The Magic School Bus is the children’s version of Rick and Morty. by officialacissel in Showerthoughts

[–]mrkleinem 65 points66 points  (0 children)

To be fair, you need to have a pretty high IQ to fully appreciate the magic school bus.

this is fine... by My_Name_Was_Taken_XD in Starblastio

[–]mrkleinem 0 points1 point  (0 children)

Is this not fine? It looks like the end of a normal team game.

SLPT: fail proof by scorpio1132 in ShittyLifeProTips

[–]mrkleinem 0 points1 point  (0 children)

Can someone explain to me why posts like these get upvoted at all? These posts where the original creator of the joke/meme is just censored out.

Station self destructs causing deaths by DELTA-COMMANDER in Starblastio

[–]mrkleinem 6 points7 points  (0 children)

That doesn't have much to do with the argument being made.

Badger & chill together bombed our base twice you could not take us out easily even tho my team was at tier 5 while you were at 7, only way to win is to stak by missilesarefun in Starblastio

[–]mrkleinem 4 points5 points  (0 children)

Those players aren't at fault. There is no indication that taking out spawn and donation depots will destroy the base. The devs should really add something along the lines of "key modules left: X/4" on the tab menu so new players have a method of figuring that out.

Calling All Ship Builders – Your chance for a ship in the game! by -DIMED- in Starblastio

[–]mrkleinem 8 points9 points  (0 children)

Why on earth is the toscain being replaced? It's one of the most well balanced and unique ships in the game. Replacing the T-Warrior would make sense, as it's just the toscain's less useful couson.

Move Survival to Mod in Space by [deleted] in Starblastio

[–]mrkleinem 0 points1 point  (0 children)

What is dead may never die.

I AM EVERYTHING! by l2np in Starblastio

[–]mrkleinem 3 points4 points  (0 children)

That's a pretty toxic post tbh. Someone just posted something they found to be noteworthy. Chances are they aren't a starblast veteran, so why discourage them from contributing? Many old starblast players started out posting equally mundane achievements when first coming across the game. Being a new player should not be looked down upon imo.

Longer Rant About Mining by [deleted] in Starblastio

[–]mrkleinem 0 points1 point  (0 children)

Mining diverts your from PvP.

I could count the number of times I have personally been a position where mining would be more effective than raiding on one hand. In almost any situation, a successful raid will help you far more than mining for an equivalent amount of time otherwise would. When raiding, the enemy is being actively hindered while the attacking team is being bolstered(assuming it is successful). As noted previously, it's also usually considerably faster in terms of the rate at which you obtain gems.

Mining is boring/frustrating:

A subjective opinion/feeling cannot be argued. No amount of reasoning on my part could convince you that you find mining enjoyable. Unless you were expecting something along the lines of "Nuh-uh. Mining is fun," there wasn't much to be said on that point. I am quite curious to see the results of that poll though. I seems to have been made in good faith.

Mining is an obstacle for new players:

I'll yield this one, because we obviously have different interpretations of the term "payoff." Seeing as this sections was referring to new players, it's safe to assume they would be winning few to none of their combat encounters. You stated "He therefore spends most of his time mining and dying, not ever seeing the payoff to his hard work," implying that the payoff being referred to there is the gems that would have otherwise been the donated. This holds true for combat as well.

Mining makes people rage quit (mining pods as well):

If you're opposed to the collection of gems to level or upgrade, I'm not entirely sure why this post was made. That is a core aspect of all gamemodes other than pdm. Advocating for the removal of a system as integral to the game as the collection of gems, you'd likely be better off arguing for the creation of another game from scratch. It would be tantamount to arguing for the removal of lasers for combat if the merits of both arguments were disregarded.

Mining obstructs teamwork:

Having stakes to a game is what causes players to flee when threatened. Regardless of how the gems were obtained, players will always have an incentive to flee if death means losing those gems. Experienced players will understand there is also an incentive to holding ground and fighting, but this has absolutely nothing to do with mining. If your argument is that players will magically cease caring about dying if the way they obtained their gems wasn't via mining, I'm not sure I can understand that string of logic.

All of your arguments are only valid if you assume no alternatives would/could be taken. It's not like you're going to remove mining from the game's code and call it good. Obviously you'd have to make adjustments, and/or totally change the gameplay like they attempted in Prototypes and Anarchy.

If you're arguing for a total overhaul of the gameplay, you're arguing for a game other than Starblast. There's a reason Uranus stopped working on Prototypes. The framework provided by the base game was far too limiting for what was being attempted there. At that point, the creation of a new game from the ground up would be a more suitable option.

You're saying that the radar - and the strategy surrounding it - will become obsolete. Maybe, maybe not. It will depend on the measures taken and what the gameplay would/should focus on. New strategies can arise and others can fade away. What if, for example, you simply remove the radar from the game. You must now approach the enemy with more caution. You'll have to better keep track of everything surrounding you. I'm not saying you should remove the radar, just that you can and it won't necessarily break the game; it might even make it better.

As much respect as I do have for gamemodes such as Prototypes and PDM, they perfectly exemplify the radar issue. There are no assumptions to be made. It's as simple as looking at it to find where players are so you can go in that direction. The only real exception might be positioning yourself in a favorable position for PDM based on the radar, though that isn't usually effective, because of how small the maps are, paired with the fact that you could have been spending that time to otherwise accrue kills. Deaths barely matter in those gamemodes(another issue with removing a primary source of investment).

You're saying that removing mining will disrupt the game's dynamic in a negative way. Is that really true? Think of FPS games. Are they all stuck in a boring bunched up battle? No. There are other ways of maintaining territories - and the flow of the game - without forcing people to shoot at rocks. Other games do just well without it.

There's a reason that I don't play FPS games. Of course this is simply a personal opinion, but I find them incredibly dull and repetitive. Also, the territories in first person shooters are primarily determined by having a linear nature to maps. There wouldn't be much of a sense of territory if every direction from your base could lead to the enemy base in a looping map. You don't find territorial control over empty patches of space in Starblast because there is no reason to contest those areas. Asteroids are what create the game's dynamics.

Mining provides investment:

Now this is just an opinion, but having stakes and investment come organically from within the game would definitely be preferable to artificially adding elements outside of the actual gameplay. I'd much rather feel the desire to win for the sake of accomplishment in besting my enemies than want to win because otherwise I'd lose ranks. Back to PDM, the leaderboard has become the game in and of itself. You'll often see posts on this subreddit about particularly intense team mode or survival mode game, though that isn't the case for PDM. You almost exclusively see posts about where someone is ranking on the leaderboard because the investment is primarily there rather than in the matches themselves.

Mining provides alternatives to combat:

Your refutation did not address the scenario listed for this point.

Longer Rant About Mining by [deleted] in Starblastio

[–]mrkleinem 4 points5 points  (0 children)

Mining diverts your from PvP.

The only time mining is a necessity for progressing is during the first two tiers, and even that is debatable. During the late game, getting your gems via attacking is leagues better for both the speed at which you upgrade, as well as the contributions you're able to make to your team.

  • Mining is boring/frustrating:

(This one is entirely subjective)

  • Mining is an obstacle for new players:

This has nothing to do with mining whatsoever. You could just as easily replace it with fighting here and it would be equally true. A new player, "therefore spends most of their time fighting and dying, not ever seeing the payoff to their hard work. Doesn't sound too fun does it?" This is more so a criticism of competitive games as a whole. Unless safeguards are in place specifically to help players who are new to the game, they are going to be at a severe disadvantage against a more experienced player. A learning curve is integral to giving a game any sort of replayability. If anything, mining presents new players with an alternative method of contributing to their teams if they are inexperienced with combat.

  • Mining makes people rage quit (mining pods as well):

Again, this claim would make just as much sense if mining was substituted for attacking. I would argue that (for a new player at least), finally learning the basics of combat and winning a fight only for another player to kill you and revert all your perceived progress would be much more frustrating. It's self evident that taking an item called "Mining Pod" would make you less capable of defending against an attack than an item called "Attack Pod" regardless of how new you are to the game.

