Creating large-scale fleet battles (Discussion)

You claim squad spawning adds more depth, i say thats bull. Theres no special other way for the other team to avoid it, there’s no special way to ensure it happens, maybe you hide your squad leader somewhere and he afks while the other team tries to figure out where you’ve left a fucking teleporter in your base, gee what great gameplay. To have depth a mechanic should have not only lots of interacting systems, but many ways to change how you play around it, sometimes circumventing it, which increase and decrease relevance depending on the situation. Spawning systems increase complexity, not depth in the gameplay, they are always present and always at the forefront of the game, there’s nothing to them but done wrong they take up a huge portion of the strategy, which sucks. An example of a mechanic that i’d describe as having depth is something like a sectional shield or subsystem mechanic like in mechwarrior or star citizen, done right to a new player it would just appear as a single health bar and doesnt force complexity on them, but an experienced player can game them knowing how they interact, where to shoot, where to shunt shields etc. Just an example, not a specific suggestion for I:B.

I never played much 2142, but i did play bad company 2 for 500 hours and planetside 2 for a good 80, so i know how squad spawning affects gameplay at least to some degree though many details will be different. Yes, it’s a mechanic that allows arbitrary turn arounds because a squad leader lasted one second long enough and suddenly 3 people just appear out of the ether on you and murder you while your reloading. It’s not just that i disagree with this mechanic, but it negatively impacts the enjoyment of mechanics you do have fun with. Sure, bad company 2 had this, but the maps were small, the rounds short, and the gunplay was solid meaning hell even if you got screwed and screwed other people over due to the spawn system it didn’t really matter because most of the gameplay was elsewhere and you could often prevent it because of the small map… space isn’t small. Mechwarrior living legends territory control probably is the most relevant example of this. Factories get captured but spawn speed is slower the more expensive the mech, tank, or aircraft your buying, and suicide is rarely worth doing (except at the begining of the match but thats a bit of a problem with credit transfer that never really got fixed, most servers disabled it). A previously undefended base will be captured before spawning hell can have any significant impact on the outcome. Maybe a bunch of battlearmor infantry would run out of the base at you and cause you some annoyance depending on your loadout, but those are equivalent to fighters as far as infinity goes.

Im not against people spawning quite close to the action ala carriers(MW:LL did this too, APCs could spawn battlearmor anywhere), but at the same time you have to consider how long a 1 on 1 dogfight between fighters should take and balance travel speed, spawn cost and where the carrier is likely to be positioned accordingly. I feel like it’s completely possible to balance this well, keeping in mind this isnt a first person shooter where bodies get mowed down in less than a second. A space arena is more akin to mechwarrior in terms of what i feel like average lifetime should be, same looking at an older game like allegience that’s probably perfect and a newer one like star citizen which is probably too fast paced for our purposes. This worked very well in MW:LL, it’s an example worth looking at as far as TC goes because battlescape, again, aims to be something of a territory related game with resource points and facilities.

Obviously squad spawning becomes necessary if both teams are spawn spamming and everyone dies in a matter of moments (i hope this will not be the case in a space game that’s supposed to have some depth to the dogfights) but if the fixes described in my last post are put into place then you negate that advantage on both the defender’s side and remove the need for squad spawning on the aggressors side. If there is a limited spawn rate or spawn timer, there’s no need for attackers to also have people just appearing near their friends.

