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Warlander

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Everything posted by Warlander

  1. They could likely disable screen scripts while in the market. NQ should really put up a bunch of billboards for rent. You want to advertise you put the money in for how long and it goes into a que by who is waiting. There should be something like 100 billboards for reent at the districts or outside the parking zones in the grassy areas. Sounds fair to cut down on the cores and the rest of it. Just image money and length of time put into a que. Where every market has advertising. Charge like 1mil credits per week. If its paid and run through NQ they should enable gifs or other simple animations. If people dont like your ad there should be a report feature. Not 10 votes and gone if people dont like you for having an ad. But a legit person checking the ads if reported and using common sense.
  2. If you dont see that orgs are breaking this game in every aspect of the game I dont know what to tell you. They need limits. Thats all there is to it in order to create any form of balance or its game over in like 5-10 months if things dont improve. Believe it or not idc. Hey it used to be 15 friends at one point. Trying to build an org but people quit the game quite frequently. All im saying is my perspective. It doesnt matter if im 3 or 300 the scale and quotas of the machine scale to what you can produce. Its the only frame of refrence I have and judging by the demands im supposed to have a bare minimum of 10-25 people. We roll with the punches like everyone else. /shrug
  3. Warp is space/time gravity is the metal core of a planet resonating a solid or liquid core with the frequency of the sun that creates a magnetic field or magnetosphere that is pretty much magnetic gravitational waves that make quarks, neutronos, and the higs boson do what they do. Its pretty much all magnetic which is why gravity only works so far out from a moon or planet that itself is captured by the suns own magnetic field. Since the magnetic poles on our sun flip every 11 years in polarity it always keeps causing a reaction through the radioactive particles flowing through the planet and stimulating a magnetic reaction to the metal core of the planet. I dont know about you but I cant lift my house with a kitchen magnet. It does not have to make sense it just has to defy gravity and account for weight to Pulsars (I call them gravpads my bad). Bigger the antigrav the more pulsars it should take is all I am saying. If its to remain free at least give us some kind of parts cree with grades and sizes like everything else. It does not actually have to cost anything but there is little wiggle room if you only need a tiny amount to lift an insane amount of weight. With more speed you can rationalize the amount of trips if its based on scale or grade and some talents and putdowns. Or make them face upwards so they dont interfere with hoverpads and it wont be that bad.
  4. Too bad they took out destructive elements there would be no ships in game in a week. Especially if people were bulldozing your ship off ledges or platforms all day or sliding ships down hills till they scrape a voxel and blow up. If you combine that with those people flying brake boxes to blow ships up Id say the market would be empty in like 3 days I vote yes on this even if it had a rollback.
  5. It is intentional. I consider mining to be the root of all evil in this game. You cant point to any one system and fix it that does not directly lead back to mining. Every single system in the game is impacted by mining. How much you can produce, build, fly, fight, etc is all based on how much you can mine. You cant change those systems without changing mining. Or if you do it just adds more mining and tedium. You cant lessen it or the mega orgs just get that much stronger with more cash in their pockets saving up for TWs. You give them any incrimental increase and it comes out to millions/billions down the road for mega orgs and hurting everyone else even more. It always comes down to mining. And NQ has developed themselves into a corner because of it. And instead of putting hard limits on the top end and chopping from the top or decreasing their ability with scaling systems that hurt the megaorgs the most while still allowing everyone to progress and catch up to them they are designing a game against the majority of players instead of the mega orgs. MegaOrgs should not be able to scan whole moons in about a day. They should not be able to scan a planet in a weekend either. 50 people scanning to do that is ludicrous. Why is there even tile scanning in a finite resource game anyhow? Why shouldn't they have to go out and just mine? Or be required to drop 2 mil per TU drop and be required to own a tile to see whats in it in the first place? Or just not having it at all because it breaks the game? And because they can see all the juice tiles and tiles containing rare ores they have full carblanche to rape the resource pool with superior numbers and then turn around with all bonuses and flood the markets with low cost undercutting measures that in turn take away peoples production at a potential loss to break even. And because all that shit is downright broken to all hell they have to tune the industry to their resource aquisition rate. Since it takes everyone much longer to do what a megaorg does it adds so much more punishment, time, resources, tedium, and general grind because there is no limits. Because there is no limits there is no limit to the measures they think will fix the market but it just cuts everyone out of the market just that much more when you suddenly drop things like schematics that just drops 100s of millions of credits hostage on normal players while to a megaorg just jumps over it like a hurdle as it creates a content barrier for no reason. Why because mining is fucked. And because mega orgs can just pump out unlimited products because they know where all the ore is and have been mining since day 1. Like the thread a while