Hello. I'm pretty excited for all the various elements of starbase but one thing is bothering me.
As far as I can tell the stated setup for all things ship revolves around stations. You respawn Exos in stations, and dock ships in stations to de-rez them when you want to go offline to keep them safe.
So, if you need to crew a ship with multiple people, the assumption here is the whole crew operates out of the same station, and you have a basic operational range of whatever fuel can comfortably get you to and from a station, or to an objective and to another station (say, cargo movements or mining)
Great setup as long as all of your friends have exos on all of the stations in question, and everyone logs on all at one time before embarking.
Not so great if you're trying to build a crewed ship for exploration.
The idea here is a classic "No one has Gone Before" exploration ship as one might see in classic sci fi ala Star trek or Battlestar Galactica. A lone ship that has the industrial capacity to refine its own fuel, process its own ammo, launch smaller utility ships, etc.
This is what I'd generally consider the archetypal 'exploration ship' a large design that isn't particularly built to be super efficient at any one thing, but is in stead moderately competent at all the things so it can be self sufficient on long journeys far away from stations. I'd think ships like these would be crucial in finding new and valuable resource fields so factions know where to put up new stations.
In theory, Starbase allows the creation of such a ship, but in practice the systems we've heard of are problematic for such a ship.
Players Respawning/going offline - If I can not build some sort of respawn facility on ship, my entire crew essentially suffers permadeath. This is going to cut any long term exploratory mission short really quickly if any time a single crew member has an accident they are lost permanently as they respawn back at the station we departed from. How can I run an exploration vessel if I need to leash myself to operational range from a station to maintain my crew compliment?
Spaceship Offline Protection - If my ship remains in universe even when all crew members are offline, engaging in such a mission is essentially suicide. While in science fiction these ships have crews or AI capable of round the clock monitoring, Starbase substitutes this with hard derezzing of ships and players so people can be assured their stuff won't be blown up while they're at work. This makes sense in station range, but how am I to boldly go if every time I boldly go I log back in to everything being torn down by pirates or blown up by random meteors?
Galactic Speed Limit - This one compounds the other two issues. If I'm limited to a relatively low galactic speed limit, need to remain close enough to stations to collect dead crew members, and have no ability to somehow protect the ship while I'm offline, I don't forsee explorers actually doing much exploring.
Solutions
Hibernation Pods - People have discussed this already. Allow the construction of a bindable respawn system on spaceships, require a significant amount of fuel, material. This should be costly for the ship and limit its operational range if people are constantly dying. This is preferable to raw materials I think as additional fuel storage automatically equates to making the ship more vulnerable, right? This would mean if my crew experiences heavy losses I might need to pull an emergency refueling operation, but if I'm lucky I might still be able to stay on course. Each Pod is keyed to one entry in the Crew Registry, and as such you need one additional pod for each crew member who may need to respawn. These pods also function as safe logout points for the crew. These pods are quite large and as such a ship with a large crew would need to devote a substantial amount of its power and internal mass to housing a large number of these pods. Hibernation pods are also responsible for scanning and writing the player data to the YOLOL chips in the Crew Registry.
Crew Registry - Required to use a Hibernation Pod, This is a mission critical YOLOL chip rack tasked with storing the consciousness/connection of all crew members. This device must remain powered and networked to respawn pods for them to function. Sabotaging the Crew Registry and eliminating the crew is probably the fastest way to steal an exploration ship. The Crew Registry stores its data on YOLOL chips, one for each member. This allows crew to be effectively transferred from one ship to another, but also adds the risk that a saboteur could access the registry and add/change the vessel's crew without your knowledge (ex. one stowaway with a pocket full of crew chips waits until you're all on a mineral run, replaces your crew with his, murders the original crew, and now his friends can respawn in the pods while your guys are all stuck respawning at station)
Storing crew data as YOLOL chips also allows that data to be transmitted wirelessly or copied, allowing a single player to crew multiple ships at once if the owners can afford the space in the crew registry.
Going Dark - Allow ships at a long distance from all stations and other ships to "Go Dark" on the spot. Like derezzing is used to emulate docking a ship in a safe place, "Going Dark" is used to emulate using the vastness of space and lack of EM emissions to hide a ship. Essentially, any ship that is outside a predefined range from any station can shut down all generators, and will be removed from the game world as if docked on the spot once all crew members have logged out for, say 10 minutes. The station range limit should prevent this from being abused to "Pocket" warships and other such things in combat areas, and the "distance from other ships" should prevent it from creating "ambush alts" designed to log a larger more expensive ship in only when a smaller and cheaper ship has found a target for it.
