UPDATE: I posted some additional notes and thoughts/clarification later in the thread, you can find that post here!
Starbase is lacking in activity variety. For the most part, the bulk of the time an average player spends in the world can be divided into mining, building, and PvP (which is mostly searching, not fighting). Compare this with other games in the genre, and the breadth of practical activities is very limited. This, for the most part, hinges on the world and the minimal variety of stuff out in it -- it's all really just rocks and gas. I think this needs to change.
Rogue drones to the rescue!
Rogue drones are a faction of malfunctioning non-endo AI constructs that serve as NPC adversaries. Like resources in space, rogue drones are more frequent/active/dangerous in some regions than others. Fundamentally, they provide player objectives or points of interest (POIs), add risk to the world, and introduce an element of exploration, discovery, and rarity to an otherwise rock-and-gas universe. These occur in various different forms, including:
Telegraphed POI? What's that?
For PvP to occur, at least two opposing players must be in the same spot at the same time. In a world as large as Starbase's, this is difficult to engineer. Looking to other games for inspiration, I believe the best way to make this happen on a consistent basis is by focusing on four key ingredients:
Wait, go back, you said something about rewards?
I sure did, and this is critical. Rogue drones can, must, add flavor and rarity to the world. Right now, ship parts are ship parts. Some require rarer minerals, but for the most part, they aren't too special. Imagine that, at the core of a rogue drone complex, you have a chance to find a blueprint chip for a rare overclocked reactor -- good for 50 printed copies in a factory. Trade goods? You bet. Sell the chip, or run the blueprint through your factory and sell the reactors directly. Or risk hauling them to a more popular market to put them on the auction house there. There are plenty of opportunities for what an NPC adversary can add to the world. Rare dye colors for ships, player cosmetics, overcharged weapon ammunition, and so on. Things that make the world and the things out in it worth fighting and exploring for, with flavor and variety besides just rocks and gas.
This sounds gamey and artificial! What about a player-driven world?
There are two realities here that it's time to confront.
First, players can't be expected to provide all the content and activities for other players to do. Territory control and sieges are great, but sieges won't happen every day, and each one comes at a significant cost along with a demoralizing penalty for the loser. Sieges and territory conflict are not an activity you can expect to engage in every time you play Starbase; they should be one of many activities you should have available to you when you log in. Similarly, there are organizers who go out of their way to create content with staged battles, tournaments, and other events, but burnout sets in quickly and the job is thankless. Community events, be they player- or dev-driven, are also not a sustainable activity source. The game itself needs to do more work here.
Second, many fun encounters are asymmetrical. It's way more fun to stalk and blow up a trade ship than it is to have your trade ship stalked and blown up. Players don't always want to be on the butt end of someone else's fun. But do you know who doesn't care about whether or not they're having fun? NPCs don't care. NPCs are the perfect way to give players the fun of doing a thing that isn't fun to have done to you. They don't get bored sitting in a turret all day waiting for someone to show up. They don't mind driving a ship full of goodies from place to place all day just to be attacked. They don't rage-uninstall when someone blows up the station they spent days building. Is it as fun to blow up an NPC ship as it is to blow up a player's? Certainly not, but it can still be pretty fun, it's definitely better than nothing, and it means there will be more players out there in space to blow up.
As a game, Starbase needs to provide more things for its players to do. It especially needs to create activities that don't rely on players doing all the grunt work and absorbing all the costs and losses. Game-driven content creates more player-driven opportunities by keeping players around and directing them to locations where they're likely to encounter one another, or can still have fun even if they don't. It's a net positive, even if it comes at the cost of adding more "game" to the game. The best sandbox games aren't empty, system-less worlds where players provide all the content. They're deep, system-rich games that embrace and amplify all the different activities that the players want to engage in together. They provide content and goals for many different pillars of gameplay.
Okay, but why rogue drones?
Because they're weird and crazy! No, seriously. AI and NPCs are difficult to add to any game, let alone Starbase. Players are likely to be more forgiving of dumb AI if they're presented as malfunctioning AI in-world. Sure, yeah, that rogue drone ship just crashed into an asteroid. Oh well, I guess that's what you get when your circuitry is going haywire. Rogue drones are the perfect narrative conceit to get away with mistakes in the AI and NPC development process. They aren't endos, and don't need to act like we would. A rogue drone ship can just be a ship with no pilot -- the drone just is the ship, with some AI core box buried in the circuitry (valuable loot, perhaps). Same with turrets and other rogue drone structures. You don't need NPC endos at all to add AI adversaries to Starbase.
Another advantage of using malfunctioning AI as a narrative conceit is that they're strange, mysterious, and inscrutable. They can't be expected to act in rational ways, which gives designers more creative freedom in how to use them for gameplay. Imagine a multi-act game-wide story event where the drones are discovered to be building a temple of sorts to... something, and the whole playerbase needs to go stop it in time. Would that seem strange or out of place to you? Probably not -- they're crazy rogue drones, who knows what they're thinking or why they do things. You can really get away with a lot while still staying faithful to Starbase's robotic aesthetic and fantasy.
Now, does any of this require the antagonist to be rogue drones? Of course not, but I think they would fit well with the setting and allow for a lot of creative flexibility. I think they're far more thematic to Starbase than aliens or organic enemies would be, and trying to add enemy endo NPCs would bring far more expectations for polish and fidelity for limited payoff. Of these options, rogue drones seem to me like the best way to get the widest variety of NPC activities with the least risk or investment.
---
Anyway, that's what I think the game should focus on after its current major roadmap items are finished. I eagerly await the replies telling me to go back to WoW.
Starbase is lacking in activity variety. For the most part, the bulk of the time an average player spends in the world can be divided into mining, building, and PvP (which is mostly searching, not fighting). Compare this with other games in the genre, and the breadth of practical activities is very limited. This, for the most part, hinges on the world and the minimal variety of stuff out in it -- it's all really just rocks and gas. I think this needs to change.
Rogue drones to the rescue!
Rogue drones are a faction of malfunctioning non-endo AI constructs that serve as NPC adversaries. Like resources in space, rogue drones are more frequent/active/dangerous in some regions than others. Fundamentally, they provide player objectives or points of interest (POIs), add risk to the world, and introduce an element of exploration, discovery, and rarity to an otherwise rock-and-gas universe. These occur in various different forms, including:
- Rogue Drone Derelict: Inert discoverable shipwrecks that spawn randomly in the world and can be encountered and salvaged. May or may not be detectable from far away by their radiation signature. May or may not have still-active autoturrets posing a threat to would-be salvagers. Can be salvaged for normal ship parts and potentially a minor reward.
- Rogue Drone Caravan: A collection of transport ships full of materials with autoturret (or autonomous ship, if possible) defenses. Can be discovered or detected via radiation signature. When attacked, the caravan broadcasts a chat notification and a trackable SOS signal to all players in the region and begins to flee in an arbitrary direction until destroyed or lost. May be carrying a minor reward.
- Rogue Drone Complex: A labyrinthine station-like complex with autoturret (or autonomous ship, if possible) defenders. These are telegraphed POIs (see below) that provide an incentive for multiple players to arrive at the same time and fight each other while making/blasting their way through the structure for a major reward deep within.
Telegraphed POI? What's that?
For PvP to occur, at least two opposing players must be in the same spot at the same time. In a world as large as Starbase's, this is difficult to engineer. Looking to other games for inspiration, I believe the best way to make this happen on a consistent basis is by focusing on four key ingredients:
- Players must be incentivized to go to a location with a tangible reward for success.
- Players must know exactly (or very nearly) where that location is.
- This incentive should have a limited time window, so that players need to arrive at the same time.
- This incentive must be announced to players well before it happens, to give them time to prepare and travel to the destination.
Wait, go back, you said something about rewards?