back where the people watched some other org steal billions from them. BILLIONS. At this point NQ probably should just consider giving them Free Build Mode because they honestly have gotten to the point they dont actually need resources anymore. They have so much mats, ore, parts, items, and overall oppulance that it kills the market its so incredibly saturated and the only illusion keeping it up is the same people also manipulating the market so it looks like there is one. They have so much that it boxes everyone else out. Why? because mining is fucked. MegaOrgs dont really need to fight they are all in competition against us not each other. Sure some people pvp or they roll out their North Korea style military parade to flex their muscles with a blockade every once in a while but they dont even really need to we know who runs everything here. Why because mining is fucked. It makes losses for the rest of us huge since it takes us a lot longer than a 500 person org. There is no chance to catch up because they have been at it for so long in a finite resource driven game to catch up. The tile scanning alone might take 50 a day to scan a moon but it takes smaller orgs with smaller scanning crews 10-100x longer. Which takes finding what is left of the dead tiles 1000x longer which takes mining longer which makes filling daily machine quotas longer our parts output longer, building longer, ship building longer, and selling for no real profits on the back end making things take even longer. You cant make this a viable game unless there are hard limits or pop caps on orgs. As much as JC wants to turn them into their own factions they just arent. there isnt enough division of power or the ability to slow them down from destroying the game for everyone. No one single group of unified individuals should wield that much power without setting hard caps to org populations and forcing smaller orgs to work together which will create different leadership heiarchies, sister orgs, and stife to create conflict. Factions are multiple allied orgs working together not just 1. It lends to rivalries or hatred of each other to be organic then 500 people exploiting everything as one unit because the devs dont see it as a problem. Its the main problem with this game. 100 people base should be a pop cap with talents. They should have to work with other 100 person orgs and create an alliance that turns it into a faction. It does the same thing but it gives more chances for other to lead sister orgs and not any single emperor. Each alliance faction should be able to vote. Each alliance should have hard market buy/sell limits. Each org should have a set role structure required to run the org based on talents and roles as qualifications for those jobs they need to fill so that every org has what it needs to function. Orgs should have scaling costs that get worse the more you push vs hurting everyone else. That means scaling taxes, TU drop costs, rent, upkeep on their fleet/industry by wear and tear, and the total they can list in the market. They can buy all they want. But something drastic needs to be done to put them in check and allow people to catch up. It should not be an easy ride to stay on top. It should give them more work the bigger they get not the rest of the playerbase. NQ/JC has no clue where this thing went wrong in the systemic flaws in this games design. Its all because mining is fucked and they cant stop rewarding megaorgs with every handout. Its too late to change any of it since its their "vision" and people have worked too hard to just make them all start over. Im sure some would be up for it but it needs to happen. NQ has developed themselves into a corner with the base pass of mining to the point where if they even remotely think about improving mining it will destroy the rest of the game. If you change mining in any way it effects every aspect in the game down the line and the overall ability for scanning crews and mega org mining crews to profit even more, produce more, and not have to fight more. You cant change mining at this point unless the whole game changes in the process. You cant point to any one system and say hey this has to change without some way leading back to
  6. It was litterally the only thing taking items out of the game even if they had a 1-3-5 lifespan. New players should not be expected to be graduates from the airforce upon their arrival to the game sure but within reason obviously. If Basic parts had an across the board 25 lives that is not game breaking but still allows plenty of use for newbies who still have to repair. If Advanced parts had 20 lives it does not break the game but still allows for enough useage to get your monies worth. But it should go down to 10 for rare and 5 for unique so you still get use out of unique parts. You need item turnover to some degree. I think the DE system was a little harsh but its the only thing currently that takes out items from players and keeps the market going rather than nobody buying anything because they either make it and dont need to buy anything or they only can repair items. Personally I dont like the sink it creates but it is absolutely necessary for the market to move beyond refined ore as the real bot traded currency while they trade endlessly back and fourth buying and selling to manipulate the market for themselves to destroy everyone elses buying power. I dont see why they are allowed to exist or they arent being banned for exploiting the market downwards but also upwards when they want to make more money. It just makes everything else pointless but also that its hella grindy and drawn out for just a handful of crafting stations that require hundreds of inventory containers. There really isnt much to the system in MMO terms that does not even have a mini game, feeders, packers, and jobs for a lack of a better word that requires active participation rather than full on automation once you press start. Anyhow there is nothing wrong in NQ forcing people to learn to fly. The problem is the crippling talent system that prevents everything from happening.
