Hello,
From my experience, this has been the most controversial topic I've tried to bring up. I've alluded to this topic in my other posts and have called out the issue since Alpha access to Starbase. I am unprepared to fully explain the issue right now, but I will give it a shot. Hopefully I can convey the point I want to make where it is obvious to see the problem at hand.
The dream of an open-world single-universe MMO where players would be building their ships and going out into the game world, fighting other players, attacking enemy stations and rebuilding after all the chaos was heavily promoted to players. The first mention of ship design came from this video:
This video shows manual ship construction. Even the first video revealing Starbase showed vast amounts of ship building, ship destruction, ship and station destruction/raiding, and ship and station repair. My mind was blown at the reality that months after a raid, I could perhaps still see the bullet holes in the walls of my station that stand as a reminder of the battle.
All the early ships shown in Starbase videos were made "by hand" in a way - they had visible wiring, open areas to move around the ship, generators and propellant tanks in accessible areas of a ship and so on. They were well designed as if the devs built them by hand, taking into account the physical reality of having to move around the game world to place objects, wiring, and all the details that make a ship a ship. It was beautiful for many reasons, because it did what no one else had done before in making the scope of what was possible to be built based upon the physical limitations of the player - where the player could move, see and reach. As such, ships had accessible pilot chairs, interior designs, interior plating, conveniences for hatch access to certain parts and so much more.
In contrast (which I'll offer a lot of), we now have players accessing a pixel of their pilot chair to teleport into the chair, bottled into tight chambers with exploit-level bug use to eject from the enclosed cockpit. No regard for the accessibility of the ship is regarded. I'll of course get into why here in a bit.
In what I regard to be on of the absolute best Announcement Trailers of all time, Starbase showed off the dream of a physical universe:
The Announcement Trailer shows:
- Ships flying around a mega station, akin to a capital city
- Ships physically desiring to dock/land/stop around the city
- Ships with players opening their doors, welcoming friends
- Physical resources in the game world available for trade
- Purchasing weapons in the game world
- Installing parts and manually upgrading a ship with friends
- Repairing ship damage in the game world
- Modifying ships in the game world to add features to the ship
- Wiring the internals of a ship to "turn on the lights"
- Setting off into the game world with the modified ship and mining with friends
- Transporting physical material back to station
- An Empire vs. Kingdom underlying faction war story going on behind the scenes to drive player engagement
- Assaulting a station, complete with multiple ships, "docked" ships taking off to defend, physical damage per shot to ship parts, ship breaching with first person combat and ship hijacking, station damage, bullet holes in station walls, the chaos of large scale fights followed by the serenity of the aftermath
- Recovering damaged ships by cutting into the ship, rewiring and repairing the ship to a usable state to then bring it back to station (complete with a thruster not even working)
- Players actively repairing their station, then setting out into the game world once again
It's an absolute dream, and when I saw it, I recognized it was real - everything they showed was the current state of the game. No CGI nonsense, just actual gameplay.
I understand what happened in terms of how things veered away from this dream; the scope of the game going from whatever it was to an MMO changed what was possible and what was practical, and many things didn't come across as expected. I get that. But the point of this post is to point out the thing that kind of ruined the game from the start.
The biggest issue in Starbase actually comes down to a single "feature" which is the Space Ship Creator or Ship Designer Workshop - the SSC as we all know it.
On Discord, when I brought this up, people told me that the SSC is the only thing they really enjoy in Starbase. I have tried to point out that the reason the SSC is the only thing they enjoy is because the game itself has been killed off due to the presence of the SSC. Unfortunately, it seems this is an issue many people are unable to see the consequences of, as they are too fond of the ease of creation.
The SSC is itself a separate game from Starbase. It is a 3D Computer Aided Drafting program with limitations. Like I said in the PTU post, limitations make a game - the limitations on each piece in the game of Chess is what makes Chess a game. The SSC has limitations on what you can design, unlike a CAD program used in real-life architecture design which gives you lines and points, the Starbase SSC gives you a limited number of pieces to work with that make it a game. You are forced to use the pieces given to you to create something, and the other rules regarding "what makes a ship" means the game of designing a ship is a fun puzzle to solve.
Unfortunately, when paired with the MMO vision of Starbase, the SSC does immense damage to the game of Starbase by competing with players. As players withdraw out of the game of Starbase into the game of the SSC, they are removed from the game world, with no incentive to work with other players. Instead, they are incentivized to spend hours upon hours of solo-playtime refining a ship that they could not practically create in the game of Starbase without the aid of the game of the SSC's unique ability to work on a ship from any direction, to bolt parts from the back-side, to affix parts in strange positions otherwise made impossible and so on.
In short, the game of the SSC, and the game of Starbase, are wholly incompatible. The ships you can produce in the SSC are impossible to make "by hand" in the game of Starbase. As such, mixing to the two creates many problems for the devs, for players, and again, destroys the playerbase who are trying to play the game of the SSC to improve their success in the game of Starbase, only to find their lack of involvement in the game of Starbase renders the game of Starbase "dead."
The game of Starbase should NOT have the SSC at all, except for devs to use to make their ships which fit the theme of the game as they see fit. They could be the ones producing high-efficiency ships that cause players to buy those ships instead of hand-making their own. The Empire and Kingdom fighter ships for example have unique flavors of behavior, weapons and destruction, where it really fit the theme of the game. They could have thrown players into a Kingdom or Empire fighter ship and set players attacking each other. Instead, players skipped all that (which wasn't available anyway) and instead immediately went into the SSC to produce highly specialized, impossible to make in the live game world ships that disregarded everything the devs had made to that point.
Almost all the "store" ships were avoided because players could easily design something better, having the time and tools to create something better than the devs. Players don't care so much for looks and decals and the design. They mostly want to satisfy efficiency for their time. So, the SSC became the game of choice for players who wanted to succeed in the game of Starbase.
There are so many problems that stemmed from this behavior. I find it almost impossible to know where to begin on all this, because nearly every problem stems from this one feature (the SSC), which should have remained a dev tool.
I'll start with player behavior and their drive towards efficiency. Without the SSC, players would have been facing the live game world of Starbase with their efficient minds. In doing so, they would have had to work with other players, sourcing parts, resources and other means to produce the items they needed to prototype ships build inside the live game world (even in the instances would have been fine; some area to place parts in peace is fine). The need for ship parts means the market would be filled with parts as players would rather buy a part than spend the 10-20 minutes producing them. Players would also face the reality that if they did not acquire resources, someone else would do it first, thus hurting their efficiency in efforts. Meaning, players would be building to a point where it was "good enough" for the current state of the game, to then go out and do something in the game world, to then return, and slowly over time, larger ships would be produced once the resources and time available accumulated to a point to make it worth it. This would have led to a natural progression level of players as they built larger and larger ships over time - one-off ships that could not be easily reproduced, lending them to become popular, maybe even being hired out for specific missions/resource acquisition and so on.
Again, it is hard to convey the thousands of problems that stem from a single critical issue like the SSC. I will try. For now, let's take a quick break and watch some guy in Space Engineers manually create a ship in the game world.
I never played Space Engineers. I am a veteran of online MMO PvP games. I know what makes these games work, and it's a simple formula that seems to be hard for developers to grasp - do not split your playerbase. Facilitate as much player-to-player interaction as possible. Anything that causes players to not interact with one another should be avoided. It's like... opening a restaurant, you want to ensure the doors are open, the host is friendly, the service is quick, the food is good; but then devs come along and put massive concrete walls at their doors and chain their silverware to the tables.
But, the making of this ship in Space Engineers is well balanced - the player has something they want to do, and will make a ship that satisfies getting to that point, but not wanting to go too big too quickly. The player needs a basic ship before they have a bigger ship. The player needs to know how things work, before they can fathom a huge drill that consumes planets. In short, the player needs to learn how to walk, before they learn to run.
In Starbase, with the SSC as a competing game mode, players go from a crawl, straight into a sprint. There is no walking, and no running. You immediately go from recognizing all the store-bought ships are slow and bulky and plated with weird non-functional plates, to opening up the SSC and purposefully crafting a monster; a specialized ship dedicated to the purpose you had in mind. And it took hours, days, weeks even to do - all the while, you were not interacting with friends or other players in any meaningful way.
Instead of the SSC, it would be viable for players to make a ship and then save an in-game Blueprint to a chip as shown in the Moon Mining feature video at ~3:23 here:
Then players would still have to manufacture parts, but would still need to do the manual work of wiring, meaning ships would still need to be made in ways that either allows the blueprint to be filled in partially before doing wiring, then completing more stages of the Blueprint (players would manage this if necessary) or otherwise just build a ship that can be wired after the parts are fit in place. This would also play along with the factory-style production we saw in other feature videos, meaning the production and transportation of parts around a station, allowing companies to commit to their own basic fighter design, for example, and then set up the manufacturing process for that fighter ship so they can mass-produce them for war. This would be a lot of gameplay!
In an MMO, if my friends are working on something, I'm incentivized to go check it out and help. You see this in every related game. In Starbase, however, your friend is off in the SSC, playing not-Starbase, but a CAD program. You cannot help, and even if you join his designer instance, your efforts to help are minimal.
If however, you came home from work and your friend tells you that he's working on a ship design in the game world of Starbase, you would be happy to log in and see what he's got, offer suggestions, bring parts over to him, craft parts for him, and help him accomplish his goals, leading to vast amounts of gameplay and player interaction. Because you spent time helping, you now become invested in the success of the ship, and both incur the feelings of joy when it begins to fully work and accomplish its task (mining for example) and also feel the sorrow of loss when it is wrecked by either combat or collision - or perhaps some oversight, like forgetting to bring extra fuel.
The SSC killed player interaction. Not just killed, but actively kills player interaction to this day. The only time other players are involved in "ship design" today is after a ship has been "perfected" and players want to try out how it works against someone else's ship. There's no reason to not perfect a ship in the game of the SSC before importing it into the game of Starbase, so all interactions are void of depth. It is like a bunch of people on the internet telling each other what fancy sports car they own - it does not compare to the interaction of working mechanically on a sports car as a team and working to optimize such a thing. The gameplay of players interacting on designs, interacting on helping each other complete designs, and helping each other secure and mass produce designs, repair damage, and deal with all the things that come from the live game world of Starbase - all this is lost when the game of the SSC is competing for player fun and attention.
Without the dev tool of the SSC removed from player hands, the game will suffer this fate. Imagine World of Warcraft, where you could leave the game universe to craft your own raid-armor that would drop on bosses, but it takes you 100's of hours to design one piece of raid armor, so you never play the actual game. By putting the end-game gameplay of ship design into a second game - the SSC - Starbase bled out of player interaction.
Keep in mind, Starbase has the MOST meaningful player interaction in a game currently on the market. For example, Minecraft is a game which has meaningful player interaction, but without the MMO aspect. That interaction is why Minecraft has been so successful. The only reason Starbase is not continually rising in player activity is because of the competing modes (SSC, PTU, widespread safe-zones) that took away player interaction. Minecraft loses out on player interaction in a strange way due to anyone having their own servers. By offering a solution for players to exist in the same universe, Starbase offers meaningful player interaction where you see the work of other players in the live game universe - a single universe. That brings it to a whole new level that has not been reached before.
I recommend removing the SSC from players. I recommend a wipe, alongside the big update coming, including all ships and blueprints. I recommend removing "cheat mode" from the PTU. Anyone who complains that it will be a problem or that it will ruin the game - there were 13 people online when I played with my friend this past weekend. My recommendations come from a place of love for the game, not to ruin it, but to constrict the behavior of players where the singular game of Starbase is the shining dream the devs and all the players initially saw. The SSC was revealed to players approximately 6 months after the Announcement Trailer. It should have remained a dev tool. It is hard for devs to know what they should give to players and what they shouldn't; there's not a lot of examples regarding what makes or breaks an MMO. But, there are some basic rules and if Starbase can adhere to them, it can and will grow over time.
- Do not split your playerbase
- Make player actions matter
- Do not prevent your players from interacting with one another
- Establish meaningful things for your players to do which brings them together (another post, perhaps)
There are a few more, but these are the core of it. Starbase has 10/10 "make player actions matter" but suffers in splitting the playerbase across the game of the SSC and the game of "cheat mode" PTU, as well as not having a fully fleshed out "hotspot" idea such as players working together to build warp gates to new moons (such a thing would drive economic interest, PvP, and so much more, as long as it's not shut down by safe-zone mechanics). The great thing is all of this is possible and within a short reach if the game of Starbase can tighten up its approach and really hone in on what it means to be an MMO.
I love Starbase, and therefore I have love for all those who have worked on the game. I don't think Frozenbyte messed up or... did anything wrong, per se. Instead I recognize this is uncharted territory, with new technology that is way ahead of its time. All I discuss comes from a place of love and out of a desire to see the game successful. We've had the 3 split-games, and I welcome the day when the single game, the dream game of Starbase, is given to players so that they may interact, have fun, make lifelong friends, and always remember Starbase as the beautiful game that it is.
