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ShibbyGuy

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Posts posted by ShibbyGuy

  1. 3 minutes ago, JohnnyTazer said:

    It's not griefing. Look I'm a pvper so I would want that loot. But if a player takes that risk so be it. It's high risk for low reward.  But If they wanna go that route so be it. And I've played enough eve, it would only take 1 crash where a player coulda kept a say 20 million haul to make them not do it again. It's bad business losing your cargo in any fashion, not just to pvpers.  The set back of crashing and losing all your loot because you used containers on their last life....that's a big one. 

     

     

    What a hauler does with his or her loot, or how he tries to transport it is their business.

    So if I intentionally go out and blow up my containers and such to put it on it's last life to put on my hauler or pvp ship. That's not a low-key grief? Player's will do this to get a last laugh in PvP because they lost. It's as if they deleted the items while you were fighting them. Understand the griefing side of it yet?

     

    Knowing these elements are on there last life would also maybe make players risk them on a PvP ship right.... even if you don't force the last life. When you go to PvP with them and lose the other player loses their effort to obtain loot, not to just let it disappear like the player throwing it away themselves.

     

    What I'm refering to is anything that holds loot. Containers, Ammo Boxes, Fuel Tanks. This is what you are after when you PvP a ship. If their last life Adjustors, Brakes, Wings and what not break so be it. It's about containers that hold loot. I don't want to throw away my effort if I was to encounter a player like this.

  2. 7 minutes ago, JohnnyTazer said:

    Have you pvp'd? Because containers have a lot of HP and dont always die in pvp. What they do get destroyed in is crashes. If that hauler wants to use containers on their last life, let them. They have a higher chance of losing it to a simple re-entry crash, amd thus totally fucking themselves out of potentially millions of cargo. So its balanced in my view. 

    Easy. Surround last life containers around a core/seat with all your loot inside. Grief the PvP player that killed you low-key. I think you missed the point however, but it's great that if they had a last life container on their hauler and they crashed and lost it all to PvE right thats great! Helps the economy and so on  ...but in PvP it's a low-key griefing mechanic, if containers are destroyed by a GUN in pvp and it was on it's last life, it should drop a loot bag. Again, only on the PvP side of things. Not PvE hauler bad piloting  mishap risks.

  3. 46 minutes ago, Iorail said:

    Pretty clear that if a container it’s 100% destroyed, everything inside is also destroyed. Only damage containers can be repaired and/or looted/use. So for example, if all your fuel tanks are destroyed, you no longer have any fuel and will stop/drop as engines can’t run; Or if all your ammo boxes are destroyed then you can no longer shoot; Or from your own question, if your cargo container it’s destroyed, then everything inside is lost. I hope that helps.

    Yeah, thanks! My concern is.. what's going to stop people from just getting their containers to the last stage and putting them on a PvP ship or a hauler. It get's destroyed by me for instance, but it was their last life on the container and they had loads of loot, but now I can't access the spoils of battle. So everything they were hauling was as if the player deleted it himself. So I believe we need a loot bag for containers and fuel tanks for instance if it was destroyed by PvP... which can have a timer for when it disappears so we don't clutter up space. See where I'm going with this?

  4. - I would just use elements in PvP that are on Que to be destroyed promising that the victor in PvP would get nothing at all. No Loot for the victor. Unless I'm not  understanding something correctly here. Will the PvP'er who kills you be able to loot the destroyed container on its last limb? It has to be destroyed or replaced... can you still view what's inside and get the loot still? If not, already an issue here. If you can't then containers, fuel tanks, etc. need to drop a bag O loot.

  5. impulse-2.jpg 

     

    Just an example picture of how it would work. Wouldn't have to be as complicated as the picture but you can get an idea. The Impulse reaction chamber could be the impulse drive itself (which provides the lift, adjustors, etc). The engine in the back would be the impulse engine which moves you. Generator provides the power to the impulse drive, which then powers the engine. So whatever the generator needs for power, would be the power supply for the impulse drive.

     

    They could add the other things in the picture to make it more complicated as well.

  6. 6 hours ago, Sanguinius said:

    Oh boy that would be super cool. It always hurts my heart when i build a super cool ship and then have to add tons of Wings, Adjusters, brakes, and airfoils so it can fly. But a potentialy new Internal System which combines all these should be challenging for the Player to place. it shouldnt be a shortcut to make shipbuilding easy. It should be a complicated costly tool to improve aesthetics.

    Yeah, I had a friend who wanted that same wish. So I threw it on the forums for ideas for NQ. Would be awesome, if you make it rare it enough it wouldn't replace the current wings,adjustors and all that really. If it was harder to make than an xL gate, required way more materals, and you have to venture in PvP hot zone to obtain some of the higher Tier Ores. Would be a sought out item in the universe that's for sure. I feel it would help the game in other ways other than just having a better visual appearance on ships at a super high price. Economy, PvP Influences, ship builders would love it, money sink for game. Guess the only negative would be that you wouldn't want it to replace everything else in the game...  that and a lot of dev work... also more thinkin about how it would be implemented, maybe I missed something that would be important.

  7. -(Expensive) and/or (Hard to Obtain) for more of a end-game item. Massive amounts of materials. Much higher than say the expanded gate xL.
    -Impulse drive would replace adjustors providing even full power to pitch,roll,yaw etc.
    -Impulse drive would replace the need for wings in atmospeheric planets and provide lift itself.
    - XS, S, M, L Impulse drive sizes for different various weight capacities. (Should not replace AGG infinte weight)(Smaller scale depending on impulse drive size).
    -Impulse drive would also provide some lower ground vertical boost without the need for the visualization of vert booster or needing one.
    -Would use the energy system soon to be implemented instead of current fuels. (Imagine the Energy system will need its own kind of fuel? So would use that?)
    -Impulse drives would work like a atmo/space engine so will need to be placed similarly.
    -Should have a core of some kind, of a secondary item it links to, to draw its power(instead of a fuel tank). Which would also power the lift, pitch, roll, yaw, vert boost of the ship.
    -Makes for a cleaner ship appearance potentially.

    -Would not replace current ships requiring adjustors, wings, vertical boosters. They are their own style people will still build those kind of ships. Also since it will be hard and expensive to make not everyone will have these impulse drives right away. 

    -Benefits economy and ship makers who sell their designs.

    -Can't use AGG with an impulse drive.

    -Promotes people to take risks to obtain what is needed for it in PvP.

  8. On 11/10/2020 at 10:48 AM, NQ-Naunet said:

    Very cool idea! Thank you for sharing. :) 

    Thanks! This image isn't mine, I found it after posting the idea. Not sure if they were able to actually do this with LUA and have a security system  in their factory or not. I have zero LUA knowledge. Love to see this for ship to ship communications though.

  9. 9 hours ago, TheKatzMan said:

    I personally don't have a problem with cube shaped ships, but being able to mount large railguns and radar on a tiny cube and then shoot freight ships 160km away that cant even see them is a bit ridiculous. I totally get the minimalist approach to building, i totally get that people want to be able to take out larger ships with smaller fighters, but the range and mechanics of the current cube meta are ridiculously lopsided. if you are in an actual hauler, and you happen to run across one of these cubes, which is currently fairly rare, there's not much you can do. You cant outrun them, you can't even see them to shoot back with the ranges involved... I mean if they at LEAST made it so that firing larger weapons or hitting someone with weapons made you visible on radar for a few seconds, it would give the guy that's just trying to play the game and get materials back to their base a chance to do SOMETHING... I totally get that people want to pvp in such a way that they minimize self risk and maximize kill potential... but being able to set up a complete checkmate to basically grief someone without them having a chance in hell to do anything about it is pretty dumb. A lot of players in this game like it because it is a building exploration game. Yes there are risks, and they can accept that, but it really throws mud in their eye when the game mechanics are such that "well if you run into one of these meta cube guys you're just gonna lose the last 8 hours of work gathering materials, and your ship and there's nothing you can do about it" I'm not a fan of no-win scenarios. I mean if I'm an idiot and dont even put weapons on my ship and I get killed by someone that did, fair, that was my fault. If its impossible for me to defend myself when I take precautions? Time to find a new game.

     

    My basic point is, pvp? YES i want it. Do I want some guy with a very cheap (well thought out) ship to completely checkmate me when I'm in anything other than a meta cube? NO. Some people want to only "pvp" all day and do very little else, and some people want to try out all aspects of the game. Stacking all the cards in the pvp'ers hand and spitting on the people that actually want to do the other half of the game (build/explore) is going to kill this game if it is not dealt with at some point somehow. Completely one sided engagements are only fun for the people that are automatically going to win, and even then its barely fun for them after 3-4 times because they didn't have much risk. Next thing you know all the players left in the game are sitting in their little cubes looking for haulers, but there aren't any cuz they all quit playing.

     

    This is the choosing point that most game developers nowadays have to decide on. If I were the developer, I would make choices that encourage more people to play and build a thriving community, make a lot of money. Choose to allow a few players to ruin the game for the majority, and this great game with great potential will sink into obscurity.

    Same goes for solo  PvP'ers I can't use those bigger guns or radars as a solo player. So those guys with the bigger guns and radars will have the advantage over me. Doesn't matter if they have a XS ship or a Large core cubed ship. I'll never have an advantage using XS guns against these guys. Group play is the strongest. If you are just a solo hauler player its the same kind of situation. 

  10. I ran into a XS Cubed ship the other day, it took me like 2-3 minutes to whittle it down to destroy it with XS guns. It was literally just a cube with a core inside of it. My guns wouldn't target the core until all voxels were smashed. Which is odd because the core was wide open to be attacked within a minute of shooting it. Why it forces it to hit only voxels first I have no clue. But that was my only experience with it so far. None of the poll selections offered a solution if you ask me. I assume bigger guns are the better counter to a defence of a squared cube ship. Because more damage, cone, range, etc.

     

    But my guess would be to somehow change how the guns target a said cube ship. To target a core if it was wide open, instead of targeting more voxel. /shrug

  11. For this, I just hope for equal chances in PvP in the future. Right now solo players are limited to a cockpit, a small radar, and 1-3 XS guns depending on which you choose. You can opt to switch seats for bigger guns, but aiming is still a factor so overall broken for the solo experience. Groups will already have an advantage with more people shooting.. bigger guns... more range... more damage.. multiple ships... and so on... so why gimp solo players EVEN more? 

     

    AI bots could be interesting if implement correctly and with reason. Group gameplay would go great with that stirring up some excitment.

     

     

  12. JC (founder) said in recent interview that Alioth, Hades, and Madis would remain safe and the rest of the surrounding planets  in the current solar system would be unsafe. Hopefully this means no safe bubbles for warping as well. Along with atmospheric PvP there. Raiding as well... the raiding however, I feel will be broken because  there will be plenty of safe spots to put a main base at so raiding is just kinda meh. Who's going to risk a base when you can have it tucked away nice and safe? Who's going to spend resources on protecting there base with protection bubbles and such? I could see people risking a small base/factory though, as long as they have their safe planet base they are still secure future wise if they get cleaned on unsafe planets. Once announced  get ready for herds of people coming to place down their base in a safe spot. May even want to consider and do it early before the rush.

     

    -This would scratch out my whole idea to give ANTI-PVPERS a bigger global solar system to explore with less risks, but I am ok with this as well.

  13. 35 minutes ago, Zamarus said:

    Catering to both sides is not only difficult but in practise pretty impossible and non-organic. Its wagering between "do we force PvPers to look for scraps of battle" or "do we force carebears to learn how to play safe and build their own protected hubs". 

     

    Imo theres nothing interactive with safezones completely blocking out any risk whatsoever. But on the other hand having people band together to protect common hubs and have player-made player-curated "safe-zones" that still run the risk of being infiltrated or sieged at some point I think is going to be valuable experience for all sides. People are lazy, want the easy way out. Losing inventory sucks but that doesnt mean the developers should hold their hands and prevent that from ever being a possibility. They originally called the beta stage of the roadmap "empires expand" but there's nothing imperial or expansive about everyone down to every single joe being able to hog territory with no risk. I pray for territory warfare to come soon.

     

    A big problem also with keeping Madis and Thades safe is that it limits the options where territory warfare CAN happen. I cant be the only one who sees the problem with oversaturating the world with safety. See a LOT of people have settled on Madis and Thades compared to many remote planets. What this means once territory warfare is out is that ONLY the non-safe planets will be able to be attacked, that means that instead of PvP being spread out more evenly in the system there will be massive PvP pressure on certain planets since those are the only options. this will drive people out of those planets for sure and pack the safe planets to the brim with people trying to keep their assets out of harms way, but not by protecting it, hiding it, befriending the right people like in a organic universe but via the means of dev code. 

     

    But thats not all, there's other serious problems with extensive safezoning. Already limited rarer resources will be depleted at a fast rate, many moons are already DRY of T3+ ore, its just a matter of time before the same happens with all planets, simply because people can without any risk other than their own incompetence flying their craft spam scans and strip the planets dry before any meaningful warfare comes around. Now theres ONE bright prospect I can find in this same issue. That is that once the safezone planets are mined dry (which will happen first) people are simply forced to venture to non-safe planets. Knowing NQ's recent actions, decisions and interviews I wouldnt put it past them to replenish ore in some way to let these same people stay within the safe borders forever. Wheres the risk&reward is my question. Normally taking bigger risks, IE flying to outer planets for rare ore would mean you will be able to find the resources to be ahead in tech compared to safezone dwellers, but once that happens people will complain that they dont have access to what PvPers have access to whilst also not wanting to engage in risk. 

     

    Catering will not satisfy these kinds of people, they either get what they want and then ask for more time after time, or you force them to learn how to live with risks and avoid danger by themselves, the tools are there. Its not hard to route around, make friends, hire mercs, bribe PvPers to not attack you, or other means. But people will not use these tools or even think of them if they have an easier and lazier way of getting what they want.

    I do see that being a problem, people would just store their goods on the safe planets and never really risk anything except there ships in PvP and not only that I think it would prevent people from being brave and not even put a base on an unsafe planet, thus killing PvP Raiding. I like the pure chaos, but that doesn't mean I wouldnt be smart and just move my stuff on the safe planets haha. So yeah huge problem. Theortetically when the day for that patch happens, I see people all high-tailing it the safe planets with all their stuff... those planets would be packed. Your point with the ore are true, theres no risk to get these ores currently and will eventually deplete, however I thought I heard them say they would re-fill that one day. Maybe on Launch day? But def be some time before that, to see how everything pans out over the next course of some months with the economy.

     

    I agree the catering will not satisfy everyone. In fact, mostly everything you just said. I wish it was more like that where u had to make friends, alliances, hire mercs etc. and everything wasn't just rainbows and kittens. I want the more hardcore game. I put this post because I'm not sure NQ can give us the satisfaction of this(really love this game, if it cant  offer how i see it being played ill just have to move on sadly, but such a great game dont want to)... so I try to make a universe with our kinds of players that we can have fun in. While maintaining those other softer core players...  Everything you make is replaceable in this game, loss is nothing to me.

  14. 2 hours ago, blazemonger said:

    NQ has already begun the process which changes their original pitch for DU as a single shard game with open PVP to a game where there is basically two games in one. There is the Alioth/Madis/Thades "shard" which pretty much is a creative mode world. There is no PVP, no need to consider other players. PVP players are pretty much left to play amongst themselves which completely bypasses the core concept of the game as it was laid out during kickstarter. I can see  the argument that the brash and pseudo aggressive talk form the PVP community about how they were ready to take on the carebears may have played into it but still, it's not what NQ promised and not what they sold the game as.

     

    Not saying I'm surprised as it became quite clear over the past few weeks that this is what NQ was starting to lean towards anyway. I expect NQ gave in to the voices coming generally from the "former Landmark" community and the big "building/design" orgs who pretty much asked, if not begged for their own (building) game within the game and already convinced NQ that he existing worlds are "good enough" and there is/was no need to wipe their work  for the new tech. And they won out because NQ is very enamored by the pretty buildings and clever designs.

     

    Their is some ppl, including in this thread who really do not get the concept and seem to think that the game would be seeing massive killing squads camping the safezone border on Alioth to kill anyone crossing. That's about as silly as they come if only because the border as it was originally planned would be bigger than most other games entire worlds and there would not be the option to kill at the spawn points. IMO ppl who want to play without risk and consequences should load up SE and stay in their own little world, not come into a rough and dangerous game world and instantly start complaining they are in a rough and dangerous world and do not want to be there.

     

    These voices are in fact part of the problem that now lead to this situation and so, NQ basically split the community in half and told each side to go play in their own sandbox.

    Yeah I'm not 100% on NQ's plans, but this thread is about the same thing kinda of right? Safe-ish solar system for the Anti-PvPers and creative people with minor risks. Then an all out new space which is more hardcore with way more risks involved, in fact 100% risks minus the ONE safe planet there. Just about the two types of players here. Maybe the  people who are more creative or don't like PvP get bored one day, and say: "hey im ready to take some risks lets head over to the new space for all out pvp fun!" It's just a balancing act. This thread creates that dual universe... for both player types. Although personally as I said in another post, I prefer "full" chaos everywhere.

  15. 17 minutes ago, Zamarus said:

    The whole thing about raiding and base protection is a topic discussed since old. The devs originally planned for claimed territories to have a timed shield triggered upon attack (territory warfare) that leaves a 24 or 48h window, whichever they said back then before you could actually touch anything inside, giving time for the defenders to plan their defense and father personnel. 

     

    Anyways why shouldnt you be able to be camped out of warp? Warp locations are wide and you can approach from many angles. Easy solution is for people to not be lazy and warp the birds path between planets and actually offset their journey, trading travel time for safety. Also thats not really how it is right now, people are capable of warping DIRECTLY from safe space into safe space without any chance whatsoever of being fired upon. That you wouldnt want to warp into getting locked on is not an argument for why it should be risk-less to do a warp. And "insta-grief" is a weird way of saying PvP happened. People not enjoying being shot down doesnt magically make PvP risks griefing

     I would be perfectly fine without the stealth thing myself, I prefer full chaos believe it or not... however, I do try to vouch on both sides here to seek true balance and think of what people would complain about honestly. If I had it my way the current solar system would be full of chaos, but lets be real doing that would kill of a lot of players, and you want a game that supports all kinds of players with how they like to play. So it's tough. NQ has a lot of thinking and planning to do. I"m simply trying to make this game successful with my own personal thoughts and ideas. Maybe it will help them. With this thread it basically makes the current solar system a "Soft" verison of PvP(essentially a more of a creative solar system with some exploration ability with low risk PvP), then when you jump into "New Space" its all out chaos, with ONE safe planet there. No protection bubbles around planets. Only the Main hub. So you would warp form this safe planet for instance to an unprotected planet, with full atmopsheric pvp and so on when u arrive.

  16. 19 minutes ago, Zamarus said:

    You pretty much ignored what he was actually saying. Warping is way too low risk right now, completely eliminates PvP from the game. But instead you shove one thing into the other and say stealth should be applied ON TOP of the warp. That makes the 0,0001% risk of being caught a dead 0. I think its ridicilous with the idea of as much carebearery as we have right now, safe planets, new space, warp, stealth, it piles up to a game with a glorified arena space where parties have to orchestrate PvP battles on their own behalf, and even then the servers cant take a 50 ship battle as it stands right now.

     

    Originally they said this. That there would only be ONE safe moon (sanctuary) as well as a X KM radius safezone around the arkship. Now the entirety of Alioth, Madis, Thades and all open space in between is safe. We are doubling down on the no-fun allowed and there are plenty of people who dont like it. And dont count PvP oriented orgs out as only engaging in PvP either. Right now bigger PvP orgs boast huge industries, bases and player numbers. Its not like they dont play the game the way others do too, it takes effort and resources to fund PvP since ships can be lost and resources evaporate into the void, meaning you have to constantly gather new ones.

     

    IMO make warp tougher, go back to alioth+sanc only safezones. Dont care if Alioth as a whole has it, but including Madis and thades will prove to be a mistake, you can get everything you need to make space capable ships on Alioth anyways. And give us tech to pull people out of warp with some kind of trapping

    I didn't ignore what he said per sae, it sparked an idea for new space for campers that might be waiting there after you warp from the said safe planet in new space. Why would I want to warp to a planet, only to get locked on right away and fired on, with a cooldown on the warp to not escape. That stealth mechanic would at least be nice for a certain  duration after warp to prevent insta grief. Also you didn't read fully what I wrote either about the warping in new space. So please read again. New space would not have these "safe bubbles" around each planet making it full risk. So it eliminates the current 100% safe warping in the current solar system in the "new space". Thats why I suggested the stealth after warp mechanic, to kinda soft blow the camping after warp if that makes sense.

  17. 18 hours ago, dumpeet said:

    God forbid new players will actually have to work towards a goal instead of getting an "I WIN" button on a silver platter. Because that's what warp drives are: 0 risk, 100 reward minus the price of warp cells. It's a complete joke. PvP flagging is an awful idea, instead let people enter stealth mode that lowers their radar signature as well as their radar radius so it can't get abused by gankers too easily.

    Also warp drive needs to weigh at least 2000t to justify the utility it provides.

    I've been saying this for many years in many different games. I get why it's like that. But there is never a true balance between the two types of gamers that I have seen. I believe with my method, many will be satisfied. Either way I want the game to succeed and this how I would envision the future of PvP while maintaining a side of things that is safe for the people that don't want to PvP. We need a good PvP system to influence the player markets as well.

     

    The Stealth Mode you mentioned seems like a fair idea if it was to be implemented in the "New Space". After warping from the "Safe Planet" that I mentioned in new space, you ship should enter a state of stealth after the warp (lowers radar signature and radius as you said), so that it can futher elude any campers that may be there after you warp. But it should'nt be so OP that it  breaks the PvP.

  18. Adding a couple of points/ideas.

     

    - The "New Space" would protect players in the current solar system from being raided, thus making them not quit the game (MarkeeDragon's Wife). 

    Go to 26:00 :)

     

    -Also in the video it mentions when base raiding you will have to work your way through the claim tiles to get to center of the city. I image that's where all the valueable's would be held. However, if it takes days to even penetrate what's the point? I like the fact you would kinda have to work your way through to get to that point, however with protection bubbles, what going to stop them from just throwing up a protection bubble last minute just before you reach the center tile to raid the goods? Protection Bubbles should have a health bar in which you can lower by shooting it with guns. Just as a protection bubble would cost a lot of precious ores to keep active, it should also cost a great amount of ammo as well to disable these protection bubbles. The last line of defence after this should be players coming flying out with their ships to battle out for a last stand kind of moment. If they win the defence and destroy the invading enemy, it would allow them prompt time to go back and repair the hexes that they busted through to get to center tile, they go back and repair everything back to full health before they can return to attack again. Repairs should not be allow during a raid. Placing Voxels should not be allowed during raid.  Enemy attackers that died should not be able to spawn within a close radius of the place that they are raiding. Instead a further home point. Remember NQ you can't favor just one side over the other. Anti-PvP'ers will already have their current solar system to live in mostly peacefully. As well as one safe planet in the "New space" for the Anti-PvP'ers that are feeling risky.

  19. 22 hours ago, Guest ShibbyGuy said:

    *This post supports Anti-Pvp'ers and PvP'ers with equal balance for all and not just favoring one side*

     

    -Current Solar System remains the same with minor space traveling risks for those who don't care for PvP. It should be well known that you need warp drive to safely traverse the current solar system as well as have a radar equipped to protect yourself from being sniped. Un-prepared players are the victims here. The Safe Zones on every planet in the current solar system cater to the Anti-Pvper's which makes PvP harder to come by and is why PvP players want change. All players are protected at all times in the current solar system basically as long as they have a warp drive ready to go. You have a safe zone around every planet which gives you room to warp away into another safe area so you are always safe with NO risk (problem with PvP'ers). If you opted to not have a warp drive ready to go to travel then that's when the only risk a Anti-Pvp'er would have to take currently. Warp drives are the anti-pvp'er protectors, so long as they are prepared for it.

     

    Now for the PVP'er catering :

    -New Space (Currently the greyed out section on the map that is not open yet) when added would be the higher risk area. Planets, Space, Moons would all be unsafe. Perhaps one safe planet in "New Space" should exist. A hub similar to Alioth. This Hub will have a similar radius in order to warp to the higher risk planets, moons, etc. This will help prevent camping around the safe planet. An added soft touch for Anti-Pvper's. The other planets, moons, and so on would not provide this warping out bubble/radius for the Anti-PvPer's so risk will def be needed. However once they warp, the risk kicks in, so be prepared to protect yourself if you do not like PvP or prepare accordingly. This will cater more to the PvP'ers. You can't give everything to cater to non-pvp'ers or you will have a game that will not grow or stay successful.

    -The current solar system caters to people who don't care for PvP with lower risk in current system. Risk will be needed in the "New Space" so they should prepare accordingly. Providing a safe planet in "New Space" would make them feel safer, while trying to visit these high risks areas.

    -Warping. This is what makes people safe. However, this is the only safety net a non PvP'er would have in space. Other than use of guns to defend themselves. Which can be limited if you are a solo player (You need to enable solo players to use bigger guns from one seat). I do not find it fair as a solo player that I can't have equal PvP oppurtunities compared to someone is in a Duo or larger group. It's just not fair. I don't want to have to get up and switch seats to PvP to even have a slight chance. Even then you have to aim somewhat so it's just broken for Solo PvP'ers or even the Anti-PvP'ers solo players to protect themselves. Please re-do this NQ! (This is kind of a make or break type deal for players like me who are solo). Back to the warping. Do not create warp disruptors, unless there is a counter to them of equal nature... perhaps a % chance to block a warp from happening would keep it so that you can favor both PvP'ers and Anti-PvPers. Rather than a counter. However, the warping aspect may need more thought to please both sides of the spectrum here.

     

    **Will edit/add on this later if I have more thoughts**

     

    -Atmospheric PvP in "New Space" is where it should be implemented.

     

    -Raiding peoples bases on Planets, Moons, Etc. would be in "New Space" as well.

     

    (Both Atmospheric PvP and Base Raiding wouldn't apply to the current solar system so that Anti PvP'ers can have their lesser risk zone)

     

    -"New Space" should have some kind of exotic ore and other things to attract people to come here to take risks.

     

    This creates more of a "Dual Universe" for both types of players if you ask me. So that one side is not favored over the other... will continue to update this as i think of things.

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