As far as I can tell the stated setup for all things ship revolves around stations. You respawn Exos in stations, and dock ships in stations to de-rez them when you want to go offline to keep them safe.
So, if you need to crew a ship with multiple people, the assumption here is the whole crew operates out of the same station, and you have a basic operational range of whatever fuel can comfortably get you to and from a station, or to an objective and to another station (say, cargo movements or mining)
Great setup as long as all of your friends have exos on all of the stations in question, and everyone logs on all at one time before embarking.
Not so great if you're trying to build a crewed ship for exploration.
The idea here is a classic "No one has Gone Before" exploration ship as one might see in classic sci fi ala Star trek or Battlestar Galactica. A lone ship that has the industrial capacity to refine its own fuel, process its own ammo, launch smaller utility ships, etc.
This is what I'd generally consider the archetypal 'exploration ship' a large design that isn't particularly built to be super efficient at any one thing, but is in stead moderately competent at all the things so it can be self sufficient on long journeys far away from stations. I'd think ships like these would be crucial in finding new and valuable resource fields so factions know where to put up new stations.
In theory, Starbase allows the creation of such a ship, but in practice the systems we've heard of are problematic for such a ship.
Players Respawning/going offline - If I can not build some sort of respawn facility on ship, my entire crew essentially suffers permadeath. This is going to cut any long term exploratory mission short really quickly if any time a single crew member has an accident they are lost permanently as they respawn back at the station we departed from. How can I run an exploration vessel if I need to leash myself to operational range from a station to maintain my crew compliment?
Spaceship Offline Protection - If my ship remains in universe even when all crew members are offline, engaging in such a mission is essentially suicide. While in science fiction these ships have crews or AI capable of round the clock monitoring, Starbase substitutes this with hard derezzing of ships and players so people can be assured their stuff won't be blown up while they're at work. This makes sense in station range, but how am I to boldly go if every time I boldly go I log back in to everything being torn down by pirates or blown up by random meteors?
Galactic Speed Limit - This one compounds the other two issues. If I'm limited to a relatively low galactic speed limit, need to remain close enough to stations to collect dead crew members, and have no ability to somehow protect the ship while I'm offline, I don't forsee explorers actually doing much exploring.
Solutions
Hibernation Pods - People have discussed this already. Allow the construction of a bindable respawn system on spaceships, require a significant amount of fuel, material. This should be costly for the ship and limit its operational range if people are constantly dying. This is preferable to raw materials I think as additional fuel storage automatically equates to making the ship more vulnerable, right? This would mean if my crew experiences heavy losses I might need to pull an emergency refueling operation, but if I'm lucky I might still be able to stay on course. Each Pod is keyed to one entry in the Crew Registry, and as such you need one additional pod for each crew member who may need to respawn. These pods also function as safe logout points for the crew. These pods are quite large and as such a ship with a large crew would need to devote a substantial amount of its power and internal mass to housing a large number of these pods. Hibernation pods are also responsible for scanning and writing the player data to the YOLOL chips in the Crew Registry.
Crew Registry - Required to use a Hibernation Pod, This is a mission critical YOLOL chip rack tasked with storing the consciousness/connection of all crew members. This device must remain powered and networked to respawn pods for them to function. Sabotaging the Crew Registry and eliminating the crew is probably the fastest way to steal an exploration ship. The Crew Registry stores its data on YOLOL chips, one for each member. This allows crew to be effectively transferred from one ship to another, but also adds the risk that a saboteur could access the registry and add/change the vessel's crew without your knowledge (ex. one stowaway with a pocket full of crew chips waits until you're all on a mineral run, replaces your crew with his, murders the original crew, and now his friends can respawn in the pods while your guys are all stuck respawning at station)
Storing crew data as YOLOL chips also allows that data to be transmitted wirelessly or copied, allowing a single player to crew multiple ships at once if the owners can afford the space in the crew registry.
Going Dark - Allow ships at a long distance from all stations and other ships to "Go Dark" on the spot. Like derezzing is used to emulate docking a ship in a safe place, "Going Dark" is used to emulate using the vastness of space and lack of EM emissions to hide a ship. Essentially, any ship that is outside a predefined range from any station can shut down all generators, and will be removed from the game world as if docked on the spot once all crew members have logged out for, say 10 minutes. The station range limit should prevent this from being abused to "Pocket" warships and other such things in combat areas, and the "distance from other ships" should prevent it from creating "ambush alts" designed to log a larger more expensive ship in only when a smaller and cheaper ship has found a target for it.
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