From my experience, this has been the most controversial topic I've tried to bring up. I've alluded to this topic in my other posts and have called out the issue since Alpha access to Starbase. I am unprepared to fully explain the issue right now, but I will give it a shot. Hopefully I can convey the point I want to make where it is obvious to see the problem at hand.
The dream of an open-world single-universe MMO where players would be building their ships and going out into the game world, fighting other players, attacking enemy stations and rebuilding after all the chaos was heavily promoted to players. The first mention of ship design came from this video:
This video shows manual ship construction. Even the first video revealing Starbase showed vast amounts of ship building, ship destruction, ship and station destruction/raiding, and ship and station repair. My mind was blown at the reality that months after a raid, I could perhaps still see the bullet holes in the walls of my station that stand as a reminder of the battle.
All the early ships shown in Starbase videos were made "by hand" in a way - they had visible wiring, open areas to move around the ship, generators and propellant tanks in accessible areas of a ship and so on. They were well designed as if the devs built them by hand, taking into account the physical reality of having to move around the game world to place objects, wiring, and all the details that make a ship a ship. It was beautiful for many reasons, because it did what no one else had done before in making the scope of what was possible to be built based upon the physical limitations of the player - where the player could move, see and reach. As such, ships had accessible pilot chairs, interior designs, interior plating, conveniences for hatch access to certain parts and so much more.
In contrast (which I'll offer a lot of), we now have players accessing a pixel of their pilot chair to teleport into the chair, bottled into tight chambers with exploit-level bug use to eject from the enclosed cockpit. No regard for the accessibility of the ship is regarded. I'll of course get into why here in a bit.
In what I regard to be on of the absolute best Announcement Trailers of all time, Starbase showed off the dream of a physical universe:
The Announcement Trailer shows:
- Ships flying around a mega station, akin to a capital city
- Ships physically desiring to dock/land/stop around the city
- Ships with players opening their doors, welcoming friends
- Physical resources in the game world available for trade
- Purchasing weapons in the game world
- Installing parts and manually upgrading a ship with friends
- Repairing ship damage in the game world
- Modifying ships in the game world to add features to the ship
- Wiring the internals of a ship to "turn on the lights"
- Setting off into the game world with the modified ship and mining with friends
- Transporting physical material back to station
- An Empire vs. Kingdom underlying faction war story going on behind the scenes to drive player engagement
- Assaulting a station, complete with multiple ships, "docked" ships taking off to defend, physical damage per shot to ship parts, ship breaching with first person combat and ship hijacking, station damage, bullet holes in station walls, the chaos of large scale fights followed by the serenity of the aftermath
- Recovering damaged ships by cutting into the ship, rewiring and repairing the ship to a usable state to then bring it back to station (complete with a thruster not even working)
- Players actively repairing their station, then setting out into the game world once again
It's an absolute dream, and when I saw it, I recognized it was real - everything they showed was the current state of the game. No CGI nonsense, just actual gameplay.
I understand what happened in terms of how things veered away from this dream; the scope of the game going from whatever it was to an MMO changed what was possible and what was practical, and many things didn't come across as expected. I get that. But the point of this post is to point out the thing that kind of ruined the game from the start.
The biggest issue in Starbase actually comes down to a single "feature" which is the Space Ship Creator or Ship Designer Workshop - the SSC as we all know it.
On Discord, when I brought this up, people told me that the SSC is the only thing they really enjoy in Starbase. I have tried to point out that the reason the SSC is the only thing they enjoy is because the game itself has been killed off due to the presence of the SSC. Unfortunately, it seems this is an issue many people are unable to see the consequences of, as they are too fond of the ease of creation.
The SSC is itself a separate game from Starbase. It is a 3D Computer Aided Drafting program with limitations. Like I said in the PTU post, limitations make a game - the limitations on each piece in the game of Chess is what makes Chess a game. The SSC has limitations on what you can design, unlike a CAD program used in real-life architecture design which gives you lines and points, the Starbase SSC gives you a limited number of pieces to work with that make it a game. You are forced to use the pieces given to you to create something, and the other rules regarding "what makes a ship" means the game of designing a ship is a fun puzzle to solve.
Unfortunately, when paired with the MMO vision of Starbase, the SSC does immense damage to the game of Starbase by competing with players. As players withdraw out of the game of Starbase into the game of the SSC, they are removed from the game world, with no incentive to work with other players. Instead, they are incentivized to spend hours upon hours of solo-playtime refining a ship that they could not practically create in the game of Starbase without the aid of the game of the SSC's unique ability to work on a ship from any direction, to bolt parts from the back-side, to affix parts in strange positions otherwise made impossible and so on.
