Starbase is a brilliant game and it has the potential to be a very successful game too.
Starbase caters to a wide audience, people who like engineering, combat elements of both actual trigger pulling and tactics. People who like to engage in diplomacy, economics, and intelligence. The game caters to both "doers" and "thinkers", problem-solving by raw power and also by intellect.
Starbase caters to a wide audience, or does it?
Unfortunately, it suffers from a great fault that is the experience of space combat. Or does it!?
The space combat is fantastic, you have ships flying all around engaging with each other in dog fights using piloting skills, hits are satisfying, it's engaging! Truly is, as a single player and as a multiplayer as well. Is it enough though for a massively multiplayer environment?
Starbase deserves to show a much deeper and diverse space combat mechanic than what it does now with its current thematic.
Starbase should cater for all those people who would like to see actual fleets with viable different ship classes, for people who are looking for meanings to improve their chances with engineering and don't necessarily face at ALL cases the blatant statement: you need crew.
Yes, having crew is a core gameplay mechanic of Starbase and must be respected. However it isn't the only core gameplay, engineering is also core gameplay, very deeply so.
What I'm offering here is a balancing between the two game mechanics, while fully respecting the game as is. Opening the game for a larger audience while respecting those who like the game as is.
Starbase relies heavily on a healthy player base, catering for a larger audience helps this, maybe I could go as far and say the future of the game depends on it.
The concept offers a great deal of diversity in space combat while also keeping the dog fight element viable and necessary to succeed. My idea doesn't even push it aside, not at all, it's the opposite!
A fluid rock paper scissor style ship class system.
- Elimination of hard meta ship design, opening the game up to its full potential.
- Different sizes of ships from space bikes to battleships, all viable, catering to a large audience.
- Fleet engineering, very deep tactics, rich meaning for ranks, squadrons, and individual combat roles.
- All the above while respecting and keeping the core elements of the game as still most important qualities to have to succeed, crew and skill.
So how is this wonder achieved?
This proposal is the second, perfected edition of a suggestion i submitted -THE space combat solution: radiation based "auto-turrets"-
I failed to properly express my idea and some things changed as well.
If you didn't like it because as I presented it wasn't anything exciting or you are simply a hater of auto-turrets, then I would like to point your attention of interest to your state of mind.
If you already made up your mind, then reading this suggestion will be equivalent to going to the cinema and watching another movie on your mobile meanwhile.
Why be there then? Why read this suggestion if your mind is closed? It wouldn't make sense, would be a waste of time.
I would like to save you from this waste, so how about giving the idea a chance, be curious to the chance that there might be a satisfying solution.
I would like to ask a question regardless of my suggestion, answer it for yourself.
Would you like Starbase's space combat to be improved?
Here is a fantasy of mine, I hope you'll like it...
- The radiation based auto-turret -
The auto-turret that is not overpowered and doesn't replace crew and skill. Let me show you how!
- How it works -
In the picture above, the red and blue ships possess auto-turrets. The red ship serves as a target only though.
The white ships are fighters.
Fighters can NOT have auto-turrets because if you put one onto your ship, you are so heavy, radiative, and power dependant that you are just not a fighter anymore.
This is a core feature, no auto turret for fighters forced by design. More about this later.
I visualized radiation by those red radiation marks around the ships as well as numbers within them represent their relative radiation level.
The lower your radiation is, the closer you can get without auto-turrets being able to target you. And even if they target you, their relative inaccuracy is greatly abusable. More about this soon.
The happy ship with 0 (very low) radiation level is what you are looking for as a troop transporter to board large battleships and stations.
Here is another visualization.
Again, the numbers in the fighters represent their relative radiation level.
The numbers in the circles represent the radiation level your target is required to have to be able to be targeted at that range level.
Generally, the more basic your ship is, the less vulnerable it is against auto-turrets. But there is more to that.
Auto-turrets suffer from reasonable inaccuracy, they are most effective against large targets and that leads us to:
- Accuracy -
Accuracy too depends on radiation.
Now we must understand that radiation engulfs a ship as it emits it as visualized in this picture.
Here we can see a Heavy Fighter with a lot of radiation and a Light Fighter with much less.
For demonstration purposes, we replace the above image with this:
Same thing.
This next picture will demonstrate how accuracy changes at different radiation-range levels.
The black circles around the targets represent the fact that the target is being targeted and with what accuracy.
As the target gets closer and closer to the auto turret, the radiation levels engulfing the target get more and more detectable and that causes a great deal of inaccuracy.
As you can see, this effect creates diversity in "how to fighter". You can be the Light Fighter ace, who knows how close he can get and use his stealth to get advantage. Or you can be the absolute madman, the Top Gun, who despite being very targetable, knows his ship well and takes advantage of the close-range inaccuracy and dodges auto-turret fire to deliver great destruction with precision that his advanced fighter is capable of.
Again, a reminder that the concept favors -manual- fighter gameplay a lot, it enriches it! Skills to master!
- The turret -
...concept
The base of the auto-turret snaps onto the sides of the regular turret where normally weapons are mounted. It locks the snapping point so the sides are not able to turn anymore, only the inside of the turret turns.
The base is heavy and strong as on this where you can attach and customize the auto-turret modules and those are heavy too. They are:
- Core unit (green)
- Sign amplifier (upgrade) (red)
- Sign filter (upgrade) (blue)
-The Core unit is the core (surprise surprise) of the auto turret. This does all the detecting and targeting. It gives the standard range and accuracy.
-The sign amplifier increases the range of detection by amplifying the detected radiation signs, however, this means a great loss of accuracy, as it does amplify all the radiation around the target too.
Effect illustrated on the picture. Black circles are the original values and purple circles are the modified values. Notice that now you are targeting the furthest ships but overall accuracy worsened.
-The sign filter does the opposite of the amplifier, it increases the accuracy by filtering relatively weak signals but as a result, it decreases detection range as well.
Effect illustrated on the picture. Black circles are the original values and purple circles are the modified values once again. Notice that your accuracy increased but the light fighter got filtered out completely while the heavy fighter also gets closer without being targeted.
Notice that there is a relative sweet spot range that is the furthest away detected target. It is very hard if not impossible to keep the perfect distance for your auto-turrets to perform best against agile fighters. And anyway since it is the furthest range we are talking about, the easier it is for fighters to dodge even this accurate targeting.
Again a reminder, how it is by the design of the concept that fighters are still very viable and respected.
It needs great SKILL to use auto-turrets to their potential as well.
On the other hand, the larger the ships get, the easier it is to use the auto-turrets effectively against each other.
Important notice!
As I demonstrated the upgrade modules, they appear to cancel each other out but that is NOT how I intend them to function.
To what extent do they increase/decrease is up to the developers to balance.
Concept and just a concept:
The amplifier increases the range by 50% and decreases accuracy by 25%.
The filter does the opposite, increases the accuracy by 50% and decreases the range by 25%.
Having one of both installed gives a 25-25 percent increase in both range and accuracy rather than canceling each other out. (don't mind the math, you get the idea )
All module devices are very power-hungry, radiation-emitting, heavy, and expensive. Upgrading your auto turret costs you.
Then, you wanna armor it all around as these are very expensive stuff and they are natural targets to other players, and anyway you want them to function as long as possible during combat.
All that weight could make the turret turn somewhat slower. (balancing factor)
Remember, for every single extra turret you install, you get a LOT of weight, radiation, and expensive repair bills if damaged, for every...single...turret!
It must be that you can NOT synchronize regular turrets copying an auto turret for obvious balancing reasons!
Reason concept:
The device is sensitive and once the core unit is placed down on a turret it disables various interaction/data extraction possibilities, like no turret turning data, and whatever else is required to prevent using one auto turret and just connect any number of standard turrets to it via yolol!
Its radiation also disturbs any immediate surrounding range finders.
Surely the developers can come up with better solutions for this matter.
- Rock, paper, scissors -
Now let's talk about space combat depth. What is better than a good rock-paper-scissors?
One thing is: a rock-paper-scissors that is greatly changeable with crew and skill!
No hard meta ships. So many play styles to master. Rely on the team to cover the fields you can not or don't want to!
Now we are talking about the true potential of Starbase to even push EVE aside eventually.
Diverse space combat with ship classes paired with the already awesome dog fights. And then even "ground" combat!!!? Talk about the best space game!
This I call the wheel of effectivity, it's so effective!
As you can see I highlighted 6 stations or classes if you like plus the Frigate. The frigate is a guest class here and serves the function of explaining the wheel of effectivity. It is also to show that there are obviously infinite sizes/classes of ships in between each class hence the circular presentation.
First of all the outer circle serves a very important function that is simply making the wheel look better. XD (design mistake)
The green area is the Effectiveness meter. It shows how effective is the Frigate (in this case) against the other classes generally. The thicker the green is along the curve of the wheel the more effective it is. The frigate is somewhat effective against itself (brown line) very effective against Destroyers and Corvettes (red and orange lines), but not so much against Heavy Fighters anymore (yellow line), indicated by the length of these lines (thickness of the green curve)
The lines in the wheel are the "Class indicator lines" They are there to help to identify the ship classes within the wheel as they are pointing towards their respective classes (to their pictures rather than the names)
With the help of the wheel, I will demonstrate the general rock-paper-scissors effect that the whole concept creates.
We gonna examine each class. It's merely an outline, I couldn't know the exact ways especially as it all comes down to how the developers implement the whole thing and balancing and a lot of other factors like crew.
Anyway let's hop into a Light Fighter first, shall we?
(continues on the first comment)
Starbase caters to a wide audience, people who like engineering, combat elements of both actual trigger pulling and tactics. People who like to engage in diplomacy, economics, and intelligence. The game caters to both "doers" and "thinkers", problem-solving by raw power and also by intellect.
Starbase caters to a wide audience, or does it?
Unfortunately, it suffers from a great fault that is the experience of space combat. Or does it!?
The space combat is fantastic, you have ships flying all around engaging with each other in dog fights using piloting skills, hits are satisfying, it's engaging! Truly is, as a single player and as a multiplayer as well. Is it enough though for a massively multiplayer environment?
Starbase deserves to show a much deeper and diverse space combat mechanic than what it does now with its current thematic.
Starbase should cater for all those people who would like to see actual fleets with viable different ship classes, for people who are looking for meanings to improve their chances with engineering and don't necessarily face at ALL cases the blatant statement: you need crew.
Yes, having crew is a core gameplay mechanic of Starbase and must be respected. However it isn't the only core gameplay, engineering is also core gameplay, very deeply so.
What I'm offering here is a balancing between the two game mechanics, while fully respecting the game as is. Opening the game for a larger audience while respecting those who like the game as is.
Starbase relies heavily on a healthy player base, catering for a larger audience helps this, maybe I could go as far and say the future of the game depends on it.
The concept offers a great deal of diversity in space combat while also keeping the dog fight element viable and necessary to succeed. My idea doesn't even push it aside, not at all, it's the opposite!
A fluid rock paper scissor style ship class system.
- Elimination of hard meta ship design, opening the game up to its full potential.
- Different sizes of ships from space bikes to battleships, all viable, catering to a large audience.
- Fleet engineering, very deep tactics, rich meaning for ranks, squadrons, and individual combat roles.
- All the above while respecting and keeping the core elements of the game as still most important qualities to have to succeed, crew and skill.
So how is this wonder achieved?
This proposal is the second, perfected edition of a suggestion i submitted -THE space combat solution: radiation based "auto-turrets"-
I failed to properly express my idea and some things changed as well.
If you didn't like it because as I presented it wasn't anything exciting or you are simply a hater of auto-turrets, then I would like to point your attention of interest to your state of mind.
If you already made up your mind, then reading this suggestion will be equivalent to going to the cinema and watching another movie on your mobile meanwhile.
Why be there then? Why read this suggestion if your mind is closed? It wouldn't make sense, would be a waste of time.
I would like to save you from this waste, so how about giving the idea a chance, be curious to the chance that there might be a satisfying solution.
I would like to ask a question regardless of my suggestion, answer it for yourself.
Would you like Starbase's space combat to be improved?
Here is a fantasy of mine, I hope you'll like it...
- The radiation based auto-turret -
The auto-turret that is not overpowered and doesn't replace crew and skill. Let me show you how!
- How it works -
In the picture above, the red and blue ships possess auto-turrets. The red ship serves as a target only though.
The white ships are fighters.
Fighters can NOT have auto-turrets because if you put one onto your ship, you are so heavy, radiative, and power dependant that you are just not a fighter anymore.
This is a core feature, no auto turret for fighters forced by design. More about this later.
I visualized radiation by those red radiation marks around the ships as well as numbers within them represent their relative radiation level.
The lower your radiation is, the closer you can get without auto-turrets being able to target you. And even if they target you, their relative inaccuracy is greatly abusable. More about this soon.
The happy ship with 0 (very low) radiation level is what you are looking for as a troop transporter to board large battleships and stations.
Here is another visualization.
Again, the numbers in the fighters represent their relative radiation level.
The numbers in the circles represent the radiation level your target is required to have to be able to be targeted at that range level.
Generally, the more basic your ship is, the less vulnerable it is against auto-turrets. But there is more to that.
Auto-turrets suffer from reasonable inaccuracy, they are most effective against large targets and that leads us to:
- Accuracy -
Accuracy too depends on radiation.
Now we must understand that radiation engulfs a ship as it emits it as visualized in this picture.
Here we can see a Heavy Fighter with a lot of radiation and a Light Fighter with much less.
For demonstration purposes, we replace the above image with this:
Same thing.
This next picture will demonstrate how accuracy changes at different radiation-range levels.
The black circles around the targets represent the fact that the target is being targeted and with what accuracy.
As the target gets closer and closer to the auto turret, the radiation levels engulfing the target get more and more detectable and that causes a great deal of inaccuracy.
As you can see, this effect creates diversity in "how to fighter". You can be the Light Fighter ace, who knows how close he can get and use his stealth to get advantage. Or you can be the absolute madman, the Top Gun, who despite being very targetable, knows his ship well and takes advantage of the close-range inaccuracy and dodges auto-turret fire to deliver great destruction with precision that his advanced fighter is capable of.
