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The server by the community [56/100] [Planet] [RP+PVE+PVP] [Mods] [Embassy] [24/7]

Discussion in 'Multiplayer' started by DrSolus, Aug 14, 2015.

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This last post in this thread was made more than 31 days old.
  1. DrSolus Trainee Engineer

    Messages:
    48
    SERVER IS UP! 134.255.231.191:6678
    Steam group


    Voice server

    Introduction

    Greetings, fellow engineers!

    With planets being here now, (Marek be praised), the question that has been raised numerous times was: "On what server do I want to play on?"
    In this post I´m trying to accommodate for the need of a server that orientates itself around the wishes of the community.

    Currently, at least in my perspective, many servers lack:

    -mods in general
    ->most of the ships you built in creative cannot be built
    -an easy start
    -a neutral zone with a station (=embassy)
    -opportunities for roleplay
    -high population

    Although I´ve seen numerous exceptions regarding this, the general problem remains.
    It´s just not a lot of fun as long term motivation fades. You often get bored asking yourself why you even play on,
    the conclusion to spend your time elsewhere is drawn eventually. That happened not only to me, but also to my friends and generally the players as a whole.


    What makes this server unique

    "I intend to create a completely new server based on community feedback and suggestions"

    General stats (before netcode update)
    Inventory size: realistic
    Assembler speed: 3x
    Refinery speed: 3x
    Welding speed: 2x
    Grinding speed: 2x

    View distance: 20km (will change depending on future performance improvements)

    Permadeath: NO (perhaps unrealistic, but unfrustrating at the same time)
    HP regeneration: NO
    3rd person view: YES (if we get to choose for small/large ships individually, I´ll post a poll about small ship 3rd person)
    World size: 300km³+

    Cargo ships: NO

    Max. floating objects: 256
    In-game programming: NO

    All server stats are subject to change, feel free to make suggestions.
    The general aim should be realism and performance friendliness.


    The neutral zone/ Embassy
    Measuring 2km in diameter (sphere), the neutral zone aims to encourage role-play, form possible alliances between other factions as well as trading. Multiple conference rooms, rentable bedrooms, recreation rooms etc. will be at disposal.

    The zone itself will be marked by a two antenna system. The first one operates at maximum range, the second one at 2km indicating that you are now inside. The coordinates will be posted if this whole idea actually comes to life. Ships entering must not have any weaponry or guns inside the inventory. Additionally, an antenna must be equipped and activated.
    The schematic of the standard docking port is portrayed down below. For small ships there will be landing pads. Violating any of those rules will result in a temporary ban.

    Trading post, on the moon!
    In a large crater on the moon, there is a medium sized underground base with a garage, trading spot and a lounge. Excellent for starting out. You can meet and trade with other new players.

    Respawn ships
    Starting with the standard respawn ship can be rather boring. Having to remove the collector, build drill, connector, ore detector etc. feels like ages before you can eventually build a station and start doing things effectively.

    I´ll create a poll regarding this, giving you the option to choose between the standard ship and a slightly bigger one featuring drill, ore detector, oxygen tank + generator and connector. In any case, the inventory will contain around 3k ice and some spare parts.


    Faction: E.mbassy P.olice F.orce
    Representing the ideology of peace and prosperity, the E.P.F. enforces law across the neutral zone as well as answering distress signals coming in via laser antenna (coordinates and command to trigger the laser antenna will be posted).
    Obvious drawbacks are that you have to remain stationary until it´s connected and then survive till help arrives.
    It´s prime directive is to hamstring any criminal activities present. So if you have pirating in mind, you probably should attack when none of them is online/ take out the laser antenna of your victims first. Also, if the E.P.F. recognizes that some faction violated the law in recurring manner, it will be unfriendlied and hence treated as outlaws for a certain period of time (officially displayed on the stations).

    Public hangars
    Near the embassy will be hangars, also indestructible. Every faction can rent up to 3 hangars for a small rescource fee charged every week. This is supposed to work like a backup/assurance, so if your base gets destroyed you dont have to start over completely.