In short, the game of the SSC, and the game of Starbase, are wholly incompatible. The ships you can produce in the SSC are impossible to make "by hand" in the game of Starbase. As such, mixing to the two creates many problems for the devs, for players, and again, destroys the playerbase who are trying to play the game of the SSC to improve their success in the game of Starbase, only to find their lack of involvement in the game of Starbase renders the game of Starbase "dead."
The game of Starbase should NOT have the SSC at all, except for devs to use to make their ships which fit the theme of the game as they see fit. They could be the ones producing high-efficiency ships that cause players to buy those ships instead of hand-making their own. The Empire and Kingdom fighter ships for example have unique flavors of behavior, weapons and destruction, where it really fit the theme of the game. They could have thrown players into a Kingdom or Empire fighter ship and set players attacking each other. Instead, players skipped all that (which wasn't available anyway) and instead immediately went into the SSC to produce highly specialized, impossible to make in the live game world ships that disregarded everything the devs had made to that point.
Almost all the "store" ships were avoided because players could easily design something better, having the time and tools to create something better than the devs. Players don't care so much for looks and decals and the design. They mostly want to satisfy efficiency for their time. So, the SSC became the game of choice for players who wanted to succeed in the game of Starbase.
There are so many problems that stemmed from this behavior. I find it almost impossible to know where to begin on all this, because nearly every problem stems from this one feature (the SSC), which should have remained a dev tool.
I'll start with player behavior and their drive towards efficiency. Without the SSC, players would have been facing the live game world of Starbase with their efficient minds. In doing so, they would have had to work with other players, sourcing parts, resources and other means to produce the items they needed to prototype ships build inside the live game world (even in the instances would have been fine; some area to place parts in peace is fine). The need for ship parts means the market would be filled with parts as players would rather buy a part than spend the 10-20 minutes producing them. Players would also face the reality that if they did not acquire resources, someone else would do it first, thus hurting their efficiency in efforts. Meaning, players would be building to a point where it was "good enough" for the current state of the game, to then go out and do something in the game world, to then return, and slowly over time, larger ships would be produced once the resources and time available accumulated to a point to make it worth it. This would have led to a natural progression level of players as they built larger and larger ships over time - one-off ships that could not be easily reproduced, lending them to become popular, maybe even being hired out for specific missions/resource acquisition and so on.
Again, it is hard to convey the thousands of problems that stem from a single critical issue like the SSC. I will try. For now, let's take a quick break and watch some guy in Space Engineers manually create a ship in the game world.
I never played Space Engineers. I am a veteran of online MMO PvP games. I know what makes these games work, and it's a simple formula that seems to be hard for developers to grasp - do not split your playerbase. Facilitate as much player-to-player interaction as possible. Anything that causes players to not interact with one another should be avoided. It's like... opening a restaurant, you want to ensure the doors are open, the host is friendly, the service is quick, the food is good; but then devs come along and put massive concrete walls at their doors and chain their silverware to the tables.
But, the making of this ship in Space Engineers is well balanced - the player has something they want to do, and will make a ship that satisfies getting to that point, but not wanting to go too big too quickly. The player needs a basic ship before they have a bigger ship. The player needs to know how things work, before they can fathom a huge drill that consumes planets. In short, the player needs to learn how to walk, before they learn to run.
In Starbase, with the SSC as a competing game mode, players go from a crawl, straight into a sprint. There is no walking, and no running. You immediately go from recognizing all the store-bought ships are slow and bulky and plated with weird non-functional plates, to opening up the SSC and purposefully crafting a monster; a specialized ship dedicated to the purpose you had in mind. And it took hours, days, weeks even to do - all the while, you were not interacting with friends or other players in any meaningful way.
Instead of the SSC, it would be viable for players to make a ship and then save an in-game Blueprint to a chip as shown in the Moon Mining feature video at ~3:23 here:
Then players would still have to manufacture parts, but would still need to do the manual work of wiring, meaning ships would still need to be made in ways that either allows the blueprint to be filled in partially before doing wiring, then completing more stages of the Blueprint (players would manage this if necessary) or otherwise just build a ship that can be wired after the parts are fit in place. This would also play along with the factory-style production we saw in other feature videos, meaning the production and transportation of parts around a station, allowing companies to commit to their own basic fighter design, for example, and then set up the manufacturing process for that fighter ship so they can mass-produce them for war. This would be a lot of gameplay!