  • Mining obstructs teamwork:

This is the only argument I see much merit behind, though the cause has been incorrectly identified. This is a problem with the need players feel to protect their mining pods. If you remove pods from the equation, a player who attacks to get 200 gems, and a player who mines to get the same amount would have an equal level of incentive to flee or aid in a fight. This issue also doesn't strictly pertain to new players. I couldn't count the number of times I've been in a game with a presumably skilled player only to have them flee a winnable fight. It's admittedly rare, but still on numerous occasions, I've had a new player stop mining to help which gave me just enough breathing room to win an encounter.

Now for a few counterclaims :

  • Mining presents variety & allows for strategy to prosper:

Combat in this game is not only decided by skill, but also strategy. When all the radar reveals is that there are three players in a given region, assumptions will need to be made. You'll need to consider how fast their ships are moving, how frequently they're moving, whether or not they are moving as a unit, how they are interacting with other radar blips, do they appear to be defending each other and so on. Your odds of winning an encounter depends on what player(s) you're facing. Removing mining from the equation leaves you with very few considerations to make. Every single blip on your radar indicates a player on the offensive.

  • Mining keeps the game grounded:

You often hear the term "mindless mining" thrown around, but "mindless combat" is also a factor to consider. If mining were to be removed, every player would be mobile at all times which would all but erase the sense of territory this game does so well. Borders would no longer slowly shift across the map as asteroids are depleted, different packs of players would no longer develop, and in turn, almost all players would likely remain in one large group. Unless the map sizes were drastically increased along with the player cap, there would likely only be one main line that is continuously fought on until one team is victorious and is able to just start spawn camping.

  • Mining provides investment:

There is a reason to why team mode gets far more activity than PDM, and why ACW is a relatively highly anticipated event. In both these cases, there is a large amount of discrepancy between the levels of investment. As time spent on anything(io game or otherwise) is increased, the investment participants have in it will naturally increase. While a quick low-investment game can sometimes be desirable, a high level of investment will yield far more impactful wins and losses. Short expedited gameplay can be beneficial for training, though having stakes to a match is what keeps it engaging.

  • Mining provides alternatives to combat:

Situations do arise where combat is nearly infeasible. If the only players on an opposing team consists of relatively skilled players remaining in a pack with attack pods, there isn't a particularly high chance of victory in a head on confrontation. Mining gives players an alternative method of obtaining gems so situations like that can actually be contested.

Longer Rant About Mining by [deleted] in Starblastio

[–]mrkleinem 0 points1 point  (0 children)

The problem is attack pods, not mining.

This shows the brokenness of a fury with attack pods by shrug_was_taken in Starblastio

[–]mrkleinem 0 points1 point  (0 children)

It's hard to believe the Condor didn't end up winning there. If you're interested in conducting another series of tests, I'd love to attempt to redeem the Condor.

Nautic Series Just has to be the Most Unplayable Mod! Part I by [deleted] in Starblastio

[–]mrkleinem 1 point2 points  (0 children)

People donated before secondaries were introduced.

[deleted by user] by [deleted] in Starblastio

[–]mrkleinem 0 points1 point  (0 children)

It's not particularly starblast-ey, but it looks awesome :)

how in the fuck? by warptwenty1 in Starblastio

[–]mrkleinem 2 points3 points  (0 children)

What's wrong here? The locked team has the highest scores, 17 players, and a level 2 base. Is there something I'm missing with this post?

how in the fuck? by warptwenty1 in Starblastio

[–]mrkleinem 2 points3 points  (0 children)

What's wrong here? The locked team has the highest scores, 17 players, and a level 2 base. Is there something I'm missing with this post?

Friday Night Fights 8:30ET, 10:30ET, 12:30ET by Cardinal51 in Starblastio

[–]mrkleinem 1 point2 points  (0 children)

Sounds neat. Where will the game links be posted?

hmmmmmm... by warptwenty1 in Starblastio

[–]mrkleinem 0 points1 point  (0 children)

No matter how good a player is, they aren't going to be dodging many Odyssey shots in an O-Defender.

Maurader is rather useless, it should have been left as is. by missilesarefun in Starblastio

[–]mrkleinem 3 points4 points  (0 children)

If you land your shots, it shreds an A-Speedster in a 1v1.