First off I would like to commend Neva for not stuping to the same childish behaviour despite the onsalaught of it being thrown back at them for genuine constructive critisim of current mechanics and how they can be reformed. I would also like to ask where the mods are on some of these comments. Is this seriously how a community should treat 'outsiders' looking to join them if they want it to be a sucessful project? A mod doesn't have to ban people or delete posts to keep the peace: they can step in as XenoCow did and tell people to grow up. This is far from the first time I have seen this behaviour on the forums or discord, and this community is getting a reputation in multiple other communities for being so unwelcoming of new people with new ideas/suggestions(I have seen nothing but negativity towards starbase outside starbase circles, because every time someone tries to bring it up as a cool up-and-coming game someone else mentions "its too bad the community is so toxic though"(actual quote), ending the conversation there). A closed minded and openly toxic community is the
fastest way to kill any game. Starbase is and will be a niche game we need all the players we can get, especially the ones willing to put in effort to try and make it better for everyone. Secondly, I noticed that Neva is new to
our (all of us, everyone, the whole group) community (may 11th) so welcome to the community. I truely hope your experience with it sharply gets better Neva.
I think the perfect time for this kind of open-minded discussion is right around the corner with it being an alpha and about to be in everyones hands. The time for change is now, while not everything is rooted to eachother and thus
can be changed at this stage. Starbase is starting with such a promising base of its physicalized voxel damge combat without the cop-out that is shields, damage will be a serious consideration to take when fighting. The damage system gives a feeling of lethality to every strike, even if only digging a chunk out of your armour - it all adds up.
Maneuvering is still a massive consideration, as well as speed. I can go into more depth, but it’s a big subject.
Please do, this is exactly why we are having this discussion. I would love to hear about specific maneuvers that can be used to gain positional advantages and counter manuevers to break away from an engagement or how velocity is willingly varried in combat for advantages against your opponent. In a fighter we change velocity and vector to change how a missile will lead its target, expending its limited energy it must use for speed or manuevering.
Personally I think that a lot is to be gained by having cross-sectional radar signatures with passive and active radar of varying resolutions. This can play off of asteroids masking you. Combined with another system for misc signals output of a vessle like RF, EM and others that can be be cleverly used in conjucntion with radar to get information on people searching for you (and thus probably up to no good). For example your EM sig for using a 'better' (omni-directional rather than conical, longer range/better resolution) radar.
Unfortunately at this time without better information on small ship combat maneuvers I can't give much feedback other than velocity probably needs to play a bigger role in which is varries significantly throughout a fight instead of always hitting your crafts top speed. My last serious combat information came from the tournament when turret armour was the only block with armour stats (taking about 3x the damage typically iirc?), and floor mats stopped all shots dead but got a hole in them as a result, so combined made a ship extremely durable to sustained fire and peircing shots were unusable due to the bug with floor mats due to contenders layering them multiple times (if memory serves me correctly). Functionally making the whole tournament a joke because only two or three teams actually employed this, making every other team irrelevent. (again, if memory serves some craft using this I think I calculated to have around twenty times the effective HP of a craft not using this from almost every angle, because of these issues.) Issues aside from that, I would really like to see dogfighting be heavilly based on knowing your maneuvers, ranges at which to use them, and managing your velocity (which I really think will require guided missiles of some sort to acheive, but if anyone can think of another way to force pilots to change velocities toss that idea in here!)
For large ship combat I think their role should be as the tank: extremely durable and relatively easy to repair mid combat (flipping open hatches/entering crawl spaces to repair your cables/pipes while ignoring noncritical hull breaches). Spitballing here:
- Possibly having respawn bays carrying extra endos to download you into
- more efficient for travel due to a better (but larger) thruster for efficiency forcing a fighter wing to need them for rearming and refueling.
- Low yield guided missiles that have to be spinally mounted (an lock on in a forward cone) but provide an airspace threat to fighters, with the same limitations as real life - they only have so much fuel and manueverability. smaller missile = less payload/fuel/turning radius, inverse also being true. As a missile closes on a target its fuel is used adjusting its course to intercept a target or accelerating.
- higher DPS per given requirements for turrets to offset the single target nature of large ships (1 vs 20 with equal parts/guns just less on each, the 20 ships will win because of target reaquisition and redundancy, their fighting capabilities are reduced a lot slower than one target)
- Allowing large ships high velocity small calibre railguns that do nothing but peirce
- Restricting sender antenna to larger vessles by requiring more power that could be provided by a reactor only practical on larger vehicles.
- Could be attacked with 'man cannons'. Seeing that we are robots we can sustain a significantly higher G-force than squishy humans, thus loading an endo into a can with a hardened tip to peirce into an enemy ship for a ranged boarding action (if well aimed) could be a great way to mix up mid combat ship fights with an on-board sabatuer or FPS fight.
Ultimately large ships need something very valuable that people will want and give a distinct advantage for having varried sizes of vehicles, including in combat. Having a dedicated brawler large ship because of their inate durability from size could be interesting too.