I’d rather not get into an even lengthier criticism of planetside 2 and how little the “territory gameplay” of that game actual matters (it doesnt, the game is designed to be an infinite xp grinding war not a match with a conclusion, id really advise doing the opposite of everything planetside 2 does in this regard), but the spawning in ps2 turns it into a game of spawn rates and whether or not your team arbitrarily chooses to spawn in a certain location. Even worse, you can’t pick your spawn location freely unless your at the 30 minute mark and then you can spawn somewhere else using instant action then respawn nearby when you die again. It puts way too much focus of the gameplay onto a poorly conceived spawning system rather than the actual gameplay itself, which robs the player of interesting decisions, and negates the overall strategy, there are very few interesting strategic decisions made in ps2 and when they are, you’re dealing with timers and nonsense spread over platoons of people. The “intended mechanics” of using sunderers and stuff sure some people “use them sometimes” but god damn players who just don’t care either way using these things is not an excuse, which is very common especially in a game where grinding xp matters more than any kind of victory. I don’t know if i can repeat this enough or more clearly. There’s nothing sneaky about a single invisible guy just spending 2 seconds placing a beacon or managing to drive a single van through a huge area then suddenly the entire army is inside your base. theres no depth here, theres no defense, theres no fun gameplay.

I think if this game is casualized, it’s done for before it starts. The casual audience will be attracted to games that do casual better with big branching level up systems and grinding, and the people who want more will leave once they realize it’s not there and the game is riddled with annoying broken mechanics. Take the niche in the space genre that’s missing from the other big name space games right now and run with it. The genre I:B is trying to go into is well fleshed out already, sure it’s scale and setting is unprecedented but damn there so many other examples to draw from.

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Go RTS with character permadeath and limited resources.

Academies of various types kick out pilots at various rates.
Shipyards of various types kick out ships of various sizes and at various rates.

Pilots and ships fill limited slots at their origin site, but they can be transported around by players. The destinations are also limited in the number of pilots and ships that they can hold.

When a player respawns, he does so by grabbing any NPC pilot available to him, slaps him into a ship at that same site, and flies off. If the ship is destroyed, it is lost, and the NPC pilot has a chance of ejecting safely. If the NPC pilot didn’t make it out, he is lost. Either way, the player doesn’t stay with the pilot; he respawns into the game. He grabs another NPC pilot somewhere, hops into a ship and heads out again.

Ejected pilots can be picked up by anyone, but are much more easily located by friendly ships. Pilots are a valuable resource because they spawn much more slowly than ships.

SCENARIO

If I’m flying a carrier with 20 ships and 5 pilots, then players can spawn at my carrier 5 times. So long as they keep getting damaged ships back to my carrier, they can keep using those pilots to take out new ships. If I have the appropriate resources onboard, I can work to repair the damaged ships. If not, I have to deliver the damaged ships to a shipyard (which has limited spots). If all 5 pilots are lost, then nobody can spawn at my carrier and I have to do something to remedy that. If all 20 ships are lost, then players can spawn at the carrier, but will have no ships.

Note that a player may not spontaneously respawn out of a ship. So if you’re flying along in a frigate and are out of the fight, you cannot just leave the frigate. You must either suicide your expensive ship or park it at a friendly site (whether ship or stationary).

Once the ship is parked or destroyed, a player can respawn into any friendly NPC pilot. So if you are flying around in a carrier here and you are needed in a cruiser there, you can park the carrier at a station, respawn into a pilot at the cruiser site, get into the cruiser and fly off.

Civilian ships do not use pilot resources. Every site can always manufacture at least one civilian resource collector, preventing a faction from losing all its military hardware and being unable to do anything to get started again. Civilian ships are made of papier-mâché, making them non-viable combatants.

The game can start one of several ways:

  1. A fully-developed resource network has been created, and all spawns are at full capacity. Players dive in, grab pilots and ships from whatever facility they’re interested in and have at it. This has the benefit of ensuring that players experience the full game content.

  2. A fully-developed resource network has been created, but it’s not geared up for military operations. Only the civilian stuff is available, and players are obliged to scramble to collect resources to build the military stuff. Allow non-lethal hostilities like ramming, jamming and stealing. Variants of this have more or less military hardware and pilots. Players are likely to make inroads on the full game content, but may not achieve all of it.

  3. The Age of Empires game. You start from a single civilian base and work up from there. Everyone goes through the mad dash to get their infrastructure built up lest their toehold in the system is wiped out. Players may well only get as far as fighters and corvettes if they’re enough to take out a minor bases.

The goal of this is to avoid the classic respawn mentality, where players just rinse-repeat the SpawnAttackDie pattern in a bloodthirsty, no-holds-barred way. That may be a viable Blitzkrieg tactic, but I hope that players will come up with effective counters to it.

3 Likes

There is also an option of adding pre-planning to the spawn system. Depending on the intended length of the match, the planning stage can occur a few times, justified by the concept of resupply.

Captains of capital ships are given an opportunity to pick their ship stocks during the planning stage. Fighter ship pilots can also be given a chance to pick what ships they want to be stocked at what capital. As the ships are destroyed, the capital captains release their stock to the players. Capitals can resupply their ship stock by getting resupplied by an actual transport ship.

I think pre-planning adds some depth and can add a strategic layer to spawn points. You can end up with situations where there are very specialized mobile spawn points, for instance just a bomber spawn capital or a scout specialized spawn point. Difference being that they were planned to be this, instead of the anything can spawn anywhere approach. Seems this will encourage relocation of capitals too.

To try to simplify, this is essentially a location and ship specific regenerating ticket system, right? This could work really well, im not sure it’s ever been tried on a game of this scale though.

Question though, how will players organize in I:B? Will there be a single “commander” role that doles out orders from a strategic map, assigning ships and organzing players, kinda like natural selection 2, or will it just be straight up arena stuff. One problem i know would exist is people wasting the best ships at bad times,wasting team resources as a whole can be a recipe for easy greifing. NS2 solves this by giving each player their own personal resource pool in addition to a team resource pool which can only be spent by the commander. Something to consider.

There’s a really old game called wulfram II that took an interesting approach to this, there was an “uplink” object that players could take and this would give them a kind of overhead commander role, they also controlled the orbiting capital ships which i hear will probably be npc flown and ordered around by players in I:B, so something like this might be neccasarry. What made the uplink interesting is that you could kill the player carrying it or steal it to temporarily prevent the othe rteam from issueing orders, while it was very rare to successefully obtain, often the player using it would stay in the heart of a base, it created a mechanic where a really well executed hit and run attack or ninja could drastically turn the battle around. Fun stuff.

One of the main differnces in the idea (which I support as long as it is tested theoretically and practically) is that “resources” can be transported and utilized by mobile platforms. But matts first sentence was pretty spot on I think.

There are, relatively speaking, a lot of games and a lot of mods with a commander. The Battlefield Series, Nuclear Dawn (played it a bit), Empires (also looked into it) and of course Natural Selection. Or maybe I just happened to have brushed most of them. The later three try to combine FPS with RTS which definitely has its appeal and is fun. In the Battlefield series it is geared towards concentrating on orders. The commander has several useful tools like supply drops, vehicle drops (for those who got lost :wink:), scout plane, artillery strikes (quite a game changer with high player density) and of course steering the Titan in BF2142. The Titan movement was disabled on many servers though as the Head on Head Titan fights (and artillery mounted below :slight_smile: ) wasn’t for everyone.
But in my opinion one of the most useful is the “Good Job Squad” “Bad Job Squad” buttons :slight_smile:

Now. One way would be to give those tools (or such tool) to carrier captains and limiting its range. Everyone not already assigned to a squad and spawning from that ship is then autoasigned and the commander can order them around.

I don’t know if a “grand scale” commander is needed or feasible. I hope games will last some hours, making the main commanders work rather slow and uninteresting … maybe a vote system or maybe those limited commanders could coordinate enough for that.

I played some spacefight arena games in the past. Anyone can remember those? Was something like that implemented?

Can we take anything out of the book of EVE Online? I’ve never partaken in a operation consisting more of ten people and can’t tell. Maybe that command structure won’t work for Infinity:BS

EVE online is somewhat different affair to the games being mentioned here. I flew a little with AAA and Goons, my RL time schedule doesn’t really allow me to be up during US time-zones, so my exposure is a bit limited. I can give you some sense of what large scale combat is in that game, but admittedly I’m far from experienced. I mostly flew small ships, they are fun and easily replaced.

Ships in eve are heavily specialized, as such your role in a combat situation is also set even before the fight begins. Command structure resembles real military, you don’t become a squad leader because you click on an interface button. You start off doing micro fleets, prove yourself, they give you a larger command, your reputation follows you, as you get better and more reliable you are given larger fleets and roles, squad leaders also specialize, it could be anything from black-ops to carrier command.

The actual situation on a fleet mission, involves fucking around on Team Speak while you do countless jumps and reach the system where you are supposed to be. Your role could be to just put some pressure on the front, reactionary or to reinforce an active cluster-fuck. Also a good squad leader tries really hard not to lose 50% of his fleet while in route and tries to get the survivors back home, just a roam can take a few hours.

Actual combat is different based on the role your fleet is playing, a bomber fleet is there to pop out of cloak and drop a barrage of bombs on a clustered enemy fleet. Not many null sec eve alliances (I’m not aware of any) use the provided integrated voice feature, the fleet structure interface, where you can join squads is used and you are usually ordered into a squad by your squad leader. Depending on how large the fleet is, it’s split into its roles, on Team Speak, a component fleet (could be 50-100 people) usually has their fleet leader and leaders of other fleets (a carrier fleet for instance) present. Once the combat begins, all coms chatter except the senior fleet leaders go silent, local fleet leader calls targets, all members of the fleet engage the target. This is repeated until the strategic position is changed, a call for a scramble if another enemy fleet enters, a call for warp, a call for free fire…

I can tell you that your heart rate goes up, like in some good old matches of CS.

That’s a little taste of eve.

Cybercritic’s experience is pretty typical of nullsec eve, wormhole’s are a bit different due to a combination of a much smaller group of higher skilled players and the tech 3 ships that can often pull jack of all roles, at least in the class5/6 corp i was in. Wasn’t really any rigid command structure, people brought what was needed and certain people were simply respected enough to lead fleets and make calls.

Even then though, i dont feel like much if any of eve is really applicable to battlescape. I think it would have to be the infinity MMO for most of the interesting discussions there.

About a commander role, though, natural selection 2 has games lasting anywhere between 20 minutes to an hour with a commander role, and they are occupied the whole time. Battlescape will likely have more players and a bigger map, plus a LOT more management of local resources are a thing and supplies must be moved, transating to more for the commander to do. hell ns2 is relatively small scale and played competitively with 6v6s, the commander doesnt run out of stuff to do so easily if you give him access to the right tools!

[quote=“mattk50, post:24, topic:596”]
To try to simplify, this is essentially a location and ship specific regenerating ticket system, right?[/quote]

If a one ticket is one respawn then locations regenerate tickets and ships can transport them. Players would manage the available supply of tickets by loading them up into various ships or by simply leaving them to accumulate in more secure locations such as defended cities or space stations.

[quote=“mattk50, post:24, topic:596”]
Question though, how will players organize in I:B? Will there be a single “commander” role that doles out orders from a strategic map, assigning ships and organzing players, kinda like natural selection 2, or will it just be straight up arena stuff.[/quote]

Here’s a thought.

Say that any player can use anything smaller than a frigate, but frigate and larger requires a team backing the request.

Each team is given one point for each team member. Sub-frigates cost zero points, frigates cost two points, destroyers five, cruisers ten and battleships 25. A team of 10 can grab a cruiser, or two destroyers, or five frigates, or whatever combination they like. One player goes in each capital, and everyone else uses their free sub-frigate ships. If a team can assemble 50 players, they can field 2 battleships (if available) and a bunch of sub-frigates.

Bigger teams gain access to more and bigger capitals.

Taking a page from Natural Selection 2, a designated commander can see what his teammates see at a strategic level. Four ships here, a base there, etc.

I see no gameplay reason why teams cannot be hierarchical. Team points pass up to the top commander. The commander can then apportion points to his sub commanders in the form of ships or points. He can give 40 points to a sub-commander, or he can just give that sub-commander a bunch of frigates. A commander can also give ships to anyone in the hierarchy below him. So if a micro-managing commander wants to tell every person in the unit which ship they get, he can do that. Or he can delegate.

I would not want the mechanism to take the form of ‘points’ because it is a meta concept. I’d want some realistic mechanism introduced so people could talk about this in terms of physical game objects.

What all this does is allow trust to build up amongst the players themselves. If there are five guys who play together frequently on a given server, they’ll come to know and trust each other. They’ll understand who is good at what. So one guy would likely be commander all the time, and they’d trade off on who was going to get the good ships - assuming other teams haven’t taken all of them already. People dissatisfied with the command structure can go find another team.

Also, new players will be invited into existing teams, primarily to get their one point. If that player builds trust with that team, they will start to let that new player fool with capital ships. That’s fairly typical EVE Online treatment.

Note that these teams are server-portable. They are simply a bunch of players who agree to work together. So long as they can reliably identify each other across servers (e.g. Battlescape works with Steam accounts or some equivalent), they can jump around as they like.

seeing some potentially huge flaws in that. It’s entirely possible for the teams on a server to divide up into such a way so that everyone is using similar sized ships due to too many “teams” or too few. Furthermore it seems a bit odd to put such a focus on these teams for resource allocation between players when they exist outside of the current game being played, it’d be much better if everyone was included in the “plan” of the commander guy, if there is one.

The teams thing reminds me of planetside 2 private platoons, which works there because, first the absolutely huge and uncontrollable mass of players that exist regardless. This kinda depends on how many people are expected to be in a single server, though. In planetside 1, there were legitimate commanders but they were determined by a separate command rank you needed to grind for leading successful squads, and afaik battlescape wont have any kind of rank system to bar just anyone from grabbing a command rank when thew game starts. And the command rank is always the best way to grief your team, in ns2 there were a few guys that did a lot of that until they got banned from all the community servers and had to stop.

That paints a pretty rigid web. I enjoy to play with strangers and especially when it later turns out that we worked together rather well without having to know each other beforehand.
What JB describes though is something I see in every game that has team based game play. A team that knows each other normally handles team play a lot more efficient then a bunch of strangers. I don’t think it is required to give them more power by trimming the game mechanic specially to them.

Well a few thoughts on a commanderless system: Everyone needs access to a strategic map, which is a given for a full scale solar system regardless, i guess. Might be helpful to be able to type on it with waypoints similar to arma 3’s map waypoints players can edit and put more permanent messages up especially if these rounds last multiple hours.

There needs to be a way for npc cap ships to move around regardless, and hopefully it isn’t ai based, but then if there’s no commander who makes that call? dont know how to manage that.

If everyone gets their own currency, certain players will play fighters the whole game, then go into huge ships near the end (like in ns2 with the onos) and others will upgrade throughout the game to varying different new ship classes. But, this has it’s own flaws like how do you distribute this currency and how does it link with ingame resources.

[quote=“mattk50, post:29, topic:596”]
It’s entirely possible for the teams on a server to divide up into such a way so that everyone is using similar sized ships due to too many “teams” or too few.[/quote]

How is everyone using similar-sized ships a problem? Are you worried that there will be too few frigates for all those two-man teams?

There are no literal teams outside the game. I was speaking figuratively. If you, Lomsor and I liked to form a team in Battlescape, then no matter what server we go to, we can still be a trio. We are a figurative corporation which is not supported by any Battlescape metadata. When we go to a Battlescape server, we create a team for the duration of our login.

[quote=“mattk50, post:29, topic:596”]
it’d be much better if everyone was included in the “plan” of the commander guy, if there is one[/quote]

The team system allows for that. If everyone wants to follow the plan of a central commander, that’s what they do. That’s what the hierarchical stuff was all about. In EVE Online parlance, they are forming an alliance of corporations. And if there’s one super-awesome-legend of a player online and he says he’s looking for teammates, everyone in his faction may ask to join. So it’s just one big corporation. But that one guy who doesn’t want to belong can still play his way. He supports the humongous team in his sub-capital because that’s the way he likes playing.

I enjoy playing with strangers as well. But even if Battlescape doesn’t tie teams with resources, it will likely have groups so they can organize. Mostly multiplayer games allow groups to go insular from the rest of the game population, and that’s the real culprit there. That’s antithetical to multiplayer gaming. So perhaps when I’m speaking on group chat, any ship that is nearby should be able to hear it. That allows things to be overheard, and offers of help to be made, offers of clarification of information, etc. It also allows for spying.

Yes, serious-minded players would switch to Teamspeak so they can isolate themselves. Gamers are… gamers.

Note that a lot of these things could be moddable. Letting the enemy hear conversations is just a switch. Letting neighbors hear conversations is just a switch.

A democratic approach could work for a commander less system. People who value strategic decisions have the power to initiate them. (And yes everyone else too, but solving the grifer problem is always lower priority)
Everyone can access the SITREP view and issue orders. An order “takes time to be applied”. Every player is notified by a small light (NO text or sound) and can check the map. Either support that command, disapprove or just ignore it. Depending on the outcome the order is issued or isn’t. If it isn’t the player gets punished by being revoked command rights for a certain time. If no one cares it defaults to approve.
It is similar to a lobby system where the clock is controlled by people who are “ready”.

Relatively fast games can’t do that as timing is crucial. But if a game goes on over several hours a 1-2 minute delay between each command isn’t that big of a problem.

That’s something rudimentary I pretty much expect for most team based games with a player count above 20. Being able to spot and point someone , with whom you are communicating with, to something in the game world is needed for stress less coordination of “Squads” or “Wing” or “Group” etc…

Yup, and I had to spell that out to make sure that Matt understood that’s all there is to the teams I’m talking about; they don’t extend in any formal way beyond a server.

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Assuming a good variety of ship classes is necessary for victory, yeah i would be worried. There would always be an “average ship”, the same for everybody and this would change based on team structure, impacting gameplay drastically. Many ships would end up going unused in these cases too.

when i said commander guy i meant a theoretical single person in a different system. in NS2 there is always a commander, i mean, and he always is managing the entire team to some capacity, at the very least making resource and construction decisions. It’s not just about following the plan

To clarify, by focus i mean, resource distribution. I feel like it’s something too vital to rely on player groupings like that to exist. I dont mean that they’re taken off the server, but effectively your group of friends is your “group” whether on the server or not.

We haven’t started talking about ship capabilities. I think you’re assuming a lot of stuff that I’m not. Ships would go unused if they were pre-built under the team system. So with a team system, you don’t pre-build because specific teams have specific needs. If everything is on a first-come, first-served basis for individual players, then create everything in advance because it will all get used.

[quote=“mattk50, post:36, topic:596”]
when i said commander guy i meant a theoretical single person in a different system. in NS2 there is always a commander, i mean, and he always is managing the entire team to some capacity, at the very least making resource and construction decisions. It’s not just about following the plan[/quote]

Resource allocation, construction and other stuff can all be incorporated into a commander’s capabilities. Certainly apportionment of capitals was central to the hierarchical team stuff. There’s no difference between NS2 and the hierarchical team system except that NS2 doesn’t permit any command structure other than a single overall commander. I have no reason to believe that players would want that to be the only command structure for Battlescape. I know that I’m not interested in that. I want to find the team that works for me, big or small.

[quote=“mattk50, post:36, topic:596”]
but effectively your group of friends is your “group” whether on the server or not.[/quote]

If I hop into a server and you and Lomsor aren’t online, I play with whoever is there. Such as the guys that have been sometimes playing with you, me and Lomsor. Or I just dive into a random group because I’m interested in playing with some random people, or I want to help mentor some new players. The team structure can be as fluid as the player personalities that select it.

The whole informal team thing is just the classic “friends” mechanism. If they’re on, you like to play with them. If they’re not, you play with somebody else - and likely make new “friends”. Teams were introduced into this discussion because it is assumed that groups of players are more trustworthy than individuals. If individuals are trustworthy, then Battlescape can use the ARMA 3 system of public capital resources. Vehicles, aircraft, etc. First-come, first-served. It’s cheaper than building a hierarchical team structure.

I was assuming that ships would have a wide range of costs, since there’s supposed to be a resource system, so there would be the bigger expensive and smaller cheaper ships, thats not much of an assumption is it? What i meant by this is that, if these pre-existing groups of friends, aka, if too many just “random” people are in a server as opposed to teams, the resources each “team” of 1 player will get a similar amouint of resources. This will mean each players gets an even amount of funding and while that’s find, it has to be this way all the time. Like, you cant transfer personal resources in ns2, if you could you could just spawn an onos at the start of the match by transfering everyone’s stuff to one person and then rushing. With this teams system, that is possible, but only if enough people use the ingame team thing which makes it mandatory and defeats the purpose of having a team for you and your friends when it actually hurts your side win.

We have to think of other ways then just shared and personal resources. Making resources sharable between “Teams”, “Squads”, “Wings” is one idea, but has the disatvantage of giving them more power then they need and also allowing for the thing Matt mentioned.

I have an Idea.
Have anything bigger then a covette get constructed at some places.
There are personal resources.
Now if anyone wants to build a bigger ships … lets say a small carrier, he starts the construction and puts in as many resources as he wishes from his personal pool.
Other players can look up the build list and also contribute to that ship or start a new construction. Have limited shipyard slots per base to limit spamming.
Now after some time and if all resources have been trabsfered who gets it? Make it a lottery. Every resource point a player conttributes gets him one “lottery” ticket.

So lets say we need a carrier and I initiate construction at the nearest shipyard. It cost 100 but I only accumulated 20. So I put all that in.
Other players put also resources in. While that was going on I got 5 more resources and throw that also in. I now a 25% chance to pilot the ship once ready.

There should also be a function to decline controll of the ship. Maybe I like to fly fighters all day long but want to support my team nonetheless with my resources. So I contribute but decline in case I get controll.

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In some RTS games you can request resources from other players, a capital ship could be something that is not feasible or even possible to construct on your own, for instance the maximum amount of personal tickets a single person can hold is less than the cost of the capital. This makes capitals and who pilots them a team decision, a few players can open up a capital request and others contribute to the pool. Basically what @Lomsor is saying but without the lottery.

In order for this not to be abused by players constantly joining the game, giving resources then disconnecting and doing it again. Player tickets need to be something that increases with play-time, for instance when a player joins he has no personal tickets, as play time goes by he is given tickets from the team pool and those tickets can be transferred.

[quote=“mattk50, post:38, topic:596”]
I was assuming that ships would have a wide range of costs, since there’s supposed to be a resource system, so there would be the bigger expensive and smaller cheaper ships, thats not much of an assumption is it?[/quote]

It depends on how far you want to go with it. Giving players a “ship class point” when they join a team is a resource system. Letting the team members design a ship with a fixed number of “feature points” for a given class is a resource system.

On the flip side, we can say that a Carrier requires 100 Turbinite, 60 Shond and 4 Yttrium. All carriers are identical, but that’s a resource system. We can also merge the Carrier requirement with the “feature points” so that players have to collect the necessary resources for a Carrier, but then they have a fixed number of those feature points that forces them to balance tradeoffs.

But ultimately, who gets the resulting ships? We’ve talked about first-come, first-served, the team approach, and @Lomsor has suggested a lottery.

[quote=“cybercritic, post:40, topic:596”]
In some RTS games you can request resources from other players[/quote]

Also an interesting approach, implying teamwork without formalizing the concept. It allows that top notch miner to ask for and receive enough resources to get that top notch mining ship. Of course, this means that we’re back to all that stuff that @mattk50 seems to dislike so much; groups of players that know each other having all the advantages.

Do any of those RTS games have 100 player teams? The multiplayer dynamic is quite different at that scale.

[quote=“Lomsor, post:39, topic:596”]
Now after some time and if all resources have been trabsfered who gets it? Make it a lottery. Every resource point a player conttributes gets him one “lottery” ticket.[/quote]

The lottery intrigues me because, if it is implemented just so, it removes control from the players. That loss of control removes the ability of teams of friends to keep access to the best ships themselves. They are forced to cooperate.

As stated, however, if I create a cruiser lottery, my buddies contribute to it and we get a cruiser between us. If somebody else wants to get in on the cruiser, they can, but the cruiser will very probably go to somebody on the team.

So what if players could not create lotteries? Rather, there are only a few bins (or only one) into which resource points go. As the points pile up, buttons on the bin activate. The Hunter button, the Frigate button, the Destroyer button, etc. If an activated button is pressed, a lottery for that item is triggered, with everyone who contributed getting an appropriate number of chances. Importantly, only those who have contributed the top 50% of the bin’s contents get to press buttons.

So if Lomsor contributes 150 points, mattk50 contributes 20 points, cybercritic contributes 20 points and I contribute 10 points, Lomsor is the only one who can press a button. He gets to choose what items are distributed by that lottery, and when they are distributed. Change the contributions and two or three people might have the ability to press buttons. Or 20 people.

If there are multiple equivalent bins, then players can pick and choose which “team” they want to contribute to. The more bins there are, the more that teams will isolate their resource use, and solo players will be left with small ships. The extreme version is @Lomsor’s original suggestion of player-created bins.

The lottery awards could be a specific ship, a class of ship, or just resource points back. There could also be other specialized awards such as ship skins and such.

If a specific ship, then I might be given a combat frigate when I’m a miner. That would be kinda useless to me, and I didn’t get to decide the “Combat Frigate” button would be pressed, so it’s a waste. Some means of converting that ship into something useful would be needed (or I’d have to give the ship away, which would be a ploy used by players to guide items back to themselves).

If a class of ship, then I might be given the rights to a frigate. I can create a miner frigate, a combat frigate or any other frigate in the game. Of course, if I’m already flying one, I might not need it, and the possibility of giving it away exists.

If a set of resource points, then I might be given the resources sufficient to build a frigate. Or just a weapon for a hardpoint. This is the cash lottery; resource points in, resource points out. Because it’s resource cash, I could sit on the points and play some more lotteries. Or hope to win another lottery and build a tricked-out version of that ship class. Or build two smaller ships. Or give the points to somebody else. Or save them for a rainy day.

Of course, if I can give the points to someone else then we’re back to the problem of teams of buddies tending to isolate themselves.

Edit: It occurs to me that players could donate points to lotteries instead of being able to give them directly to other players. If there is only one bin, then my donated points go in without asking for corresponding chances in the lottery. I would do this when I have won too many resources and I just want to give some away.

So it seems to me that a straight resource lottery is perhaps the best solution to allowing access to the better ships - if we’re going to avoid the problem of insular teams of friends.

Consider this in reality. It says that nobody can pay money to anyone for anything. You are given your money, and you can risk as much of it as you like on some number of state-controlled lotteries. So the wealthy would never be the Bill Gates, Warren Buffetts, or Elon Musks of the world. Nor would it be the inheritors of huge empires; only random lottery winners. To buy things, you go to the state-controlled stores.

Note that such lotteries might have a maximum payout of $1 million. So when Powerball gets up to $300 million in week one (because everyone in America contributed $1), there would be 300 winning numbers. You’d never run into anyone with more than a couple million dollars because they’d have to win multiple lotteries. But you’d probably count a couple millionaires among your friends.

That would be a very different world.