    Jump drives
    Personally, I dislike the idea to be able to disengage out of view distance at any time within less than 15 seconds.
    However, on a big map J.D.´s are indispensable, which is why finding/creating a rebalance mod is probably the solution. Jump drives will only be available for big ships.
    I´m eagerly awaiting your approaches to find a middle ground.


    Mods (DX11 only)
    First off, incorporating the most popular mods will ensure you being able to create the diverse and feature rich ships you always wanted. Feel free to make suggestions. However the list can´t overextend as performance drops will ensue. Also the weapon mods are slightly unbalanced which may demand a self created rebalance mod. With the upcoming improved netcode, the performance will be increased as traffic will reduce drastically. Consequently graphic settings, mods and ship sizes will be the the major factors in terms of performance.

    What I´m trying say here is that we have to find a balance that will enable the greatest amount of players to have the best possible experience.

    Mods (before netcode update/DX11 only)

    Titan Engine
    : http://steamcommunity.com/sharedfiles/filedetails/?id=294555339
    Industrial Thruster: http://steamcommunity.com/sharedfiles/filedetails/?id=318305397
    OKI Weapons Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=429053416
    MWI - Weapon Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=449392448
    Kolt-Command Console Pack: http://steamcommunity.com/sharedfiles/filedetails/?id=436025957
    Armor Thrusters: http://steamcommunity.com/sharedfiles/filedetails/?id=295393216
    Deep Space Transceiver: http://steamcommunity.com/sharedfiles/filedetails/?id=405233525
    S - Airtight Door: http://steamcommunity.com/sharedfiles/filedetails/?id=416810412
    ShaoCorp - Airlock: http://steamcommunity.com/sharedfiles/filedetails/?id=491313151
    Conveyor Air Vent: http://steamcommunity.com/sharedfiles/filedetails/?id=410678202
    Eikesters Decorations and more - Part I: http://steamcommunity.com/sharedfiles/filedetails/?id=312976851
    Eikesters Decorations and more - Part II: http://steamcommunity.com/sharedfiles/filedetails/?id=337774723

    Mods (after netcode update)

    Reworked Armor Ramps Mod
    : http://steamcommunity.com/sharedfiles/filedetails/?id=490036307
    RB Compact Rocket Launchers: http://steamcommunity.com/sharedfiles/filedetails/?id=495377785
    Boarding Ramp: http://steamcommunity.com/sharedfiles/filedetails/?id=487835945
    ShaoCorp - Misc: http://steamcommunity.com/sharedfiles/filedetails/?id=307175762
    S - Guns - All at once: http://steamcommunity.com/sharedfiles/filedetails/?id=341674761
    SlopeLCDPanels: http://steamcommunity.com/sharedfiles/filedetails/?id=421640222
    Shutter: http://steamcommunity.com/sharedfiles/filedetails/?id=418923288
    Large Armor Thruster: http://steamcommunity.com/sharedfiles/filedetails/?id=404004968
    Big Gate: http://steamcommunity.com/sharedfiles/filedetails/?id=294621451
    Widescreen TV - LCD Panel: http://steamcommunity.com/sharedfiles/filedetails/?id=402727385
    Telescope: http://steamcommunity.com/sharedfiles/filedetails/?id=387333439


    Weapon balancing
    On most servers, fixed weapons, expecially missile launchers are predominant. In the spoiler tab down below, you can see my approach to balance things out by making turrets, OKI and MWI weapons more competetive.

    Standard docking port
    -coming soon-


    Payment
    The server will be free to use and freely accessible by everybody. As I still attend school however, I´m not massively keen on carrying the costs exclusively by myself. So the goal is to split the costs as broadly as possible, especially with this amount of people. Currently, one slot costs about 1€ per month, everyone that playes 20h or more per month should pay it via PayPal. For the time being I won´t enforce it though. If you don´t have PayPal but want to contribute, we can get on Teamspeak to find a solution.

    If the option becomes available, contributors get a reserved slot, for now I´m willing to pay for up to 10 additional slots myself and see how the player count evolves. Also, a few have already agreed to contribute, expect around 15 slots initially.