  7. I dont see why NQ does not have billboards and advertising space all over the districts players can pay a premium to rent in a que for however long? There is no need to have potentially hundreds of advertising barges all over the place if they just had boards set up all over the place or above the airspace of the market or going down somekind of restricted travel airspace. I think that anything over an M screen should be bound to Static Cores and not Dynamic. Just big enough to use screens in ships. Anything else you should rent at a premium reoccuring weekly fee or paying for a set amount of time to give others a chance to advertise as well.
  8. I dont expect NQ to do anything other than going full retard on game development on their peyote fueled "vision" quest to whereever that leads them. There just needs to be a credit per hour meter in the market tiles that charges. Then if you take on more then that it scales. If you cant pay or are in a coma it opens it up to teleporting ships and things to a scap heap for salvage. That is all.
  9. Honestly its likely not that they dont care but they want to do a semi stress test of how much overall garbage people can put there to set limits later when instead of 500 billboards you have 500 actual players sitting at the market for when the game goes live.
  10. I feel like the schematics for our 3 man org has created some kind of home business failure sim. With the schematics it basically puts you at least 100 parts in the hole you produce. Seeing as we are still freeing our industry from the hostage situation. Every machine we turn on puts us further in the red. We are reinvesting everything we make back into the industry to fully turn it on while eating more and more parts just to turn it on. Even if we wanted to sell what we make we basically cant make money and in some cases we lose money. Every machine we turn on also adds to our daily mining quotas which also requires more hours of mining to keep up with production just to break even or lose more money. I feel exausted as well working 10hr mining shifts. I know anything they do to add quality of life to mining destroys everything else in the process but something needs to be done to increase mining, use more materials in crafting, and the amount that can go up on the market. Its out of control honestly and some actual real balance needs to be done or some serious discussion with JC or devs to happen to hash this mess out. Its like you look at any system here and its hella broken in some way. The problem is that if you change anything now it breaks some other broken system worse then it was broken or exploitable before. Or you get into the punishment cycle of adding more grind, time, tedium, or fun for someone else who enjoys their playstyle. Mining is the root of all evil in this game that is destroying everything down the line connected to it with tile scanners, finite resources, distance, quantity, and screwing over miners who cant even refine ore from their own talent tree so that other people can make money off them and the miner is screwed and only has access to mining 4kl nodes all day. Once mining is sorted out everything else can be balanced to take a lot of the hassle and tedium out of this game to make everything else synched up again. Scematics should have just been added to the machines then NQ acting like OSHA and coming in and shutting down all factories outside of the megaorgs. It should have just been buying the machines and just making the parts. Or that Destructive Elements was supposed to take items out of the market to open things up a little. Since people are either using auto pilot scrips and not crashing at all since you can pretty much tell it where to go and it does it perfectly in most cases most people were learning to fly better or add parts to stop from crashing and not losing their parts which is a GOOD thing. The problem came with the structure that basic parts should have 25 item repairs built in and unique parts having 5 losses before things break. There should be no distinguishable difference between parts as they should all be standard and not the 3/5 ratio. Cores make sense at 1 crash but even still there should be graded cores and allow new players 5 crashes with a basic core and a unique core only lasting 1 crash unless your ship is stolen in the process. But DE elements should not be scrapped as we need something to take items out of the game. Be that based on crashes but also buy usage to an item that based on the 1-100% hp pool reducing hp as you use it to create further gaps between even basic:basic if you just flew 100s of SU and you lose efficiency as you fly, mine, or craft.
  11. When Territory wars come out players will own the land and potentially whole moons and planets. When that happens what they describe is a possibility. When Mega Orgs steamroll everyone else and claim a planet you will be effectively stealing from them. They pretty much own them already since they can essentially blockade or chase off and pvp players from taking "their ore" right now. Sure they dont have a flashy title saying they own it but they essentially do. It has nothing to do with improving anyone elses gameplay they dont have to care about improving anyone elses gameplay but their orgs players. If anything they are trying to kill the economic power of their rivals since they can produce the item cheaper than you can because they source the ore there. You have to undercut yourself and potentially lose money with each transaction to just break even and get your money back right now. Just imagine when they cut off whole tech trees and prevent anyone from mining there when TWs go live. Seeing as JC and NQ idolize EvE you can bet it is what they want to do eventually.
