Since FB is beginning to consider features for the next roadmap and future updates (judging by the creation of the council), I thought it would be a good time to return to the topic of activities and content in Starbase. I'm particularly interested in fun things to do for daily player retention and giving players reasons to log in tomorrow after logging off today. I originally discussed that in a PvE(vP) context with Rogue Drones, and if you haven't read that post, I'd recommend doing that for context on this one. Today I'd like to discuss more explicitly PvP and territory-oriented points of interest (POIs). This thread proposes the Progenitor Mine, a PvP territory control objective designed for daily PvP at group sizes beginning with 2-6 players.
Note: Any number in [brackets] is a ballpark number and shouldn't be taken at face value without tweaking. Some points are (Optional) and would be nice to have, but aren't critical to the core concept.
Revision 2: 28 Dec 2021, previous revisions: R1
Progenitor Mine
Ancient and enigmatic, progenitor mining stations predate Endo expansion into the Eos system by millions of years. Little is understood about these structures, their origin, or how they remain operational despite their age. Immovable and impervious to our weapons, these megaliths synthesize advanced compounds from ambient gasses, stoically persisting in autonomous service to creators long since vanished.
Why all of... (gestures wildly at the above) this?
I discuss this in depth in the Rogue Drones thread so I'm not going to rehash it too much here. Starbase needs things to do. Players can't be relied upon to make all of those things to do, especially when there are so few players to begin with. We're in a situation where players aren't playing because there isn't anything to do because players aren't creating the content because players aren't playing because... you get the idea. Having the game itself give more things for players to do brings more players into the world, which in turn means more players will be creating more content for other players. The game needs more of an initial hook to build and keep player content momentum, and part of creating that hook is providing some baseline gameplay content that doesn't require a lot of player-work to function.
But we have station sieges, and will eventually have moon base sieges and passive production. Again, why this?
This is intended for smaller groups who want something to do every night. Sieges are big events. They require a lot of investment on both the attacker's side (military capital ship) and defender's side (a station worth attacking). They aren't going to happen every day, and a typical player probably shouldn't expect to participate in one more than once a week or two. One side of a siege will also always lose something big and expensive, so every siege is a big risk. By contrast, Progenitor Mines require no upfront cost from any interested party other than "show up here at the right time". The rewards should be just enough that players want to fight over and capture these things for them, but not enough that corps are going to rage-uninstall when they lose the fight. This is a fun, low-investment and high-engagement activity that gives players things to do and fight over without putting a lot on the line each time.
How do you envision this playing out? What's the player story here?
It's Wednesday night. I just had a great time playing with my amazing corpmates in Starbase, my favorite video game, but it's late and I need to log off for the night. Tomorrow, I'm going to log on at around 6:30pm in time for the activity window on the mine closest to our corp's station. There's another corp nearby and we've been fighting over this mine every night. Those jerks! Tomorrow night, it's ours! After logging on, we'll rally up a squad of around 5 players, split between two ships, and make our way to the mine. The window starts at 7pm, and we'll arrive at around 7:20pm to see JerkCorp loading up a transport with the resources being produced. After a dogfight, we'll manage to blow it up, but a number of their endos will have bailed from their ship and gone inside the station to block our access the control console. We'll blow up any remaining defense turrets and land on the station's loading dock. We'll dismount and make our way inside the station. After fighting our way through down a series of hallways (I'll kill someone while walking on the ceiling! So cool!), we'll get to the control console and set up to defend the doors. I'll begin hacking the control console and eventually get station storage access. We'll let the rest of our corp know that the coast is clear, and our transporter will show up a little while later to collect the generated resources after I set up the resource bridge connection for them. After the activity window ends, we'll head home with a full transport and hope we aren't ambushed on the way back by a JerkCorp counter-attack.
This is gamey and artificial! This sucks! What about my organic entirely player-driven world?
Answered in depth in the Rogue Drones thread.
Indestructible? But this is a fully destructible voxel world!