    Happy Space Engineering everybody!
    ----------------------------------------------------------

    Polls:


    "Add pirate bases?": YES: 95,8% (23 votes)|NO (1 vote)

    "Where would you preferably spawn at?":
    Random spot in the asteroid fields 2 vote(s) 6.7%
    On the moon (police protection and trading post) 17 vote(s) 56.7%
    Vicinity of the planet 10 vote(s) 33.3%
    Vicinity of the moon 1 vote(s) 3.3%
     
    Last edited: Jan 5, 2016
  2. se5a Apprentice Engineer

    Messages:
    113
    Sounds like lag heaven
     
    • Like Like x 3
  3. ★Hermann L. | Flixxe ★ Trainee Engineer

    Messages:
    1
    What a great idea - i will be the first guest on this awesome new server :D
    Greetings
     
  4. DrSolus Trainee Engineer

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    48
    Thanks for the constructive critique on that! :D
    As stated in the post I´ll try to keep the server performance friendly. If needed, reducing view range and mods will prove a middle ground until we get the new netcode.
    Also, the station may start out a little smaller depending on average player numbers.
     
  5. Dr. Novikov Apprentice Engineer

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    263
    No global chat isn't good for building a community.
     
  6. SpartanRedSand Trainee Engineer

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    63
    what about some tournaments with pre made ships so the the winner only wins because of their skill
     
  7. DrSolus Trainee Engineer

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    48
    You´re absolutely right in that regard. My intention with that was to make people come to the embassy for face to face interation, but your point clearly outweighs that.
    -Mod "No global chat"
     
  8. DrSolus Trainee Engineer

    Messages:
    48
    Sounds like fun. Definitely something that would encourage sportsmanship and roleplay. Races (ships +cars) etc. are feasible in their current state.
    A scoreboard displayed in the embassy could show a "ranking". Once server instancing comes out we can basically have unlimited possibilities.
     
    Last edited: Dec 16, 2015
  9. Dr. Novikov Apprentice Engineer

    Messages:
    263
    Btw, I am testing different mods for the Gardens of Sajuuk server, checking if they are OP or balanced. I'd suggest Ravenbolt's non-reloadable launchers for small ships.

    You might also want to check the mod named Garden Conquest. It introduced the concept of ship licenses, and in order to build more ships or better ships players need to capture control points.

    Speaking of mods like CSD battlecannon -- such guns will lead to people sniping turrets from far away and then griefing defenseless bases.
     
    • Like Like x 1
  10. DrSolus Trainee Engineer

    Messages:
    48
    Good call with the battlecannons. Having thought about gun ranges again, you´re absolutely right that Battlecannons will be a tool for griefing as their range is above 7,5km. MWI cannons will have to do then with ~6km.

    Initially, I just wanted to give small ships a bit of flexibilty in terms of heavier weaponry. Which leads us to the RB mod. Torpedos (the big rockets) seem really efficient for attack ships/heavy fighters which allowes them to pose a bigger thread to large ships.
    Given that it takes an actual player to control them I grant them that. Small rockets can (I´d imagine) fill in a nice multi-role sweetspot for attacking large ships perhaps more reliable as the gatling guns just can´t handle them all/ be a more consistent anti bomber solution.


    -Mod "CSD Battlecannon"
    +Mod "RB Compact Rocket Launchers"
     
  11. Dragon0G Junior Engineer

    Messages:
    550
    This sounds awesome for when the netcode hits. :D
     
  12. SpartanRedSand Trainee Engineer

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    63
    Yeah now we wait for the netcode
     
  13. DrSolus Trainee Engineer

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    48
    You´re right to say that all those mods and shenanigans will cause lag without the new netcode.
    We´ll start out a little less "megalomaniac" by using important mods only :D

    btw: Can I count you guys in for the server ;)?
     
  14. Dr. Novikov Apprentice Engineer

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    263
    Also, there is an incredibly fun weapon -- CSD wake bomb. It requires a special bombing technique and a lot of luck. Probably useless, but fun as hell.
     