I sure did, and this is critical. Rogue drones can, must, add flavor and rarity to the world. Right now, ship parts are ship parts. Some require rarer minerals, but for the most part, they aren't too special. Imagine that, at the core of a rogue drone complex, you have a chance to find a blueprint chip for a rare overclocked reactor -- good for 50 printed copies in a factory. Trade goods? You bet. Sell the chip, or run the blueprint through your factory and sell the reactors directly. Or risk hauling them to a more popular market to put them on the auction house there. There are plenty of opportunities for what an NPC adversary can add to the world. Rare dye colors for ships, player cosmetics, overcharged weapon ammunition, and so on. Things that make the world and the things out in it worth fighting and exploring for, with flavor and variety besides just rocks and gas.
This sounds gamey and artificial! What about a player-driven world?
There are two realities here that it's time to confront.
First, players can't be expected to provide all the content and activities for other players to do. Territory control and sieges are great, but sieges won't happen every day, and each one comes at a significant cost along with a demoralizing penalty for the loser. Sieges and territory conflict are not an activity you can expect to engage in every time you play Starbase; they should be one of many activities you should have available to you when you log in. Similarly, there are organizers who go out of their way to create content with staged battles, tournaments, and other events, but burnout sets in quickly and the job is thankless. Community events, be they player- or dev-driven, are also not a sustainable activity source. The game itself needs to do more work here.
Second, many fun encounters are asymmetrical. It's way more fun to stalk and blow up a trade ship than it is to have your trade ship stalked and blown up. Players don't always want to be on the butt end of someone else's fun. But do you know who doesn't care about whether or not they're having fun? NPCs don't care. NPCs are the perfect way to give players the fun of doing a thing that isn't fun to have done to you. They don't get bored sitting in a turret all day waiting for someone to show up. They don't mind driving a ship full of goodies from place to place all day just to be attacked. They don't rage-uninstall when someone blows up the station they spent days building. Is it as fun to blow up an NPC ship as it is to blow up a player's? Certainly not, but it can still be pretty fun, it's definitely better than nothing, and it means there will be more players out there in space to blow up.
As a game, Starbase needs to provide more things for its players to do. It especially needs to create activities that don't rely on players doing all the grunt work and absorbing all the costs and losses. Game-driven content creates more player-driven opportunities by keeping players around and directing them to locations where they're likely to encounter one another, or can still have fun even if they don't. It's a net positive, even if it comes at the cost of adding more "game" to the game. The best sandbox games aren't empty, system-less worlds where players provide all the content. They're deep, system-rich games that embrace and amplify all the different activities that the players want to engage in together. They provide content and goals for many different pillars of gameplay.
Okay, but why rogue drones?
Because they're weird and crazy! No, seriously. AI and NPCs are difficult to add to any game, let alone Starbase. Players are likely to be more forgiving of dumb AI if they're presented as malfunctioning AI in-world. Sure, yeah, that rogue drone ship just crashed into an asteroid. Oh well, I guess that's what you get when your circuitry is going haywire. Rogue drones are the perfect narrative conceit to get away with mistakes in the AI and NPC development process. They aren't endos, and don't need to act like we would. A rogue drone ship can just be a ship with no pilot -- the drone just is the ship, with some AI core box buried in the circuitry (valuable loot, perhaps). Same with turrets and other rogue drone structures. You don't need NPC endos at all to add AI adversaries to Starbase.
Another advantage of using malfunctioning AI as a narrative conceit is that they're strange, mysterious, and inscrutable. They can't be expected to act in rational ways, which gives designers more creative freedom in how to use them for gameplay. Imagine a multi-act game-wide story event where the drones are discovered to be building a temple of sorts to... something, and the whole playerbase needs to go stop it in time. Would that seem strange or out of place to you? Probably not -- they're crazy rogue drones, who knows what they're thinking or why they do things. You can really get away with a lot while still staying faithful to Starbase's robotic aesthetic and fantasy.
Now, does any of this require the antagonist to be rogue drones? Of course not, but I think they would fit well with the setting and allow for a lot of creative flexibility. I think they're far more thematic to Starbase than aliens or organic enemies would be, and trying to add enemy endo NPCs would bring far more expectations for polish and fidelity for limited payoff. Of these options, rogue drones seem to me like the best way to get the widest variety of NPC activities with the least risk or investment.
---
Anyway, that's what I think the game should focus on after its current major roadmap items are finished. I eagerly await the replies telling me to go back to WoW.
Last edited: