- Joined
- Nov 1, 2021
- Messages
- 39
So I want to address a few things common to both of these posts, together:
Activities first, AI second
This suggestion thread is primarily about adding game-driven activities in the world in a cohesive and expandable way. Competent combat AI ships are secondary, and nonessential, to that. The three examples I gave intentionally do not require autonomous combat ships. At minimum they require implementation of an AI turret that can track and shoot players and of a ship hull that can fly in a direction and avoid asteroids in the process. Both of these exist to some degree in YOLOL form already, but I want to say here that rogue drones should absolutely, emphatically, not be programmed in YOLOL or limited by its constraints -- they don't have to be, and they would be completely hamstrung if done that way. These drones are game mechanics and really ought to be implemented in game code the way other game mechanics are, which leads into my next point that...
Rogue drones aren't endos
Rogue drones don't need to be bipedal robots walking around and using devices like players do. They don't need their ships to be fully wired up and driven by YOLOL. They don't need to play by the rules set for players. They are entirely different creatures and they aren't playing the game the way we do. If anything, they're more a form of hostile wildlife than a player-like NPC faction. A rogue drone autoturret doesn't need to look or act like an endo on a tripod; it can just be a self-contained turret that shoots at nearby players. A rogue drone ship can just fly on its own without any distinct pilot or accessible script. Rogue drones don't exist to populate the world with fake players, they exist to make the world more challenging and interesting for players. They don't need to use the same devices and logic that player ships do, nor do all their ship parts or weapons need to be player-usable or player-compatible (some should be, but not all). The advantage of using insane, malfunctioning AI with bizarre hardware as a narrative device is that it helps to explain away game balance considerations like making certain ship parts NPC-only ("this device is too unusual to connect to your ship's systems"). This helps to explain to the player why...
Rogue drone rewards are different
The developers can have complete control over how much or how little of a rogue drone ship or installation is salvageable or usable by players. They also have complete control over where and how often these things appear. Compared to the fields of near infinite asteroids full of resources that don't shoot at you, rogue drones wouldn't be a good source of raw resources, nor do they have to be a good source of normal manufactured ship parts. For one thing, rogue drone ships don't even have to have player-usable weapons or devices like MFC/FCU boxes on them, since they play by different rules. There may be some electronics on rogue drone constructions that can taken and used as-is, others that can't be used but instead refine into desirable materials, and some that are simply worthless once removed from their host drone. This still provides rewards for salvage-oriented players (who currently have precious little to salvage on a day to day basis) without hurting industry-oriented players or making rogue drones an easy ship part farm. Rewards-wise, rogue drones should mostly do the things asteroids can't, like provide unique cosmetics, decorative parts, rare limited-run ship part blueprints, and so on. Things with uniqueness and flavor. Maybe even little bits of lore, for people who are into that sort of thing. But most importantly, bulk resource gathering and ship part acquisition will already be well handled by asteroids, moons, and factories, rogue drones won't (and don't need to) compete with this.
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I really want to underscore the point above about these drones being more like hostile wildlife than fake players. Their sole purpose is to create more fun in the game world. They don't need to worry about furthering their own goals or collecting resources or even having survival instincts. They aren't created by players for minmaxed personal gain on a traditional reward structure. They're created by game developers with a vision to provide interactive activities, to get people to log in to the game every day and get out into space to do things. I don't think player-sourced autoships would be as effective in accomplishing the same goals, especially if they're designed by players who are optimizing to a reward rather than to the attacker's fun. Not to say it's a bad idea on its own, but I think it would yield pretty separate results from what I'm trying to suggest here. Starbase really isn't lacking in things for ship designers to do. If anything, ship design is the game's strongest and most robust pillar. What I find lacking in Starbase is the variety of things for everyone to get out of the ship hangar and go do out in the wild, and I don't believe player-created content alone can sustainably fill that gap.
Activities first, AI second
This suggestion thread is primarily about adding game-driven activities in the world in a cohesive and expandable way. Competent combat AI ships are secondary, and nonessential, to that. The three examples I gave intentionally do not require autonomous combat ships. At minimum they require implementation of an AI turret that can track and shoot players and of a ship hull that can fly in a direction and avoid asteroids in the process. Both of these exist to some degree in YOLOL form already, but I want to say here that rogue drones should absolutely, emphatically, not be programmed in YOLOL or limited by its constraints -- they don't have to be, and they would be completely hamstrung if done that way. These drones are game mechanics and really ought to be implemented in game code the way other game mechanics are, which leads into my next point that...
Rogue drones aren't endos
Rogue drones don't need to be bipedal robots walking around and using devices like players do. They don't need their ships to be fully wired up and driven by YOLOL. They don't need to play by the rules set for players. They are entirely different creatures and they aren't playing the game the way we do. If anything, they're more a form of hostile wildlife than a player-like NPC faction. A rogue drone autoturret doesn't need to look or act like an endo on a tripod; it can just be a self-contained turret that shoots at nearby players. A rogue drone ship can just fly on its own without any distinct pilot or accessible script. Rogue drones don't exist to populate the world with fake players, they exist to make the world more challenging and interesting for players. They don't need to use the same devices and logic that player ships do, nor do all their ship parts or weapons need to be player-usable or player-compatible (some should be, but not all). The advantage of using insane, malfunctioning AI with bizarre hardware as a narrative device is that it helps to explain away game balance considerations like making certain ship parts NPC-only ("this device is too unusual to connect to your ship's systems"). This helps to explain to the player why...
Rogue drone rewards are different
The developers can have complete control over how much or how little of a rogue drone ship or installation is salvageable or usable by players. They also have complete control over where and how often these things appear. Compared to the fields of near infinite asteroids full of resources that don't shoot at you, rogue drones wouldn't be a good source of raw resources, nor do they have to be a good source of normal manufactured ship parts. For one thing, rogue drone ships don't even have to have player-usable weapons or devices like MFC/FCU boxes on them, since they play by different rules. There may be some electronics on rogue drone constructions that can taken and used as-is, others that can't be used but instead refine into desirable materials, and some that are simply worthless once removed from their host drone. This still provides rewards for salvage-oriented players (who currently have precious little to salvage on a day to day basis) without hurting industry-oriented players or making rogue drones an easy ship part farm. Rewards-wise, rogue drones should mostly do the things asteroids can't, like provide unique cosmetics, decorative parts, rare limited-run ship part blueprints, and so on. Things with uniqueness and flavor. Maybe even little bits of lore, for people who are into that sort of thing. But most importantly, bulk resource gathering and ship part acquisition will already be well handled by asteroids, moons, and factories, rogue drones won't (and don't need to) compete with this.
---
I really want to underscore the point above about these drones being more like hostile wildlife than fake players. Their sole purpose is to create more fun in the game world. They don't need to worry about furthering their own goals or collecting resources or even having survival instincts. They aren't created by players for minmaxed personal gain on a traditional reward structure. They're created by game developers with a vision to provide interactive activities, to get people to log in to the game every day and get out into space to do things. I don't think player-sourced autoships would be as effective in accomplishing the same goals, especially if they're designed by players who are optimizing to a reward rather than to the attacker's fun. Not to say it's a bad idea on its own, but I think it would yield pretty separate results from what I'm trying to suggest here. Starbase really isn't lacking in things for ship designers to do. If anything, ship design is the game's strongest and most robust pillar. What I find lacking in Starbase is the variety of things for everyone to get out of the ship hangar and go do out in the wild, and I don't believe player-created content alone can sustainably fill that gap.
Dude what you're talking about is directly contrary to the core design conceit of the game.
The "player driven content" thing isn't a gimmick, it's core to how the game was built from the ground up, and, very relevantly, core to how it was sold.
What you're talking about is a totally different game that is not the game we all bought - this isn't like an expansion pack or a riff on concept, it's a completely separate game that you expect to sit alongside this one.
It's like walking up to the counter at Katzs deli and having someone hand you a McDonald's big Mac. The problem there isn't that burgers are bad. That is like a 4 year olds idea of the ideal restaurant.