  15. SpartanRedSand Trainee Engineer

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    63
    Yeah i'm in for the server, but i have to wait until my new computer gets built
     
  16. DrSolus Trainee Engineer

    Messages:
    48
    Guys, I have an idea that might interest you: What if there was a prebuild base on the planet with numeous turrets. The base would consist of nothing more than walls, a few batteries and a big cargo container with a lot of rescources.
    Thanks to the admin tool, I could declare the walls and batteries as indestructable and uncrappable. Why? Well someone could land just outside the turrets range and make tunnel to then scrap the batteries.
    That would encourage PvP a lot as well as having a reward system for it. Imagine multiple factions fighting over this base for the rescources. Every restart within GMT+1 evening/weekends, the base gets resetted.
    If it was to reset at every restart, hence also at unusual times when the server pop is very low there wouldn´t be any PvP, right?
     
    Last edited: Sep 5, 2015
  17. Two Apprentice Engineer

    Messages:
    296
    I don't want to discourage you, but some hints on what will happen:
    - People will crash starter ships into your "neutral zone" on a daily basis. Even more often if the server becomes popular.
    - Easy start = lots of griefers
    - Grinding speed 2x = easier stealing of enemy blocks = more griefers.
    - No permadeath = even more griefers corpse-spamming to steal everything and your mom
    - Many people = lots of lag
    - Many mods = even more lag
    - 30km view = insane lag

    It is sad that many things are not (easily) possible because there are so many as**oles out there doing nothing all day but to ruin the fun of other players, but that is the harsh reality.
     
  18. DrSolus Trainee Engineer

    Messages:
    48
    Right, I forgot to mention it, but I´ll make the station itself indestructible. In conjuction with the turrets, the station can´t really be harmed by griefers (I presume).

    Good point, I´ll keep that in mind when planning the respawn ship. Also the cooldown on them will be fairly high.
    As you appear to have quite a lot of experience when it comes to survival please make a suggestion on adequate respawn times.

    Sounds like a rather minor factor to me, but I´ll keep an eye on it.

    MOM!! NOOO!! :D Honestly, I´m not sure if that will encourage griefing so much considering raised repawn times. But I could very well be mistaken here.

    As stated before, those will be the final settings. But as it stands that is very misleading which is why I´ll add "before netcode update settings",
    please let me know which settings you consider the "sweetspot".

    Thanks a lot for the constructive critique, everybody!
     
  19. Two Apprentice Engineer

    Messages:
    296
    I assume that people will fly to the neutral zone with a ship, which are then not set to indestructible. So if the station cannot be harmed, those ships would be the next logical target for griefers. Either by simply crashing them or by trying to steal them.

    My recommendation for respawn timers are 20 minutes global respawn time. This is enough to discourage griefers and respawn-spammers, but not too much should a new player on your sever has some unfortunate issues with navigation. ;) The bad thing is that there is no global respawn time, so if possible you should use a mod that allows for only one ship to be selected.

    Regarding the lag: people think that basically everything in SE right now causes insane lag, but in fact only a few things are actually capable of doing that:
    - Mods: make sure to check them before you add them. Mods without scripts (respawn ships, modifications of existing blocks) usually don't cause any issues, mods with scripts tend to do so, simply because they are usually not made by professional programmers (with the occasional notable exception).
    - Ingame-scripting: I tend to disable that, because a single bad script or programmable block set to infinite repeat can bring your server to a grinding halt, and it is close to impossible to find the cause.
    - Physics: the main source for lag, caused by objects floating around (set the maximum objects to as low as reasonably possible), impact calculation/deformation and mining. There is currently no solution for that as even a single mining ship can cause stuttering to the entire server.
    - Against common belief refineries and assemblers do not cause lag unless piled up to insane quantities. A restriction like 10-20 of each per player (depending on the amount of players on your server) should be sufficient.
     
  20. DrSolus Trainee Engineer

    Messages:
    48
    I will. The less physics calculation the better, I found that out the hard way ;). Maybe there is a mod that automatically deletes them when no ship/player is near, if not I´ll do it manually with SEToolbox.

    Good to know, a sane measure to set limits before the netcode update. A cap at 20 seems reasonable, even though unlikely to be largely exceeded in most cases.

