An open letter to Frozenbite about tiered devices

Joined
Dec 18, 2020
Messages
7
#1
These are my reasons for why i don’t like the current direction of tiered progress

For me, it mainly comes down to the following talking point: Starbase as an MMO is something I’m currently planning to engage in for many years. However, there needs to be something to engage with. I need something that is, ideally, easy to learn and hard to master. With a tiered system, you have something that is easy to learn: “This makes that and the red one makes it twice as fast”. However, there is practically nothing to master. What I wish to have is an easy to learn core system with layers of sub systems based upon.

Currently, systems within a ship can be summarized as follows:
Fuel rod → Fuel chamber → Generator Unit → Power
Prop. Tank → Thruster → Thrust
Levers → Control
Radiators/Cooling Cells → Heat dispersal
YOLOL → Management

If this is what ship building will ever amount to, I won’t be interested for any amount of time. The solution will always be stupidly spamming the same stuff until your requirements are met. No amount of tiers will change that. The only thing that will be left to figure out is the best ways to pack the same components over and over again. At that point, might as well play tetris. No matter how much tiered progression you add. These underlying systems will stay the same.

What I hope to see are, on one hand, more intermingling between the systems currently in place and on the other, the addition of further systems. The systems as they are now will still remain in place for players that don’t have the time to engineer the crap out of everything.

Changes/additions that can be made to the current system to increase performance:

Power system:
Everything stuck together is counted as a single power plant. All stats are spread out equally across all appropriate components. In regards to power generation, there should be three different ways to specialise: High Power output, high efficiency and fast ramp up

Changes:
Fuel chamber:
Reduce the minimum heat output when working at low power but increase the maximum heat output when working at 100%
Make fuel chamber output dependent on heat in the plant
The fuel chamber's output depends on how hot the system is.
Change affects fuel consumption. fuel/processed fuel Ratio stays the same.
If efficiency isn’t a concern, just have radiators/cc suck up all the heat.

Melt down
If heat inside fuel chambers reaches critical levels, it breaks, maybe even caboom
Again simply solved as above. I'd consider this highly optional.

Generator units
Additional power that is generated but not needed is transformed into heat.


Additions
These are additional components that can be added to a power plant, similar to current enhancers

Heat pumps
Has two pipe sockets. Moves heat from one pipe network to the other

Space jelly scrubber
increases conversion efficiency for generator units at higher flying speed
Increases power gained from one unit of processed fuel.
Needs clear LOS in flight direction
If inside a cloud, causes power plant to run rough (sporadic drops in power output)
Increases heat output

Motor Pump
Uses electricity to shorten ramp times of fuel chambers and generator units
The larger the plant, the longer the base ramp time

Propellant injectors
Supplies generator units with propellant
Increases the max output of generator units. More Power per processed fuel. Processed fuel input stays same
If too much propellant is added per second, risk of damage to generator unit or power plant
Increases heat output

Lubrication system
Supplies generator units with constant stream of lubricant. Makes them run more smoothly. Processed fuel to power ratio improves. Power output stays same.
Processed fuel required per power unit decreases.
Also reduces heat output
Increases ramp time

Electric heater
Produces heat


Thrust System

Changes
Thrusters no longer use fixed amounts of power and propellant. Instead, the ratio between the two used per second can be changed. Changing the ratio changes thrust gained per power and propellant unit. Each thruster type has a different most efficient ratio. Increasing thrust output, increases both resource inputs proportionally.

Thrusters also generate heat, the more they thrust. Increase could be polynomial. For a further hoop, most efficient ratio could change depending on the current heat level inside the thruster.
For people who don’t want to deal with this, each thruster has as default ratios the most efficient ratio when at 75% thruster output.

Such additional systems allow players who don't have the time to devote their life to the game to still have working designs while at the same time allowing for others to go off the deep end if they so desire.

Lastly, why i don’t think introducing tiered stuff as a temporary solution now is a good idea:
Tiered stuff can be added now with the mindset of: easy work for some kind of progression. However, any kind of future change will run into the following problem: Any change will make the majority of ships unusable. This is inconvenient for factions who have to get a couple of guys together to redesign their ships and detrimental to solo players/small groups who don’t have the time to pump out 5 new designs to keep their stuff up to date.
 

fr4me01

Active endo
Joined
May 16, 2021
Messages
31
#2
Lastly, why i don’t think introducing tiered stuff as a temporary solution now is a good idea:
Tiered stuff can be added now with the mindset of: easy work for some kind of progression. However, any kind of future change will run into the following problem: Any change will make the majority of ships unusable. This is inconvenient for factions who have to get a couple of guys together to redesign their ships and detrimental to solo players/small groups who don’t have the time to pump out 5 new designs to keep their stuff up to date.

CA players experiencing the systems we have now vs 40,000 EA players who experience SB through "red booster good!" tinted glasses will be hard to change going forward. Dropping this stuff right now especially is a TERRIBLE idea. Every ship system you've implemented thus far is modular... You just successfully dropped plasma engines with 15? pieces to put together? You are telling me you guys couldn't figure out how to make the engines better with the 4 or 5 pieces of box thruster we have to assemble to get it to work? Better modules? Better booster? Vents? More efficiency in the converters? Why are you suddenly switching all your new asset development to tiered items that directly invalidate your modules?

Developing competing systems for things your entire game is currently built around 3 weeks before EA launch with 40,000 players on your CA wait list is a deathstroke if I've ever seen one. New World anyone?
 

Kap

Active endo
Joined
Aug 9, 2019
Messages
26
#3
I'm going to slap some more thoughts here.

I think you're trying to do a few things at once, really.

Issue 1: Current generators and thrusters cost ore not found in SZ. Laborer can't leave SZ.

Issue 2: There's not much to do.

Issue 3: People can have the best thrusters and generators from SZ mining:

Your solution: Crap tier, normal tier and good tier for thrusters & generators. Just reskin the old models.
Crap tier can be grinded in SZ.


Here are some (imo) better solutions, you can pick the first three and end up with the same result.
Only this time you have allowed yourself to expand on thrusters & generators in interesting ways in the future, without handicapping
your game with space engineers tier mod level content.

Better Solutions (Mix N Match):
1. You could literally just create 2-3 (box) + 2-3 (triangle) + 0 (man. thrusters) new combustion chambers,
with the worst performing one made from SZ ore. (Rest of thruster is made out of SZ materials)

2. You could limit thruster & generator performance to be based on fuel-types used.
And only make the worst fuel/prop available in SZ.

3. You could expand on solution 2, by requiring certain combustion chambers & modules installed on fuel chambers,
before said fuels could be used.

___^^ That's all you need, really. About 2-4 new thruster parts (not the 23+ you are working on) and 2-3 new generator modules. (I'm not gonna count lul)

Now, why is this so damn important? Because if you go ahead with your current design, you will add so much bloat to the game that doesn't need
to be there, it adds NOTHING of value to your game. It will cripple you when you later want to make cool and interesting stuff for
thrusters & generators. Also, people are going to want tiers for plasma thruster, tiers for ship weapons, tiers for everything.

But, you really don't need tiers. It's a shit solution.
Tiers : A > B > C
What we want is: "Ok I could use the long barrel for the autocannon for less spread, but i'm also using the HE ammo so is that really worth
the space and extra cost?"

We don't want: "Lol I have money I buy red autocannon durrrrrrrrrrr"

Is it starting to sink in?
Can't you see what you are doing to your own game? Jeeez.
 

Joelfett

Well-known endo
Joined
Jan 23, 2021
Messages
58
#4
CA players experiencing the systems we have now vs 40,000 EA players who experience SB through "red booster good!" tinted glasses will be hard to change going forward. Dropping this stuff right now especially is a TERRIBLE idea. Every ship system you've implemented thus far is modular... You just successfully dropped plasma engines with 15? pieces to put together? You are telling me you guys couldn't figure out how to make the engines better with the 4 or 5 pieces of box thruster we have to assemble to get it to work? Better modules? Better booster? Vents? More efficiency in the converters? Why are you suddenly switching all your new asset development to tiered items that directly invalidate your modules?

Developing competing systems for things your entire game is currently built around 3 weeks before EA launch with 40,000 players on your CA wait list is a deathstroke if I've ever seen one. New World anyone?
Maybe i should put this in suggestions but i dont know, maybe just an augmentation system for tiered objects like the thrusters mentioned, for example, cheap augmentations for better thrust but more fuel intake (Large ignition chamber) or an expensive one for more thrust with the same fuel intake (Decreased thruster nozzle size, requires durable materials) stuff like that instead of tier systems, or maybe a way to specialize thrusters for consistent power over speed or vice versa
 
Joined
Apr 29, 2021
Messages
19
#5
while I like your system ideas, g.w.a.c.a. i think [B]Kap[/B] is right on the bloat idea (it may need to be trimmed a bit), but having tiered parts isn't the problem you guys seem to think the tiers are a replacement for systems and part variation but there not exclusive, nothing in the first part is hurt by tiers and Kap's
'
But, you really don't need tiers. It's a shit solution.
Tiers : A > B > C
What we want is: "Ok I could use the long barrel for the autocannon for less spread, but i'm also using the HE ammo so is that really worth
the space and extra cost?"

We don't want: "Lol I have money I buy red autocannon durrrrrrrrrrr" '
is a bit unnecessary the varant and tier systems (ie red long/ blue long/ red short ...) tiers and specialization aren't exclusive, the tiers give high value to aeras for warfare the tiers are to give value to locations mostly not to be the a broader solutions for design
 
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