As of right now, Starbase (outside of the SSC) largely consists of waiting. A lot of waiting. Summoning the gods of waiting won’t even help here, there’s so much wait to absorb in our economically and spatially overinflated asteroid belt. Getting to a decent distance into the ‘roid field takes about an hour on an average freighter, then about 45 minutes of gameplay as you fill up your ship (Done by holding right click and moving your mouse around in small circles), and then you wait ~150% of the amount of time it took you to get to the mining spot in the first place, since your ship’s tummy is now full, and it now slowly lumbers back like you roll back home after a good visit to a donut shop. In general, we end up with a ratio of gameplay:elevator of about 1:2, sometimes 1:3 if the trip is far and the ship is small. And, during this time, players don’t really engage with the game much. It’s boring to stare at your screen, and in the age of technology, it’s extremely easy to quelch boredom by flooding your head with useless information, drowning out any useful thought or creativity. So, during flight players do exactly that. Youtube, Reddit, Discord, Crunchyroll, and other sites I dare not speak the name of on our christian forum - all of them are frequently visited while piloting, since to fly in Starbase, you only really need to glance back to the screen every 30 seconds or so for a single moment, tap a couple keys if there is an asteroid, and go back to washing away at your brain with yet another vtuber clip.
So, we’d like to make travelling between A and B less boring. There are two ways we can do this: Shorten the time it takes to travel the distance, therefore giving the players less time to watch a cat(fox)girl singing Scatman, or make the game more interesting to play while in transit, but leaving the time to travel the same.
-=-=-=-=-=-=-=-=- Shortening The Trip
There are generally 2 ways to make the time it takes for you to get from A to B shorter. One way is to shorten the distance between the two; With less flying, there is less waiting. It’s that simple. The other way is to speed up the object, in our case the spaceship, that is travelling from A to B, therefore shortening the time it takes to get from one place to another. I believe the first is quite unrealistic: We’re effectively asking the devs to rebuild practically the whole universe to a new scale, and if that’s going to lead to anything, it’ll be half the dev team quitting. So, let me elaborate a little on the second solution!
--------- Speedening Up
The first and most obvious way of giving the players more speed is moving the speed cap higher, or hell - even removing it completely. However, this has not yet been done by the devs, so there must be a reason behind it. I asked around for the reasons behind this, and the answers I got were either fairly abstract or dangerously close to calculus/dark magic territory, but it can be summarised in a simple if condition, presented in our favorite language of YOLOL:
If :shipSpeed>150 then :WackyThingsHappen = 1 else goto 1 end
As we can see above, going above 150 m/s isn’t really recommended, and because of this we are capped under that speed. Something to do with it being hard to synchronise vectors of multiple fast-moving objects while retaining the physics simulations.
That is if you try to re-render ships moving above 150m/s to form smooth movement.
Ladies and gentlemen, I present to you: The Pulse Drive!
What is the Pulse Drive, you may ask? Well, it is a way for ships to move faster than 150m/s. Maybe. I’m not employed at FB, I haven’t seen the code. But, hear me out.
If re-drawing fast-moving ships is the issue, it is still possible to do fast movement, just with the ships being rendered way less. Let me explain how that would work.
You, as the pilot, enable your Pulse Drive. The space in front of you is distorted a little via some fanceh VFX, and the next thing you see is your ship has moved some 800m to the front. The drive immediately spools for a couple seconds before the next hop, and you continue on your way. On a code level, it would work this way:
- The player’s ship’s position is taken.
- From that position, a ray is cast forward according to the FCU.
- If that ray hits anything, the position of the hit is marked.
- The ship is warped to its destination; That being the max range of the drive, or the place where it registered a hit.
- Another trace is done, and the cycle is repeated.
This would allow some interesting counterplay and/or interaction between warping players and those who don’t want them to warp: for example, if you see someone has jumped, you can shoot where you predict their next jump will happen, and the enemy will appear right inside of your bullets, since the cast ray will collide and the destination will be cut short of the max range. This would solidify the drive’s purpose as a travel tool and not a “Oh no quevin is here better gtfo” button.
When implemented, a whole bunch of stuff can be done with this. It might eat some sort of special fuel made of xhalium and the condensed soul of an SSC dweller, therefore increasing the hunt for that material; It might use the modular system the generators have, therefore allowing players to tweak how far each hop is, and how many hops they can make before overheating or whatever; These are all tools to balance the thing in a gameplay sense, and I’m not here for that. I am merely proposing it as a solution.
--------Making It More Fun
But maybe even the Pulse Drive doesn’t solve the technical issues between faster travel, and that alley is closed off. In that case, we can make it more entertaining to travel, therefore keeping us players at our desks instead of going off and making some tea or whatever (I know multiple of you who make sandwiches while in flight, don’t try to hide).
Well, there are a whole bunch of ways to do this; It’s up to FB what they do. Here are some examples I thought up of, but the list doesn’t end here.
Conclusion
At the end of the day, it’s not even my decision. I made this proposal in order to try to make the game more fun and enjoyable for everyone, and I think on a corporate level players that engage with your game more are a bit more useful than those that simply have it on the “always running” prog list, alongside Discord and Spoopify. But, I don’t think this post is perfect. Not at all. If you have any suggestions or corrections, please tell me and I’ll do my best to edit the post in accordance. Thank you for reading.
Cave Jo- kiiyo,
We’re done here.
So, we’d like to make travelling between A and B less boring. There are two ways we can do this: Shorten the time it takes to travel the distance, therefore giving the players less time to watch a cat(fox)girl singing Scatman, or make the game more interesting to play while in transit, but leaving the time to travel the same.
-=-=-=-=-=-=-=-=- Shortening The Trip
There are generally 2 ways to make the time it takes for you to get from A to B shorter. One way is to shorten the distance between the two; With less flying, there is less waiting. It’s that simple. The other way is to speed up the object, in our case the spaceship, that is travelling from A to B, therefore shortening the time it takes to get from one place to another. I believe the first is quite unrealistic: We’re effectively asking the devs to rebuild practically the whole universe to a new scale, and if that’s going to lead to anything, it’ll be half the dev team quitting. So, let me elaborate a little on the second solution!
--------- Speedening Up
The first and most obvious way of giving the players more speed is moving the speed cap higher, or hell - even removing it completely. However, this has not yet been done by the devs, so there must be a reason behind it. I asked around for the reasons behind this, and the answers I got were either fairly abstract or dangerously close to calculus/dark magic territory, but it can be summarised in a simple if condition, presented in our favorite language of YOLOL:
If :shipSpeed>150 then :WackyThingsHappen = 1 else goto 1 end
As we can see above, going above 150 m/s isn’t really recommended, and because of this we are capped under that speed. Something to do with it being hard to synchronise vectors of multiple fast-moving objects while retaining the physics simulations.
That is if you try to re-render ships moving above 150m/s to form smooth movement.
Ladies and gentlemen, I present to you: The Pulse Drive!
What is the Pulse Drive, you may ask? Well, it is a way for ships to move faster than 150m/s. Maybe. I’m not employed at FB, I haven’t seen the code. But, hear me out.
If re-drawing fast-moving ships is the issue, it is still possible to do fast movement, just with the ships being rendered way less. Let me explain how that would work.
You, as the pilot, enable your Pulse Drive. The space in front of you is distorted a little via some fanceh VFX, and the next thing you see is your ship has moved some 800m to the front. The drive immediately spools for a couple seconds before the next hop, and you continue on your way. On a code level, it would work this way:
- The player’s ship’s position is taken.
- From that position, a ray is cast forward according to the FCU.
- If that ray hits anything, the position of the hit is marked.
- The ship is warped to its destination; That being the max range of the drive, or the place where it registered a hit.
- Another trace is done, and the cycle is repeated.
This would allow some interesting counterplay and/or interaction between warping players and those who don’t want them to warp: for example, if you see someone has jumped, you can shoot where you predict their next jump will happen, and the enemy will appear right inside of your bullets, since the cast ray will collide and the destination will be cut short of the max range. This would solidify the drive’s purpose as a travel tool and not a “Oh no quevin is here better gtfo” button.
When implemented, a whole bunch of stuff can be done with this. It might eat some sort of special fuel made of xhalium and the condensed soul of an SSC dweller, therefore increasing the hunt for that material; It might use the modular system the generators have, therefore allowing players to tweak how far each hop is, and how many hops they can make before overheating or whatever; These are all tools to balance the thing in a gameplay sense, and I’m not here for that. I am merely proposing it as a solution.
--------Making It More Fun
But maybe even the Pulse Drive doesn’t solve the technical issues between faster travel, and that alley is closed off. In that case, we can make it more entertaining to travel, therefore keeping us players at our desks instead of going off and making some tea or whatever (I know multiple of you who make sandwiches while in flight, don’t try to hide).
Well, there are a whole bunch of ways to do this; It’s up to FB what they do. Here are some examples I thought up of, but the list doesn’t end here.
- Some sort of board game
- Pip-gi-oh or something along those lines would make for a neat side game for the players to enjoy and compete at while flying on their way to kidnap some asteroid and smelt it for profit. Could be housed in the Universal Tool
- Global Chat
- Talking with people is also a form of entertainment; A global chat might be handy for the players, but moderation for it would be needed since it’ll just get flooded with faction ads. And russians screaming insults at eachother.
- Non-mandatory smallwork
- Having to clean the insides of your thrusters, wipe the dust off your YOLOL chips, or brush up the connections on the propellant tanks will both encourage innovative design (in ways that make components reachable while flying, instead of tucking them in somewhere they will never see the sunlight ever again), and give the players something to do - I think what’s important here is that components that aren’t tended to won’t eventually break or just die on you randomly, but instead components that, figuratively or literally, eat all their veggies and get daily headpats perform slightly better than regular ones. Factions that care about minmaxing performance will of course use this system, while players that still would like to insist on making tea (brits these days smh) are free to do so.
Conclusion
At the end of the day, it’s not even my decision. I made this proposal in order to try to make the game more fun and enjoyable for everyone, and I think on a corporate level players that engage with your game more are a bit more useful than those that simply have it on the “always running” prog list, alongside Discord and Spoopify. But, I don’t think this post is perfect. Not at all. If you have any suggestions or corrections, please tell me and I’ll do my best to edit the post in accordance. Thank you for reading.
Cave Jo- kiiyo,
We’re done here.