Let's be real, this mechanic wouldn't last more than a week if these stations were destructible.
Why are resources only produced during the activity window?
Attaching a time limit to a point of interest or hotspot helps ensure that all interested players show up at the same time. This maximizes the chance of actual PvP and interesting interactions. It avoids situations where players passively siphon off of the mine during off-hours without running the risk of being attacked.
Why are activity windows on a fixed and predictable time?
Two reasons. First, it's so people with other things to do can plan their play time and coordinate group play sessions around mine timers. Second, it ensures that everyone on all sides will know ahead of time when and where to be to shoot at each other for maximum PvP fun.
Happy to discuss any thoughts or feedback. I'm not too concerned about the lore, or even the visuals/skinning of the idea. The point is to create a low-investment, low-risk PvP objective for people to participate in at a predictable time and place without putting something as big as a station or capital ship on the line. Hopefully that's the point that comes across here using this as a skeleton framework for discussion.
Note: Any number in [brackets] is a ballpark number and shouldn't be taken at face value without tweaking. Some points are (Optional) and would be nice to have, but aren't critical to the core concept.
Revision 2: 28 Dec 2021, previous revisions: R1
Progenitor Mine
Ancient and enigmatic, progenitor mining stations predate Endo expansion into the Eos system by millions of years. Little is understood about these structures, their origin, or how they remain operational despite their age. Immovable and impervious to our weapons, these megaliths synthesize advanced compounds from ambient gasses, stoically persisting in autonomous service to creators long since vanished.
- Progenitor Mines are dev-placed stations deep in the belt at fixed locations far away from dev safe zones.
- Progenitor Mines are rare. The Eos belt, for example, may have at most 10 or 20 of them scattered throughout.
- Progenitor Mines interfere with Endo shielding and warp technology.
- Stations may not be built within [20km] of a Progenitor Mine (to ensure an unprotected gap between any player stations and the mine).
- Capital ships, civilian or military, may not warp within [20km] of a Progenitor Mine.
- Progenitor Mines have no safe zone, and PvP can freely occur in or around the structure.
- Progenitor Mines can not be entirely destroyed by players.
- Option A: The mine's structure is impervious to all damage and collision.
- Option B: The mine's structure is vulnerable to damage, but automatically self-repairs between activity windows.
- (Optional) Progenitor Mines are protected by NPC auto-turrets.
- These turrets automatically engage any ship or player during the activity window, until they are destroyed.
- If destroyed, an auto-turret will automatically repair itself before the next activity window.
- Every [11] hours, the Progenitor Mine becomes active for 1 hour.
- Different mines are active at different times of day, to account for players from different time zones.
- A given mine is active at the same time(s) each day, every day (e.g. 7am-8am and 7pm-8pm, every day).
- While the Progenitor Mine is active, a player can enter the structure and interact with the control console.
- The structure interior is designed to be an Endo-only combat space, too confined for ship combat.
- The control console and its immediate surroundings are impervious to all damage.
- "Hacking" the the control console requires a [120] second interaction period, represented by a progress bar.
- The player must stay within [3m] of the console after beginning the hack.
- Firing a weapon, leaving the maximum range, or taking damage will interrupt the hack.
- If interrupted, the player's interaction progress is reset to the full time.
- Successfully hacking the control console will grant the player storage access to the station.
- A player's storage access is removed and reset when that mine's next activity window begins.
- Player storage access is unlocked on a per-mine basis, and does not carry over between mines.
- Any number of players can interact with the control console and get station storage access.
- During the activity window, the Progenitor Mine will begin producing a rare/exclusive and desirable resource into its storage.
- This resource production occurs on 6 minute ticks. An activity window will have 10 such ticks.
- Resource production ticks occur only when the Progenitor Mine is active. (Why? Answered below.)
- Resources remain in the Progenitor Mine's storage until collected or until the next activity window begins.
- A resource bridge connection is available at a docking area on the Progenitor Mine for collecting and transferring this resource.
- This resource bridge can only be used by a player that has obtained storage access during this activity window.
- Resource transfer is one-way -- no materials or resources can be inserted into the mine's storage.
- (Optional) This resource is highly radioactive and ships carrying it are easy to detect and ambush.
Why all of... (gestures wildly at the above) this?
I discuss this in depth in the Rogue Drones thread so I'm not going to rehash it too much here. Starbase needs things to do. Players can't be relied upon to make all of those things to do, especially when there are so few players to begin with. We're in a situation where players aren't playing because there isn't anything to do because players aren't creating the content because players aren't playing because... you get the idea. Having the game itself give more things for players to do brings more players into the world, which in turn means more players will be creating more content for other players. The game needs more of an initial hook to build and keep player content momentum, and part of creating that hook is providing some baseline gameplay content that doesn't require a lot of player-work to function.
But we have station sieges, and will eventually have moon base sieges and passive production. Again, why this?
This is intended for smaller groups who want something to do every night. Sieges are big events. They require a lot of investment on both the attacker's side (military capital ship) and defender's side (a station worth attacking). They aren't going to happen every day, and a typical player probably shouldn't expect to participate in one more than once a week or two. One side of a siege will also always lose something big and expensive, so every siege is a big risk. By contrast, Progenitor Mines require no upfront cost from any interested party other than "show up here at the right time". The rewards should be just enough that players want to fight over and capture these things for them, but not enough that corps are going to rage-uninstall when they lose the fight. This is a fun, low-investment and high-engagement activity that gives players things to do and fight over without putting a lot on the line each time.
How do you envision this playing out? What's the player story here?
It's Wednesday night. I just had a great time playing with my amazing corpmates in Starbase, my favorite video game, but it's late and I need to log off for the night. Tomorrow, I'm going to log on at around 6:30pm in time for the activity window on the mine closest to our corp's station. There's another corp nearby and we've been fighting over this mine every night. Those jerks! Tomorrow night, it's ours! After logging on, we'll rally up a squad of around 5 players, split between two ships, and make our way to the mine. The window starts at 7pm, and we'll arrive at around 7:20pm to see JerkCorp loading up a transport with the resources being produced. After a dogfight, we'll manage to blow it up, but a number of their endos will have bailed from their ship and gone inside the station to block our access the control console. We'll blow up any remaining defense turrets and land on the station's loading dock. We'll dismount and make our way inside the station. After fighting our way through down a series of hallways (I'll kill someone while walking on the ceiling! So cool!), we'll get to the control console and set up to defend the doors. I'll begin hacking the control console and eventually get station storage access. We'll let the rest of our corp know that the coast is clear, and our transporter will show up a little while later to collect the generated resources after I set up the resource bridge connection for them. After the activity window ends, we'll head home with a full transport and hope we aren't ambushed on the way back by a JerkCorp counter-attack.
This is gamey and artificial! This sucks! What about my organic entirely player-driven world?
Answered in depth in the Rogue Drones thread.
Indestructible? But this is a fully destructible voxel world!
Let's be real, this mechanic wouldn't last more than a week if these stations were destructible.
Why are resources only produced during the activity window?
Attaching a time limit to a point of interest or hotspot helps ensure that all interested players show up at the same time. This maximizes the chance of actual PvP and interesting interactions. It avoids situations where players passively siphon off of the mine during off-hours without running the risk of being attacked.
Why are activity windows on a fixed and predictable time?
Two reasons. First, it's so people with other things to do can plan their play time and coordinate group play sessions around mine timers. Second, it ensures that everyone on all sides will know ahead of time when and where to be to shoot at each other for maximum PvP fun.
Happy to discuss any thoughts or feedback. I'm not too concerned about the lore, or even the visuals/skinning of the idea. The point is to create a low-investment, low-risk PvP objective for people to participate in at a predictable time and place without putting something as big as a station or capital ship on the line. Hopefully that's the point that comes across here using this as a skeleton framework for discussion.
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