  12. Really anyone can test it out for themselves regardless of tier. You just have to take a scan and watch out for the nodes that cross tiles and account for that. If you get more then the tile says it does then its working as intended. I just wish there was more random things during mining that could get you a variance that can give bonus gather procs, grades, and other things between nodes or that there was some kind of metaleurgy branches that could specifically give more per ore type or the possibility to mine pure ore. There should be other things between nodes as well with sifting or bonus rocks that pop out when you mine the sand, tundra, or snow. Mining is boring as is and there should be multiple ways to mine like there are multiple ways to fly, fight, or produce. Just something that gives you potentially more per mining session then is allowed currently with this out of the box standard issue mining system.
  13. Just Yes! Why is industry not bound to wear and tear or upkeep like piloting or PvP fighter piloting? Industrialists should not be allowed to endlessly churn out products without an opperating cost associated to how much you produce. Sure they created a barrier entry into the industry with machines, schematics, and talents but it is not working as it is only a temp gate mechanic that then does not try to stop flooding the market on the back end. If you want to make a 10 tile industry for a mega org it should cost you to repair that hulking mass of a factory to slow down items going into the market. Since Destructive elements are pretty much out for non PvP there is now thing to take items out of the game. There was nothing wrong with the DE system other than it nees to have more death counts on basic items and less for top grade versions so new players have a shot at learning the system. Beyond that it just forced people to learn to fly better. Im not saying in all cases that is possible since you need the passive talents, putdowns, stats bonuses, and everything else in order to fly but still there should be somekind of threshold of being able to fly in some capacity but also still need the rest of the system in order to do more than just fly and be able to pvp or haul. But either they need to add upkeep or they need to staight up limit the amount of items you can put up in a market per day and for the week. Or the market will never work with the bandaids they keep trying. Industry will never do anything but flood the market and prices will never be out of the hands of the bots.
  14. Jankies they would have gotten away with it too if it wasnt for those meddling open beta testers demanding content.
  15. I think the only real way to find out if there is a nerf is to have a T1 and a T5 mining skill person scan and mine out a tile and see if you get the 25% bonus. Until you have the hard numbers from the scan to test if you get what it says your supposed to get its all just subjective and people claiming they arent getting what they think they should. As always the solution is to mine to find out.
  16. Fully agree with this. First I wish that choosing a voxel color or texture were more modular as a floating PBR type texure in which you could customize voxels to a certain extent with existing texures but having more control over the color pallet with each ore having a color range and adding ores to the game so that there is a full RGB based color pallet. Perhaps with a slidder for color and a slider for light/darkness of the color. Or also having the ability to have a slider for reflection / sheen and then just baking the substance into a voxel. Air Voxels: You need an air voxels so that you can designate hollow space in a blueprint if you say build a Static core and the voxels are set underground. The air voxels are meant to carve out the hollow spaces so you dont have to teraform or do it before hand. It should just count as the emtpy space inside a contained area of a room but you get the point. Airless Voxels: Defined space in which there is no air and requires oxigen to breathe in the Airless Voxels. Gas Voxels: Similar to Air voxels but they should be defined spaces in which a form of gas is present. It can either be collectable if you use the nano crafter you can harvest the gas. If the gas is poisonous, radioactive, or bio-hazardous it causes player damage. Gas voxels could also be things like cloud or fog in which they have a semi transparent effect that is displayed and has no clipping to the voxels to allow a player to walk through the voxel. Fire Voxels: Air voxels with an animated fire voxel element that spreads to nearby voxels and does damage over time to those voxels. If there is voxels considered flammible or there are things like fuel tanks nearby or containers with nitron, kergon, rocket fuel, etc they take damage too as the fuel source for fire. Liquid Voxels: Defined spaces which are liquid in nature but exist independent of the water table. They should be no clip so that you can move in the space but at the same time create a water effect or various liquids like nitron spills, water, liquid nitrogen, and other potential hazardous or non hazardous liquids. Weather Voxels: Defined large spaces where weather effects like rain, snow, fog, wind, etc are allowed to function if the conditions are triggered to add effects, visual imperments, speed reduction, cross/head/tail/ up & down drafts. If there were air voxels with this type of weather air voxel it makes it so that if environmental danger were added that you could have static / dynamic cores adding neutral conditions for players to stay inside as well as potential environmental dots or DD to occur. Teravoxels: The first type of teravoxel is what we have no but we need more of a pallet than snow, tundra, and sand. All stone voxels should be given to Teramancy rather than Voxelmancy with metal going to voxelmancy. More biomes should also be added. The second type of Tera Voxel should be things like wood, foliage, grass, shrubs, and potential rock and shrub spawn points. If you Teraform then you kill the rock spawns for that area. If anythinng flat teraformed voxels should spawn rocks, grass, trees, and shrubs. But we should be able to sculpt our own plants since we cant even craft trees! Teravoxels that offer some kind of bush texture that allows for little parts of branches or leaves to stick out of it that we can use to make custom bushes or trees with foliage voxels and the wood voxels for the trunks along with bark voxels is sorely needed. Or thinks like alien or exotic forms of teravoxels should be considered. Directional Based Voxels: One voxel does not work for everything. Most textures seem to be set with a horizontal placement in mind. I think there should be alernate voxels which are vertical/horizontal/diagonal in nature as it opens up more precise voxelmancy. If you only have floors or textures that go one way (horizontal) and not allow for the texture to be rotated to fit builds better than a V/H/D honeycomb version should be an option. Accent Voxels: This type of voxel should consist of 1x1x1 / 2x2x2 / 3x3x3 or more repeating seamless textures which give more details than typical voxels give for certain things like buttons, the panel pieces seen on items, and other fine details. Luminecent Accent Voxels: Voxels which are normal but have fine luminecent lines or details that glow or reflect light as the little rocks while mining offer as if you shine your flashlight you can see little glowing rocks everywhere. I think the same thing should be applied to reflective or luminescent accented voxels. Luminescent Voxels: Luminescent Voxels need to either act like lights in which you can make a selection and set the RGB value of limi-glass or offer a lumi-glass version of all colors. Pulsing Luminescent Glass: A blinking version of Luminescent glass in a few varieties would also be welcome. Glass Voxels: We need a few grades of the glass panels but in voxel form that goes from pretty much clear to a heavy frosted but still transparent based voxel. Stained Glass Voxels: Glass voxels that come in an almost clear to frosted line of glass honeycomb that comes in a variety of colors. Fortified Voxels: Voxels that start at 100K HP and can be increase to about 250K HP in order to do what it says, provide actual protection. Or if they dont want to go the high HP/weight for protection fortified voxels should negate and disable weapon splash damage. Reinforced Voxels: Voxels which have damage absorbsion built into the voxel for things like your ship sliding down a hill and smashing into a small hill or landing rough would absorb a certain amount of damage before the voxels take damage or that the voxels take the damage for elements. Resistance Based Voxels: Voxels should provide resistance to each weapon type and signifigantly lower the damage of that type. Resistance based voxels should also protect against heat for atmo burn, or to provides other forms of resistances down the road. Asthetic Voxels: Voxels that are intentionally light weight with no resistance or protection based qualities that allows players to use voxels without crippling a ship with weight.
  17. Yeah I agree. But seeing as the districts are basically a split up space port you would think they would at least have some kind of hangars or something to auto pack ships into the magic blueprints if you dont want to pay the fees. Want to advertise? You have to pay for it Want to show off your monstrosity of whatever? Gotta pay for your car show. Want to just park yoour micro rave bus? You got to pay for it. You just want to troll and leave your fly swatter death trap? Gotta pay for that too. If you want to leave a 128n 512x512vx solid block of containers? gotta pay for that too. Want to park a fleet of ships for sale like some kind of car lot? Got to pay for that too. If you dont want to pay for free parking storage at the hangar then you pay the parking meter ever 30min-hr or days up front. If you excede the 150k h daily limit with multiple vehicles then it comes out of your credits. If you run out of money then your ship gets booted and cant fly until you pay your fines. If you dont pay for a week those fines increase and if still not paid your ship is considered abandoned. You get 1 more week before it is teleported to a storage lot for a week. Then transfered to the scrap heap for salvage or parts.
  18. Honestly I wish that there were instances. Like all of a sudden some wormhole opens up for an event and is only open for 1 day/1week/1 month or whatever and it opens up to a solar system or mega planet and you get that much time to mine or fight over the resources. I think it should be longer than a day to give people a chance at it but also at the same time its full pvp anywhere. But could just as well be packed full of random or all ores, gems, and other goodies you cant get in our solar system. At some point the wormhole will close. I think giving people a 24hr notice for last min efforts and the wormhole closes permanantly. If you make it through you live if you stay behind and dont make it you pretty much die and lose what is there since the distance would not allow you to travel back in your lifetime. I think these types of instances should act as like a season out of Path of Evile/Crowfall in which you only get so long and its done. I think the devs should use something like that through a legit wormhole season as a kind of test server for any new features to see how it plays out. If NQ KEPT their destructive elements system you could test new items and bring them back and if they blow up and are lost no big deal. But we need some new exploration and gold rush type of events along with full on pvp testbeds and this serves all of that purpose and more. I also think we need instances in the form of a star gate type system where you can dial up other star gates and go there and either some kind of generated mission system sends you there or its just a network of other planets you cant travel to but at the same time you are bound to the surface or there is far too much magnetic storms and dangers that prevent you from leaving the planet. Perhaps for archaeology, research, exploration, or any other reason really.
  19. Thats why you should need the appropriate number of grav pads to lift the mass of a ship for both the ability to lift it as well as speed. The size of the AGG should reduce the number of gravpads or add more speed. It does not need to be near the 300kmph it was but like 25-50kmph would be optimal through talents.
  20. Moons and planets are micro servers that should have independent rulesets since mega orgs will own them and likely want their own independent laws and rulesets. There are many practical implications for individual territories, moons/planets, and the solar system at large.
  21. I think teravoxels are much more lacking in a pallet with the game only comprising 1 buome (tundra) with sand and snow. I think that it needs more attention. I do agree that voxels need a sort of R&D research component since the HP talent tree is essentially useless since it neither provides enough HP to survive a crash in most cases or if you are in PvP most weapons will chew through it np. I do think hardness, durability, weight reductions, heat resistance, and another of factors need to be added to each individual ore. I also think that honeycomb production should pretty much produce double what it does now to open up building some more. But im a firm believer that build mode should be available for teraforming or at the very least offering the same shape tools even if they start at a larger size for cylendars, squares, and wedges to actually get stable shapes. You can fight the system pretty well but it would be much better if it had a teraforming tool for that insteead of a secondary action of the mining tool.
  22. I would say that first any player should have the ability to: Turn on Environmental damage from PvP Turn on dynamic core PvP damage Turn on Static Core PvP Damage Turn on restricted airspace and turn on damage to other players in your territory Turn on the ability to choose a team, side, or sideless conditions. Set different settings to any territory you own If enough people do that it opens up the choice for scrims, races, TWs, Arenas, and battles to test ground based combat under different conditions. OR give players who have land on any moon or planet to vote for those rulesets to be turned on/off if a majority want it.
  23. Im glad you posted this here actually. Its like when NQ arbitrarily decided to add an arbitrary limit on rez pads with 3 strikes and a CD was pretty unrealistic and prevented more than it sought to control. Dying should be a bad thing. Every good game needs an inventive, stiff, yet sensible death penalty system. Many MMOs limit your potential to keep fighting if you are in a sustained conflict by taking more stats from you or longer rez sicknesses. At the very least I think it should do one or more of the following instead of just limiting the use of a rez pad: A 1hr timer that resets with every death or rez. Cut your exp per min: Wether its pirates killing you, you killing yourself mining to walk the ship after you clear an area, or just exploiting the rez pads as a step teleporter dying should cut your skill gain. Each death should compound the exp per min down by another 5-10 points per min Any additional deaths past 5 within a small amount of time should then start stripping you of 1 tier of talents by what you were last doing (Mining, Piloting, Fighting, etc) Or alternatively addional deaths take 1 tier off actoss the board so that your ability to just keep zerging will diminish so that strategically you are out of the fight, unable to fly, or unable to mine. Possibly a 5th element bio 3d printer should be required to heal players killed in pvp with some kind of med pod that takes time to reprint your body or additional material costs to print your flight suit. Ideally if you kept fighting it should require medical treatment and a quazi lock out timer. If you use up all your exp per min, the talent loss during that time and continue on doing what you were doing then it should prevent you from respawning until that timer is up for the systemic damage you caused yourself until you heal up. This would cut exploits if it extends que times, or cuts your ability to do a specific thing or across the board via talents, or if you pretty much are going in as a meat shield you can still only do so much until you are rendered out of commission to allow for counter attacks, pushes, and add a strategic element to combat. The other thing you want to prevent if you can is zerging during TWs and a rez sickness based death penalty has served the MMO industry well. Playing on your capture mechanic idea Capture mechanics: Weakened players from rez sickness, loss of a particular talent tree 1 tier per death, or 1 level of talents across the board should make it somewhat easier to capture a player. Handcuffs, zipties, or some kind of braclet that restricts talents should be a part of the capture meta with 5 types or specific talent bracelets should be a thing to both capture and move another player to a more secure holding facility or jail. Requiring transport to some kind of terminal or jail system There should be a probation period given by the extent of their crimes But I think this system should be a lot more added over time to achieve more of a streamlined action/reaction/solution event driven mission system. Taxes should be added to levy taxes from any moon and planet Another layer of taxes should be levied for the solar senate / solar government Taxes gained through market transactions should go to the controlling government that owns the moon or planet to fund projects and the mission system. The mission system should auto generate missions based on the taxes it can reliably pay for on top of player run missions that players pay out of their own pockets. Scanning Crews are paid to go out and scan tiles on behalf of the government to survey the moon or planet or other planets and moons and return with the scan(s) to complete the mission and direct more players to those resources with a quota and a time limit and potential competition. Once the scans are returned a mission is auto generated for mining crews to retrieve the resources with a quota and time limit or until another mining crew returns and completes the mission. From there a potential pirate mission is also dispatched to the same area and generates a raiding mission to intercept the cargo once the quota is met. It also auto generates an escort mission once the quota of mining has been reached If the mission is successful the miners drop off the ore to a refinery which has work orders generated to turn that ore into pure ore. A transport mission is then auto generated to take the pure ore to a factory who accepts the work order and takes their cut. A transport mission is then generated to take the parts to a ship building org to physically assemble a ship and take their cut Auto generate a mission to take the ship to a buyer or org, or law enforcement org, or a military org to give crews a company vehicle So its more about streamlining the process so that players can still host their own specific personal missions but also an overall auto generated mission system for each moon and planet as well as for a solar government. So that it draws people to keep the system going and to cause conflict to occur but also that it has protection and piracy built into the core to make the market and industries have work and to sepperate the functions of orgs to what they want to do as a specific focus in society and giving them jobs to do just that while not allowing any 1 org to do it all as they will be bound to that role and can only take on those missions but also pays a stead wage since miners will constantly mine and generate missions for a whole host of things. Forcing orgs to choose a role they want to play in civilization and being bound to that function to society: Mining Org Refining Org Parts Manufacturing Org Items Manufacturing Org Military Items Production Org Law Enforcement Org Military Orgs Fortification Orgs Building Orgs Governmental Org Recreational Org Logistics Orgs Market Org Pirate Orgs R&D Orgs Merc Orgs Protection/escort/caravan orgs Banking/lending Orgs Insurance Orgs Orgs should have to choose a set role for the function they want to fulfill in society if that is indeed what JC wants the direction to head. Every org should not be able to do everything. Also all orgs should have a built in required amount of specific talent roles based on ExP spent in a specific talent tree or qualification to serve a function as a role in a org. Where it requires other focused orgs to work together to form a loose faction. It also shows what not forcing a purpose in game allows everyone to do everything and produce non stop and flood the market and no reason to fight since you can do everything with no danger in pretty much only in safe zones. There is no reason to ever interact with another player. If there were actual roles orgs had to fulfill to make everything in society run right or if it does not then it generates missions to those roles to keep it going or to allow situations to devolve into conflict at which point military orgs are there to take out criminals, rogue orgs, or orgs going for a power bid. The escalations should slowly remove protections for PvP so that some raid on your mining haulers could turn into an inter stelar conflict if people are willing or vote to go to war with a specific org and having real consiquences for those actions which scale from 1 on 1 to whatever scale but the attacker has to put their fortune on the line when they make that choice as other moons and planets will be forced to send their militaries to stop you when pings are going off and that is the purpose of your org. Just a thought at least to stop the overflow in the market by instead of focusing on talents alone that there are actual jobs in the game orgs are bound to as thats what they want to do. Or that only an org with that role can do it. Bounty hunting: Bounties should be paid out by players and cannot be collected or exploited by anyone on your friends list or org. Bounties should have a dead or alive approach that when killed you spawn a body that can be harvested and placed in an inventory as proff of death at 50% loss of bounty collection. You should only be able to pick up 1 instance of 1 players body and it has a rot timer for indentification so you cant stock up on a market of corpses and turn them in whenever you feel like thee should be a limited timeframe to collect a bounty. A body should fill a base nanopack. If you bring in a person alive you get 100% bounty The need for a police force anti-pk system: Police Orgs should exist as a role based org that collects bounties and captures or fight criminals under the weight of a legal system that allows law enforcement to do its job and retrieve stolen goods/hoards from pirate bases if the police can track it down. Law enforcement should have a scanning tool to detect stolent cargo Law enforcement should be able to bring back the stolen goods and put it into your account as retrieved stolen goods if they head to any market for you to pick up at your leisure If putting out bounties were not enough incentive to hunt criminals and bring them to justice dead or alive players should be able to hunt down and attack pirate bases since they are a criminal rogue faction and must be destroyed. Every Pirate attack should ping law enforcement based role play There is a huge need for a role to be dedicated in responding to crimes in action when someone is attacked so that there is a chance to rescue the crew with reinforcements and missions that are generated for every attack to make PvP more of a thing in game with a action/reaction/solution system that dispatches a police fighter wing to assist a player under attack. If there is a dedicated org role for this that is payed for with the taxes generated for multiple planets or moons so that there is a sort of triangulation effect between them and generates their own law enforcement missions. With a bounty hunting mechanic or investigating their hideouts through other missions they can then get warrents to raid a pirate base to avoid legal ramifications if they go in without a warrant. Collecting bounties should also be their source of income. The need for a military system: If the police/law enforcement are not enough to stop the pirates or a larger force of pirates appears and destroys the police then the military is pinged and a mission is generated to go put a stop to an escalating conflict. The military should be the only ones being able to use military grade weapons unless a pirate hits a military org and takes it from a ship. The military org should be the only org that can raid territories unless actively at war with a pirate org. If territories are under attack on a planet their planetary military will get generated missions and coordinates to go put an end to the conflict to restore order and crush one or both if they are targeted. If in open space the nearest moons and planets will each have generated missions to send military ships to stop interstellar incidents from drawing planets into fighting each other. If the militaries are involved it should be considered an act of war in which all citizens are prompted to vot to go to war or to back down. But playing a military role should have talent qualifications based on your training to go on missions with a set crew with a mission finder tool to make it easier to get into some action. On the need for a legal system: Players should always be given the choice to act and then given equal or just consiquences for their actions good or bad. The more civil or uncivil the action the more on the radar of the opposing side you become before the mission system itself targets you when you reach. Rewarding good actions or also punishing criminals yet still allow them to become politic pirates if they can defend themselves long enough to build a faction or build their own industries and keep them hidden from military attacks. Having a planetary voting system for basic laws or changing the punishments, kos conditions, and general votable changes to the moon or planets ruleset Having a Solar Senate with a unified legal system that in of itself can cause conflict if you have rules the rest of the solar system does not like they can vote to change it and if you dont follow the laws then you open yourself up to a coalition of orgs and military action. Having laws on the books for buy/sell limits per planet so players have some flexibility to ban botters or make them kos. Having laws on the books to set taxes collected weekly to pay for the mission systems on each moon and planet. Having laws on the books for setting fines.Criminals or war criminals should be liable for crimes and damages that come out of both their pocket or their orgs pocket depending on who pays the fine first. Criminals are excluded from all perks of society like the marketplace but instead gain access to a black market only criminals can use so they have their own micro economy to keep playing as a pirate org faction. Escalating punishment the more you keep trying to be a criminal or war monger that opens up the player or ogs property to being flagged for PvP Any players who help you in a criminal state should also be guilty by association and charged as an accomplice, accessory, or guilty of aiding and embedding known criminals. Thats what this game really needs is choice consiquence and conflict that is automated specialized and pushes conflict to occur along with action/reaction/solutions to those choices to occur or escalate by civil or uncivil actions.
  24. I share your view on this since the planets and moons are the real prizes and they arent set up to be sustainable since you might have T1-5 or like T1-T3-T5 mats on the same planet but no real means to sustain a long war. Once mega orgs take over the top planets and cut off top tier tech or graded items its pretty much game over until the 2nd most powerful org can no longer produce that tech and gets steamrolled and the top mega org just goose steps down the planetary line down the Tiers and controls everything with no equals. Its just the natural order of how that will go. Since planets dont have everything they need on planet to be self sustainable to some degree as I think planets should have exclusive abundant resources but also that they should have some basic amount of everything with more random variety between moons or planets so that a war can actually be fairly waged and balanced so that 1 org cant reliably cut off whole tech trees and their grades. Or that owning a planet is basically just becoming the government of that planet with a voting system of rulesets on that planet where the controlling mega org is bound by law to the citizens/residents of the planet if they are part of the org or not and more of a temporary land lord than a warlord. Where other systems of planetary governments also are part of a forum or solar system set of laws that each planet can come into conflict over if it deviates from the solar senate. But that the ruling org of a planet can set zoning, taxes, put of a vote to declare war, evict people, or use their numbers as leverage in votes but still giving everyone that lives there a vote. Since the ruling org is a temporary landlord in the cosmic game of musical chairs it does not mean that citizens wont be targeted in cosmic wars it just means that all the ruling orgs territory and infrastructure needs to be destroyed to claim the planet. But I do feel as though there should be OTUs or organization territory units that claim a cluster of 7 tiles at once or larger zones, districts, regions that cost 10s to hundreds of millions to claim vast areas at once with wherever you drop it. If a tile in it is claimed then it should be at a loss or pick another random tile around it. But with all things considered pvp is a trainwreck, it will continue to be a train wreck for a long time to come and kill off more players then incentivize them to fight rather than quit when they lose everything in a non stop mega zerg once the taining wheels come off.
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