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eklypse0

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  1. I would go for the simplified model that was harder to kill, but not impossible, that was also movable by other players, including to cryopods. I also like the idea of a cryo/bed system where if you log off there, you wake up there with all of your inventory intact. If you log out in an area without facilities, there might be some sort of damage/exhaustion mechanism that you can overcome in-game, like a deterioration of movement rate down to something as extreme as 80% normal. Are we assuming the avatars have something like transmittable cortical stacks? If you die, you go to a clone. You can move from place to place, via clones, though not with your inventory.
  2. I'm looking again at the Original SWG mechanics, where you would have to do only moderate upkeep to keep your mines/factories/powerplants in order. You could have multiple players with the same function for redundancy of resources, like power. There are players who enjoy this sort of in-game contribution.
  3. I'm thinking there needs to be game play elements, Like there were in the Original StarWars MMO, like 'mental damage' that you could only get fixed though social interactions. Medical facilities required for 'permanent' damage from over time, vs the easily fixed damage. Other things like some sort of maintenance costs, that were physical devices that were not made/transported by magic, such as food and fuel. Factories and refineries that need to be protected from PvP. Maybe a 'retooling' cooldown to create different objects from the same factory/refinery (including the initial tooling), which would give purpose to multiple factories. Larger PowerSources/Refineries/Factories being more efficient in their purpose. More economy would be some sort of maintenance vs a degradation over time of components that wouldn't be impossible for a single character to fix, but be a lot easier though a community.
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