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Lethys

Alpha Tester
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Posts posted by Lethys

  1. They may do something like Ark, where when you put up a structure, someone else cannot build anything within a small footprint around you. That doesn't keep you from being trapped (i.e. In Ark, large groups surrounding a structure with Behemoth gates where they can build), but it does give you a bit of breathing room.

     

    As for things not being destroyed... no. As others mentioned, if you want a "safe" area, then you'll want to get a territory unit. But even then, I don't think that makes it 100% safe, just safer than without. Shielding, and other possible defense mechanisms are in the plans to IIRC.

     

    -M

    No, territory unit only flags that ground yours. You can then set rules for said ground (who can enter, mine, build, with combination of scripts...).

     

    You can add shields to your constructs (houses), which will require power to run. You can add turrets which will attack intruders automatically (but at a severely reduced rate - to force player driven content).

     

    Nothing will guarantee that your stuff is 100% safe, the balance is crucial here. The more effort you put into defending your stuff, the more forcefully the attacker has to push - but it will always be raidable. It's only REALLY safe around the arkship

  2. I think in the beginning a cube will be as effective as a sleek ship, but who knows, maybe (depending on server load) they add more realistic aerodynamics..

     

    Afaik jc said something like that in some interview. More sophisticated designs will definitely be prevalent, I will stick to pragmatic designs though ;)

  3. Hmm... nothing to do with skills, but imagine if 4 years into this when there are wars raging all around, a berserker robot fleet shows up at our doorstep and we have to cooperate or face extinction.  Someone discovers an artifact and it's actually a signal beacon that wakes up the berserkers... I don't know why that thought occurred to me.

     

    what?

     

    well I personally would love to see the extinction though....

  4. Doesn't make any sense for a NPC to place an order on the player market, firstly because it's a player made market and you could do that by your own, secondly because market are local, there's not a single one. 

     

    1) GOLD is supposed to be uncommon, not rare. It means that there'll be enough spread across a planet for everyone. People will explore to find the rarest materials, GOLD would not be the reason. 

    2)There's not a single vein, it's spread across the planet. If i remember correctly, JC said that a vein of a common material like copper could be long like 8 kilometers. The value of resources depends on "time to mine them", "risk", "rarity", "energy consumed" and other reasons, not just "rarity". 

    3)People will mine GOLD to build a construct, and transform the excess into GOLD COINS. They'll not mine more, since the actual plan is to mine to sell stuff to NPCs, it's pretty much the same. 

     

    It makes sense in order to start the market ;)

     

    1) see my second point; big orgs will defend those veins, see former OTEC cartel in eve

    2) same

    3) hmmm....when I have a vein of that Gold I will definitly mine EVERYTHING I CAN GET because it's money

  5. Skills aren't the only thing needed to produce those big badass ships; we'll need tech development and rare resources.  And why do people seem to think that spending 10 minutes a day using a skill to get a training bonus is grinding?  It would not be required and it just speeds up a process that is happening anyway.  

     

    Sure, the devs are veteran EVE players.  They're going to want to make their game different from EVE, fix the things they didn't like about EVE.

     

    tech development = skills

    rare resources: big orgs have plenty of those, they will hoard.

    So those arguments are not valid

     

    If the bonus while using this skill is too high -> people will abuse that and players with little time deem it unfair. So you have to make it small. Like lvl 1: mine 100 deposits. Lvl 2: mine 5000 deposits, Lvl 3: mine 100000 deposits. Or something like that. To prevent abuse and to prevent grinding for that.

     

    Your idea with that accelerated training is just bad, because there is a significant disadvantage for players who have a family, job and little free time to play this game.

  6. NPCs to balance the economy are BAD for the game:

    -Imagine you have a cargo full of iron. You can sell it to an NPC, that will magically generate money and make your iron magically disappear. Alternatively, if there are no NPCs, you would have sold that cargo to another player so that can be used to build something real (ship or whatever), without generating any inflation since the money is not generated magically. NPCs to balance the economy, reduce the economy itself, create inflation, and reduce the gameplay (since you'd not have build that ship with that iron, you'd fight less). 

    -Imagine you want to buy iron from an NPC. Your gold disappear magically, while iron appears. That simply reduce the mining activity from miners, so less piracy, less activity in general.

     

    (....)

    It won't disappear, the npcs could just buy from you and make a sell order with your iron. Another player can then buy from that NPC if he chooses to.

     

    Problems with your idea:

     

    - you would favor big orgs who can explore fast

    - you prevent small guys / small orgs to ever have access to such a deposit (because the big guys will defend it)

    - you prevent people in the early game to thrive and expand more quickly, because they have to mine everything by hand and can't collect money to help them build a ship for instance

    - some other reasons other players will state ;)

  7. As said before:

     

    It wouldn't be wise to allow grinding as a training factor for skills. Why would you want to piss off players with little time to play the game, while a powergamer can train 20/7 - THAT would suck.

    Carefully balanced skills which are trained offline have one major advantage: the introduce time. The devs can then roughly estimate when certain skills will be available to certain players. That ensures that big, badass ships/weapons, technologies won't be available from beginning, but with a delay.

  8. Greetings and best wishes from the Terran Union.

     

    Just a little hint, while i agree with your view on weapons in real life, i think that it is not the best idea to take away personal weapons in a game where you could encounter hostile individuals at any given time outside of secure zones. Also it might not even be enforceable with the given game mechanics, except you want to kill weapon owners right where they stand, if you even can see whether they have a weapon or not.

     

    @Cybrex

    This kind of structure has various reasons/advantages. For example lets assume you want to provide secure areas, so first off you need to protect it against threats from the outside (military), next you need common rules (laws) and somone to enforce these rules (police). Okay now something happens where it isn't quite if it was against the rules or not, so you need someone to decide about it (judges). Then there happens something that isn't covered by the rules, but it needs to be covered because someone got hurt by something that someone else did/not did, so we need someone who makes new rules (legislative).

     

    So that were the basics, of course you need also administration for that stuff, who makes what when and all this, also these people that serve the community/society must be supplied so that they can do their jobs. The structure and organization is here quite important, because if you have high numbers in members and just let everyone roam totally free and they can do whatever they want whenever they want you end up with a huge mess in which nobody has an overview anymore. This will lead evantually into the collapse of the secure area that you wanted in the first place.

     

    One advantage of this kind of structure is that you can have specialists, while it might be not impossible with the BOO system it is much harder to achieve with it, simply because your system is more or less based on the survival of the fittest/strongest. This means everyone in BOO must be at least to a certain degree be a jack of all trades, to be able to survive in this environment. In opposite to this we have the governmental system, there you can train and specialize in a secure environment, without worrying that you might be attacked or ripped off, which results almost automatically in a higher skill level in a certain area, because there is no necessity for certain skills that are needed in the BOO system.

    Let us now assume a contest between the BOO system and the governmental system, while the BOO people might deliver an overall mediocre result, the people out of the governmental system will deliver an excellent in their fields of expertise.

     

    Another advantage is that it is for you as group much easier to achieve great things, like stargates, capital ships and great monuments to honor the honeybadger ;), simply because the structure is already there.

     

    So thats it for now hope i could help you to understand it a bit better Cybrex :)

     

    Objection ;)

     

    You are assuming that people in BOO will be solo-players who don't work together - and that is complete BS. People arrange themselves, they will build small cells of society of their own.

  9. What are international goals for us? First things that come to my mind:

     

    1. Economics

     

    I. Disrupt trade routes

    II. Setting up certain standards for raiding parties

    III. Finding some way of harassing small countries

     

     

    2. Military

     

    I. An ideal scenario: get everyone to mistrust each other and start a global war

    II. Maybe we can get some rules for war...

     

    3. Piracy

     

    I. Formation of an international piracy league

     

    fixed that for you

  10. So you enforce bots/scripts which will get people that double speed bonus, you favor jobless 24/7 gamers without a family and you definitely piss off people on longer vacation or with no time to play the game every day? 'Good' work

  11. Executions however... is a massive ordeal. If you get executed (as a part of a crime) you basicly loose HALF your skillpoints (or something like that) It basicly is meant to show that your old character BASICLY is dead... and this is someone new. (could also add that you have to change your name of your character, and all your friends on your friendslist get a "ping, this character have been executed, his name is changed from ..... to ....." )

     

    3: Only a organisation leader can order a execution. Nobody else. And once again, only on his members.

     

     

    What do you think of this idea?

     

    could be abused to effectivly kill spys in your org and ruin a character completly, bad idea. Even 10% would be too much.

     

    You can't kill whole branches of gameplay only because you are a "lawful citizen" and don't like griefers, scammers and killers.

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