    Deal. Even tough I just have rudimentary Java-knowledge it appeares obvious to me that a Code inteacting with other blocks/entities in engine is power hungry, especially when unfinished netcode gets involved.

    +Server stat: in-game programming: NO
    +Server stat: max. floating objects: 60 (?)
    +Server stat: Cargo ships: NO
     
  21. Two Apprentice Engineer

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    296
    Aside from bad scripting you can set the programmable block to activate itself, causing an infinite loop situation.
     
  22. DrSolus Trainee Engineer

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    48
    -Mod "Large Armor Gates"
    +Mod "ShaoCorp - Misc"
     
  23. CT 57 48 3 Trainee Engineer

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    1
    I am in for the server
     
  24. k_bateson Trainee Engineer

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    2
    I will join too. My name on steam is k_bateson.
     
  25. mredge73 Apprentice Engineer

    Messages:
    104
    Resource and build speed is way to slow; you would encourage stations with 50+ refineries/assemblers making the game slow to a halt.
    With such a slow build rate it discourages fair fights, pirates will risk little and pick easy targets and the targets will rage quit due to the time required to recover.

    How would you enforce the neutral zone?
    The border would be a pirate haven littered with wreckage, and battles would likely carry in and out of the neutral zone on a regular basis.
    Who would even risk visiting the embassy without a jump drive, anyone can simply follow them home with a destroyer or take their cargo as soon as they pass out of the border.

    As far as the police faction, who would risk their personal resources and time to help someone outside of their faction? It would be a total waste to go into a battle not knowing what you are up against and lose a ship that took you 3-6 hours to build.
    Payment in resources (tax) would be necessary so the police faction would be able to concentrate on building fighters and patrolling instead of mining.
    What happens if you save my ass but I don't pay up? At what point does a "tax" become "protection money" and a "police faction" becomes a mafia.
     
  26. DrSolus Trainee Engineer

    Messages:
    48
    This has been discussed already. The amount of buildable refineries and assembler will be limited with a mod. After the netcode update this regulation may be abolished.
    Additionally, the point of this is having a limited amount of rescources instead of building multiple big ships that cause more lag. But you have a point of course, players will be cautious at the beginning.

    The station itself as well as the docked ships will be invulnerable (also with a mod). Everything shooting at the station/hostile will be attacked by turrets.

    As the map will be giagantic, 99% of players coming are going to use a jump drive.

    Like Altis life, the police faction will have to follow guidelines. It´s rescources will be provided by server tools, however only to such an extend to keep up their regulated number of ships.
    If they save your ass, they won´t ask for a reward. Hence it will not become a Mafia :D
     
  27. mredge73 Apprentice Engineer

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    104
    Ok thanks, I understand what you are wanting to do now.
    However I am no longer interested.
     
  28. DrSolus Trainee Engineer

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    48
    [​IMG]
     
    • Like Like x 1
  29. SpartanRedSand Trainee Engineer

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    63
    what if you could have ship restrictions like no one having a absolute horrendous amount of turrets, guns or rocket launchers, also maybe weight restrictions on small ships when they are empty, just a idea to control gameplay a little more
     
  30. mredge73 Apprentice Engineer

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    104
    This server is attractive for builders but boring for everyone else.

    I don't like the slow build times, it could take weeks to get to the point at where the game would get interesting. Interesting to me means that multiple factions would have jump drive equipped ships and actually start interacting with each other.
    I feel that time is the most valuable resource in this game; an armed conflict would come at too high resource risk so few players would engage in a fair fight. A big battle can put you weeks back and recovery would be slow due to the limited refining capability. Seals will be clubbed but there will be few faction to faction conflicts. Keep in mind that without conflict there is no resource sink; big factions would just build bigger until the server grinds to a halt.

    Next thing is a police faction supported by free resources.
    I don't have a problem with someone wanting to play as a police faction but they should be bound by the same rules as everyone else.
    If a server rule is broken then the admin can hand out a penalty, but a group like this can make up any "law" they want and target whoever they like without risking anything.
    Free resources will breed corruption up to the admin level; admin should remain neutral and not favor one faction over another.
     
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