opposite plans for monetization and currently suffer through problems that have barely any similarities.

(extensive) company functionality is coming. Actually, quite a bit of it is already in the game, and Frozenbyte have stated that more work will be put into it.

Most of the accounting in EVE is done outside of the game. The territory map isn't on the official website or anything, and many share and collaborate on tables via Google Sheets.

"Since watermelon is so good, we should add it to the recipe of fried chicken."

You've made the comparison to the wonderful space economy simulator, so let's look at it. Having to do economy on spreadsheets outside the game doesn't make anyone in EVE turn off the game, really. Google Sheets on one screen (or your preferred FOSS alternative, my point stands), game on the other, Alt+Tab to switch between the two - done.

Interesting suggestion, but it would have to be written out into its own separate posts (with line breaks! and images, if you would like to). Additionally, a scouting system based on radiation is being worked on, so based on it something like this could be developed, based on the needs of the playerbase.

Woah, getting rid of tedium? Here we go.

Oh. Three lines.

Welp. It was an intriguing start to a paragraph.

Company functionality, is, again, being worked on.

And so on, and on, and on. Frankly as a reader I do not have any reason to believe that the rest of the post will bring any more value into my frontal cortex so let's just stop here. All of these suggestions, which you have very INSISTENTLY made clear must be implemented TOGETHER with NO COMPROMISES and not in PARTS, increase the scope of the game MASSIVELY, and, as I agrue, quite needlessly.

Detailed gun attachments? For a game where you fly spaceships to get around?
Well-made UI for communication and synchronisation, loading the server infrastructure further and requiring so, so many new UI/UX engineer hires - for what? For something the players can do themselves? Why would you ever want to approve that, as a game designer? Why invest time into making your space game more about spreadsheets, when you could invest that time into making it more about... spaceships?

And, in the end, this doesn't even address the main troubles of the game. Ships are too slow. Space is too big. No way to meet anyone. Nothing to do in-game. All of these things are something that the community desperately wants fixed and yet... spreadsheet UI. Yeah.

For now, I'd like to tell you a tale. A tale... of scope.

They start making a space game. Some experience from the past, a few successful releases. They make a demo. Detailed flight model, amazing graphics and references to past works. Whoa, this sounds good. Let's ask the public for some funds.

So they did.

The public loved it.

One, two, five. Twenty, fourty, seventy. Hundred-and-ten, two hundred, seven hundred. As the hundreds of thousands of dollars' worth of support piled in, the team danced from happiness. They could make their dream game!

But as they worked, the money didn't stop pouring in. So they scoped up a little. We'll add a few more spaceships. And let people pledge money to get the spaceship as soon as the game releases. And we'll add a new place to land at if people pledge this much money. Maybe even a new space station at that amount? Two space stations if they can really make their wallets dance, even. We can afford to scope up a tad, right? We can hire more people, right?

Buuut, 10 cooks don't make a pot of borscht any faster than one. Especially when the head chef keeps demanding to make more and more borscht without throwing out the old one.

More spaceships, planets, persistent servers, realistic planet generation, volumetric clouds, accurate temperature systems, MORE spaceships, MORE planets, and A HUNDRED STAR SYSTEMS?

four.
hundred.
million.

As of Monday, 22nd of November of 2021, the Star Citizen project crosses the $400,000,000 mark of money raised via crowdfunding. The current version of the universe is a technological breakthrough in the game industry, and yet - the game isn't finished. New alien ships. New human ships. New aliens for new ships and for new humans for new ships.

The scope grows.
But does the game's worth follow?
I guess I really think too highly of myself. For some reason, this thought came at the beginning of your text. Thank you for your constructive criticism. I have nothing to say. Goodbye to everyone. Sorry for bothering you and wasting your time. Well, it happens if someone thinks too much. That is, I...
the only Star Citizen is generally an amazing game. Probably the only game that is being made on the current in order to avoid the question of landing scammers of developers.
 
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