Zack
Inactive Member
Feel free to skip to the TL; DR. This first part is going to be a bit ranty and explains how we got to where we are.
How many guns can a ship have?
This should be an easy question. Just a number needs to be provided and we're golden. There is a huge rant to be had here about specifics but really what is the point? The people making rules or putting in suggestions don't seem to agree on what the problem is or even if there is a problem. In order to solve the problem at hand we'd first have to get these people to understand that there is a problem. We would then have to get them to understand the metrics behind what the problem is and how the problem is measured. Even then we couldn't start work on the problem, as we'd now have to bring everyone up to speed on how problems are worked on and it took me nearly a year to really start to get 'DevOps' and project management.
Also, over the past few years, I've learned not to commit to putting in a lot of effort on SARP unless I have creative control. This is fairly straight forward, Nepleslia used to be nearly half the site when I was running it. An FM was appointed who went out of their way to cause problems for me. I left, and the faction hasn't recovered since. In the process I ended up leaving a bunch of cool tech-library articles behind for quick ship creation that all had to be redone as entirely new items when I wanted to start ship design again. Similarly: the stat tables were also compromised by me 'trying to dumb them down' for certain players who went out of their way not to use them. The moral of the story being: Don't waste your time with people you don't want to be around anyways. I'm also bringing up the stat tables again because while they didn't stick, they did give some valuable insights into how things work.
There is also the important question of 'how did other people solve these problems?' The answer is 'DevOps', but the more useful and less buzzword answer is to look at other games. DnD is the common jumping off point, and most people probably remember 3.5. 3.5 was a huge improvement over earlier versions of DnD, it had a lot of complexity and had a lot of rules that made making characters a pain. As we moved on to 4e and 5e we got more streamlined, even though we still had STR, DEX, WIS, INT, etc we lost rolling for stats and just got assignable numbers. The turn phase was streamlined to 'move, minor, standard', and classes became more curated. Instead of being a fighter and then picking your abilities from a huge list, you now had a backstory or archetype which informed which abilities you'd get automatically at certain levels. You can even take a look at shooter games for inspiration: TF1 had a ton of classes and a lot of specialized tools you had to know how to use. TF2 was more streamlined with different classes that had a lot of character to them, they still had gear though and could be combined in various ways. Then overwatch came out and instead of playing classes with gear, you would just play a specific character. Everything from the animations to the character's personality would clue people in on how to play that character. As a result of the changes above, DnD/Shooters became easier to get into. This reduced the amount of time it took for players to become familiar with the game and had the concrete metric of player retention to back that up.
But what does that all mean?
You can just skip here if you want
TL; DR:
Just let me make DRv4, and have it be an optional rules set that you don't have to use if you don't want to.
The results will be:
* Faster Approval of Articles compared to DRv3, in both time before approval and number of posts before approval is made.
* Objectively balanced ships
* Minimal rework of existing ships to fit DRv4 (Minimal enough that Toshiro won't complain about it)
The above have concrete numbers that can be counted, so I can show that the system works.
To produce it, the system will get chunked up into small parts, and each week or two I can have one of those parts ready for feedback. The granular nature of the changes means that the majority of these new systems / improvements can be used with DRv3 on an as wanted basis (IE: If you like the weapon range changes you could just start using DRv4 values and it will look just like a DRv3 acceptable template). When enough components are ready, then DRv4 ship templates will be made available. Again, these would be just as acceptable to a DRv3 mod as a regular ship but they would be curated so that you can't fill in the template in such a way that would make the ship unapproveable.
The final step would be to fix the ship size = armor problem which will mean breaking away from DRv3 at the end of creating DRv4.
But a key part of this is having creative control over it. If I can get the OK from @Wes to build it out I can get started otherwise I don't want to waste my time building something and then having to explain why we should do this.
(We'd also get to do some A/B testing finally, and be able to compare changes.)
How many guns can a ship have?
This should be an easy question. Just a number needs to be provided and we're golden. There is a huge rant to be had here about specifics but really what is the point? The people making rules or putting in suggestions don't seem to agree on what the problem is or even if there is a problem. In order to solve the problem at hand we'd first have to get these people to understand that there is a problem. We would then have to get them to understand the metrics behind what the problem is and how the problem is measured. Even then we couldn't start work on the problem, as we'd now have to bring everyone up to speed on how problems are worked on and it took me nearly a year to really start to get 'DevOps' and project management.
Also, over the past few years, I've learned not to commit to putting in a lot of effort on SARP unless I have creative control. This is fairly straight forward, Nepleslia used to be nearly half the site when I was running it. An FM was appointed who went out of their way to cause problems for me. I left, and the faction hasn't recovered since. In the process I ended up leaving a bunch of cool tech-library articles behind for quick ship creation that all had to be redone as entirely new items when I wanted to start ship design again. Similarly: the stat tables were also compromised by me 'trying to dumb them down' for certain players who went out of their way not to use them. The moral of the story being: Don't waste your time with people you don't want to be around anyways. I'm also bringing up the stat tables again because while they didn't stick, they did give some valuable insights into how things work.
There is also the important question of 'how did other people solve these problems?' The answer is 'DevOps', but the more useful and less buzzword answer is to look at other games. DnD is the common jumping off point, and most people probably remember 3.5. 3.5 was a huge improvement over earlier versions of DnD, it had a lot of complexity and had a lot of rules that made making characters a pain. As we moved on to 4e and 5e we got more streamlined, even though we still had STR, DEX, WIS, INT, etc we lost rolling for stats and just got assignable numbers. The turn phase was streamlined to 'move, minor, standard', and classes became more curated. Instead of being a fighter and then picking your abilities from a huge list, you now had a backstory or archetype which informed which abilities you'd get automatically at certain levels. You can even take a look at shooter games for inspiration: TF1 had a ton of classes and a lot of specialized tools you had to know how to use. TF2 was more streamlined with different classes that had a lot of character to them, they still had gear though and could be combined in various ways. Then overwatch came out and instead of playing classes with gear, you would just play a specific character. Everything from the animations to the character's personality would clue people in on how to play that character. As a result of the changes above, DnD/Shooters became easier to get into. This reduced the amount of time it took for players to become familiar with the game and had the concrete metric of player retention to back that up.
But what does that all mean?
You can just skip here if you want
TL; DR:
Just let me make DRv4, and have it be an optional rules set that you don't have to use if you don't want to.
The results will be:
* Faster Approval of Articles compared to DRv3, in both time before approval and number of posts before approval is made.
* Objectively balanced ships
* Minimal rework of existing ships to fit DRv4 (Minimal enough that Toshiro won't complain about it)
The above have concrete numbers that can be counted, so I can show that the system works.
To produce it, the system will get chunked up into small parts, and each week or two I can have one of those parts ready for feedback. The granular nature of the changes means that the majority of these new systems / improvements can be used with DRv3 on an as wanted basis (IE: If you like the weapon range changes you could just start using DRv4 values and it will look just like a DRv3 acceptable template). When enough components are ready, then DRv4 ship templates will be made available. Again, these would be just as acceptable to a DRv3 mod as a regular ship but they would be curated so that you can't fill in the template in such a way that would make the ship unapproveable.
The final step would be to fix the ship size = armor problem which will mean breaking away from DRv3 at the end of creating DRv4.
But a key part of this is having creative control over it. If I can get the OK from @Wes to build it out I can get started otherwise I don't want to waste my time building something and then having to explain why we should do this.
(We'd also get to do some A/B testing finally, and be able to compare changes.)