In an MMO, if my friends are working on something, I'm incentivized to go check it out and help. You see this in every related game. In Starbase, however, your friend is off in the SSC, playing not-Starbase, but a CAD program. You cannot help, and even if you join his designer instance, your efforts to help are minimal.
If however, you came home from work and your friend tells you that he's working on a ship design in the game world of Starbase, you would be happy to log in and see what he's got, offer suggestions, bring parts over to him, craft parts for him, and help him accomplish his goals, leading to vast amounts of gameplay and player interaction. Because you spent time helping, you now become invested in the success of the ship, and both incur the feelings of joy when it begins to fully work and accomplish its task (mining for example) and also feel the sorrow of loss when it is wrecked by either combat or collision - or perhaps some oversight, like forgetting to bring extra fuel.
The SSC killed player interaction. Not just killed, but actively kills player interaction to this day. The only time other players are involved in "ship design" today is after a ship has been "perfected" and players want to try out how it works against someone else's ship. There's no reason to not perfect a ship in the game of the SSC before importing it into the game of Starbase, so all interactions are void of depth. It is like a bunch of people on the internet telling each other what fancy sports car they own - it does not compare to the interaction of working mechanically on a sports car as a team and working to optimize such a thing. The gameplay of players interacting on designs, interacting on helping each other complete designs, and helping each other secure and mass produce designs, repair damage, and deal with all the things that come from the live game world of Starbase - all this is lost when the game of the SSC is competing for player fun and attention.
Without the dev tool of the SSC removed from player hands, the game will suffer this fate. Imagine World of Warcraft, where you could leave the game universe to craft your own raid-armor that would drop on bosses, but it takes you 100's of hours to design one piece of raid armor, so you never play the actual game. By putting the end-game gameplay of ship design into a second game - the SSC - Starbase bled out of player interaction.
Keep in mind, Starbase has the MOST meaningful player interaction in a game currently on the market. For example, Minecraft is a game which has meaningful player interaction, but without the MMO aspect. That interaction is why Minecraft has been so successful. The only reason Starbase is not continually rising in player activity is because of the competing modes (SSC, PTU, widespread safe-zones) that took away player interaction. Minecraft loses out on player interaction in a strange way due to anyone having their own servers. By offering a solution for players to exist in the same universe, Starbase offers meaningful player interaction where you see the work of other players in the live game universe - a single universe. That brings it to a whole new level that has not been reached before.
I recommend removing the SSC from players. I recommend a wipe, alongside the big update coming, including all ships and blueprints. I recommend removing "cheat mode" from the PTU. Anyone who complains that it will be a problem or that it will ruin the game - there were 13 people online when I played with my friend this past weekend. My recommendations come from a place of love for the game, not to ruin it, but to constrict the behavior of players where the singular game of Starbase is the shining dream the devs and all the players initially saw. The SSC was revealed to players approximately 6 months after the Announcement Trailer. It should have remained a dev tool. It is hard for devs to know what they should give to players and what they shouldn't; there's not a lot of examples regarding what makes or breaks an MMO. But, there are some basic rules and if Starbase can adhere to them, it can and will grow over time.
- Do not split your playerbase
- Make player actions matter
- Do not prevent your players from interacting with one another
- Establish meaningful things for your players to do which brings them together (another post, perhaps)
There are a few more, but these are the core of it. Starbase has 10/10 "make player actions matter" but suffers in splitting the playerbase across the game of the SSC and the game of "cheat mode" PTU, as well as not having a fully fleshed out "hotspot" idea such as players working together to build warp gates to new moons (such a thing would drive economic interest, PvP, and so much more, as long as it's not shut down by safe-zone mechanics). The great thing is all of this is possible and within a short reach if the game of Starbase can tighten up its approach and really hone in on what it means to be an MMO.
I love Starbase, and therefore I have love for all those who have worked on the game. I don't think Frozenbyte messed up or... did anything wrong, per se. Instead I recognize this is uncharted territory, with new technology that is way ahead of its time. All I discuss comes from a place of love and out of a desire to see the game successful. We've had the 3 split-games, and I welcome the day when the single game, the dream game of Starbase, is given to players so that they may interact, have fun, make lifelong friends, and always remember Starbase as the beautiful game that it is.