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Found 2 results

  1. It's been confirmed in the kickstarter AMA part 2 that safe zone territory will be claimable: What are the gameplay implications? Obviously the safe zones will be super valuable, but they won't be able to be fought over; only sold, right? Which means that the prime objective of all the starting players (with half a brain or more) will be to claim territory within the starting zone to either use strategically or sell to the highest bidder down the road. If the seat of a certain government is within a safe zone, can it ever be overthrown? If two orgs are at war and both are located within safe zones (possibly even the same safe zone), I suppose it could only become a war of attrition where they try to choke out each other's exterior supply lines? I'm just trying to fathom how this mechanic will affect societal development and organizational competition...
  2. Indestructible safe zones in the main world space are nightmares for any player that likes role playing or fighting. Destructible things are just a must for any continuous story to thrive with empires falling and new ones rising in their place. That's one of the reasons Halo has such a good story line, the UNSC lose countless battles that actually felt impactful. Entire planets were glassed, monuments destroyed, and lives lost in the age old conflict between the Humans and Covenant. Other great stories and games alike use the destruction of major monuments to give a sense of desperation and awe in the eyes of the audience. The one thing that completely screws this up is when said monuments are indestructible for the lone reason that a creator doesn't want to lose his or her precious work. This completely shatters the experience for any player who doesn't like to just look at something without any form of interaction. In order to make something matter in the role playing world things cannot be static. As a direct consequence of the above game mechanic, Arkification Tokens are put out of the question. They are barriers to the cycle of build, destroy, and rebuild which both fighters and roleplayers thrive on, as well as requiring a multitude of limitations to prevent abuse which almost always decrease immersion. Alien Ruins are something which makes sense lore wise but would also cause a disruption in the cycle. Any truly safe area in the game universe provides a place where players will flock to and also attract griefers and trolls. When there is no challenge that players have to overcome there is usually less incentive for development and more for the abuse of mechanics. The general player base has a low tolerance for people who are abusive, and this causes people to find creative ways to protect themselves, given the right tools, so in other words development counters abuse, and abuse encourages development when the tools for such development are provided. The kinds of development I'm talking about are security organizations, police forces, and security systems that can all be created by players, meaning more immersion, player interaction, and less need for developer intervention. A truly player driven MMORPG. The builders still need a safe place to build, and that's where Virtual Simulators come in real handy. Virtual Simulation fits perfectly with immersion and provides no barriers to the cycle, as it doesn't actually affect the universe apart from providing blueprints, which boost economic growth, player ability, and creation quality for basically everyone. There's a lot you can do with blueprints, and for a game of this type, that could only be positive. Safe zones have to be managed regardless, but virtual spaces are completely controlled by their creator in the first place.
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