Again, a reminder that the concept favors -manual- fighter gameplay a lot, it enriches it! Skills to master!
- The turret -
...concept
The base of the auto-turret snaps onto the sides of the regular turret where normally weapons are mounted. It locks the snapping point so the sides are not able to turn anymore, only the inside of the turret turns.
The base is heavy and strong as on this where you can attach and customize the auto-turret modules and those are heavy too. They are:
- Core unit (green)
- Sign amplifier (upgrade) (red)
- Sign filter (upgrade) (blue)
-The Core unit is the core (surprise surprise) of the auto turret. This does all the detecting and targeting. It gives the standard range and accuracy.
-The sign amplifier increases the range of detection by amplifying the detected radiation signs, however, this means a great loss of accuracy, as it does amplify all the radiation around the target too.
Effect illustrated on the picture. Black circles are the original values and purple circles are the modified values. Notice that now you are targeting the furthest ships but overall accuracy worsened.
-The sign filter does the opposite of the amplifier, it increases the accuracy by filtering relatively weak signals but as a result, it decreases detection range as well.
Effect illustrated on the picture. Black circles are the original values and purple circles are the modified values once again. Notice that your accuracy increased but the light fighter got filtered out completely while the heavy fighter also gets closer without being targeted.
Notice that there is a relative sweet spot range that is the furthest away detected target. It is very hard if not impossible to keep the perfect distance for your auto-turrets to perform best against agile fighters. And anyway since it is the furthest range we are talking about, the easier it is for fighters to dodge even this accurate targeting.
Again a reminder, how it is by the design of the concept that fighters are still very viable and respected.
It needs great SKILL to use auto-turrets to their potential as well.
On the other hand, the larger the ships get, the easier it is to use the auto-turrets effectively against each other.
Important notice!
As I demonstrated the upgrade modules, they appear to cancel each other out but that is NOT how I intend them to function.
To what extent do they increase/decrease is up to the developers to balance.
Concept and just a concept:
The amplifier increases the range by 50% and decreases accuracy by 25%.
The filter does the opposite, increases the accuracy by 50% and decreases the range by 25%.
Having one of both installed gives a 25-25 percent increase in both range and accuracy rather than canceling each other out. (don't mind the math, you get the idea )
All module devices are very power-hungry, radiation-emitting, heavy, and expensive. Upgrading your auto turret costs you.
Then, you wanna armor it all around as these are very expensive stuff and they are natural targets to other players, and anyway you want them to function as long as possible during combat.
All that weight could make the turret turn somewhat slower. (balancing factor)
Remember, for every single extra turret you install, you get a LOT of weight, radiation, and expensive repair bills if damaged, for every...single...turret!
It must be that you can NOT synchronize regular turrets copying an auto turret for obvious balancing reasons!
Reason concept:
The device is sensitive and once the core unit is placed down on a turret it disables various interaction/data extraction possibilities, like no turret turning data, and whatever else is required to prevent using one auto turret and just connect any number of standard turrets to it via yolol!
Its radiation also disturbs any immediate surrounding range finders.
Surely the developers can come up with better solutions for this matter.
- Rock, paper, scissors -
Now let's talk about space combat depth. What is better than a good rock-paper-scissors?
One thing is: a rock-paper-scissors that is greatly changeable with crew and skill!
No hard meta ships. So many play styles to master. Rely on the team to cover the fields you can not or don't want to!
Now we are talking about the true potential of Starbase to even push EVE aside eventually.
Diverse space combat with ship classes paired with the already awesome dog fights. And then even "ground" combat!!!? Talk about the best space game!
This I call the wheel of effectivity, it's so effective!
As you can see I highlighted 6 stations or classes if you like plus the Frigate. The frigate is a guest class here and serves the function of explaining the wheel of effectivity. It is also to show that there are obviously infinite sizes/classes of ships in between each class hence the circular presentation.
First of all the outer circle serves a very important function that is simply making the wheel look better. XD (design mistake)
The green area is the Effectiveness meter. It shows how effective is the Frigate (in this case) against the other classes generally. The thicker the green is along the curve of the wheel the more effective it is. The frigate is somewhat effective against itself (brown line) very effective against Destroyers and Corvettes (red and orange lines), but not so much against Heavy Fighters anymore (yellow line), indicated by the length of these lines (thickness of the green curve)
The lines in the wheel are the "Class indicator lines" They are there to help to identify the ship classes within the wheel as they are pointing towards their respective classes (to their pictures rather than the names)
With the help of the wheel, I will demonstrate the general rock-paper-scissors effect that the whole concept creates.
We gonna examine each class. It's merely an outline, I couldn't know the exact ways especially as it all comes down to how the developers implement the whole thing and balancing and a lot of other factors like crew.
Anyway let's hop into a Light Fighter first, shall we?
(continues on the first comment)
Last edited: