Jump to content

[Updated] Player-made Safe Zones


Archonious

Recommended Posts

Hi,

 

This is updated version of Custom Safe Zones. Many of changes become after long 6 hours discussion yesterday. 

I am sure many of you thought about Safe Zones (SZ) outside Ark Ship SZ. But you could understand, that SZ is kind of OP which will give 100% guarantee for the player. That is not very good for pirates (they will suffer mostly). So the idea is something like the middle ground.

 

As we already know, planets (space in future) will have hexagonal territory structure. Sample on picture below:

jXdnN1VG15s.jpg

 

Main Idea

 

Before to start, I want to say, this idea designed for "Construct vs Construct" combat. So I speak about possible expansion.

 

Let's imagine massive city, months of designing and works. Many high technologies, markets and simply beautiful objects. It is very important, I'm speaking about massive structures, not just basic base of few new players. It is very important to understand, amount of these Massive Structures must be low (~up to 50 over 1 year after release, if nothing will be destroyed). So after one year of explorations, players will have about 50 massive stations or trade centres (this number could be reduced by requirements and prices for maintain).

 

Safe Zone - it sound very promissing and safe, but reality is bit less friendly. Safe Zone looks like shield (as an example green colour). Safe Zone module works like battery. To charge this battery module need some generators, but just because power of Safe Zone shield is very high, Safe Zone Generators need to be located in ~800m from shield module (Radius of Safe Zone shield is 500m / Diameter is 1km). If to make visual example, it will looks that way:

Y4dXHD4VqKc.jpg

Green hexagon - Safe Zone Module

Blue hexagons - Safe Zone Generators

*There could be code limits, like Generator need to be placed on different hexagon.

 

Safe Zone Charge Mode

 

As I said before, Safe Zone Module is the type of battery and need the energy to charge. It can be charged if only all 6 generators turned on. As soon this requirement is true, shield start charging. Full charge (from 0% to 100%) takes 16 hours. If Safe Zone loses control of one of the generators, Charge Mode turns off. Full battery of shield will be discharged in 24 hours.

 

How to destroy Safe Zone shield

 

As I said in beginning, Unlimited Safe Zone (time) is kind of OP and do not fit in PvP world very well and could damage to gameplay (no risk). This idea based on destructable Safe Zone. But it must be hard to break it. I split siege on 3 stages:

 

Stage One

If pirates or enemy organisation decide to destroy city, there are few global targets. The first one is to turn off Charge Mode. It is possible if to destroy or capture one of the generators (or more). This will start 24 hours countdown for the Safe Zone shield. Looks very simple, but don't forget, we are speaking about top organisations, so there would be respond to agressive action.

 

Stage Two

Just because defenders will try to restore control (restore all 6 generators), attackers need to prepare for this kind of action. So in other words, defenders and attackers swap roles. It is possible that defenders will wait attackers inside city after 24 hours, it will be strategic decisions of Generals of Organisations.

 

Stage Three

As soon shield is down (24 hours since the first generator was destroyed or captured*) attackers can invade into the city. Destroy buildings and make chaos everywhere on their way.

__________________

 

Defenders have 24 hours to organize defend, call for allies to help, evacuate most important equipment and technologies. There could be many different strategies for defense as well. defenders could attack with their fleet from aside. Or maybe strike to the bases of enemy organization (without Safe Zone).

 

Attackers (In my vision) must have much harder role (to destroy is not the same as to build). So control of time is very important part for attackers Generals. When to start, when to rest and keep control (but 24 hours could be dangerous for health, so later I will explain break time technology for attackers). Plan of attack strategy is also very important job.

__________________

 

Generator Capture

 

This is opportunity for attackers to get 8-12* hours mini Safe Zone around this generator. How to get it? Generator need to be hacked while Safe Zone is in Charge Mode (all 6 generators active). If speaking with roleplay language, hacker overcharge generator and create Shield above it, but just because it unstable it will last 8-12* hours. Why do we need this? Let's don't forget, this is game, so we need care about health of players, so some will have time to sleep. At the same time, those who will decide stay online can freely build defence around captured generator to increase chances in battle. Defenders also will have time schedule. So the "Second Stage" can be started between 8-12th and 24th hours.

I believe, this opportunity does not make defense impossible, because to bring ships and other equipment will take much time.

 

*8 or 12 hours. If the idea will be approved, it will be fixed amount of time - 8 hours, or 10 hours, or 12 hours. It is not a random number between 8 and 12.

__________________

 

Generators defence

 

Some could imagine, that generators will be placed as single building. Organisations will be interested to protect their generators as much, as it possible. It can be used everything available in the game: TU, shields, turrets, walls and other. So it could be not very easy to destroy or capture generator. But I believe, it won't be big problem for great tactics and experienced generals.

 

Captured Generator needs to be destroyed. It can not be captured back. This is necessary to stop abuse when two players can activate mini safe zone shield.

__________________

 

Underground Generators

 

As I wrote above, generator need to be placed on the ground, not under. This opportunity need to be limited. If generators with TU will be placed under the ground, it could make nearly impossible to find them. Explode whole Hexagon to find them, won't make this operation/game more enjoyable. So this requirement is part of Fair Play.

__________________

 

Additional Options

 

There could be additional options for attack. I don't find these opportunities necessary.

 

  • If to destroy 2 generators, the enemy army could go inside the Safe Zone shield and kill players. Building and Ships stay invulnerable.
  • If to destroy 4 generators, the enemy army could go inside the Safe Zone shield and kill players + destroy Ships (not static objects).
  • If one of defenders start attack (PvP Flag active), he/she can not enter Safe Zone area for x-minutes. (This is important to prevent abuse - Go out, launch few rockets, go back under the safe zone shield)

 

These two options opens additional tactical advantages for attackers.

__________________

 

As I wrote in ver.1.0, there could be an option to expand this safe zone. It could be little problem with Generator mechanic implementation (theoretical). So as and option, size of Safe Zone could be increased x6 by default. So it will take not 1 Hexagen, but all 6. This will mean, all numbers of distances need to be increased as well.

Of course, that is not that big problem and it won't be very hard to sort it out. But currently, I didn't think about it.

__________________

 

Little FAQ:

 

-Why do we need these big cities?

 

Big cities are the great opportunity for many players. It also great for world expansion, so everything will not be based around Ark Ship only. Traders will create trade routes between bases and Trade Stations on planets. Organisations will set Taxes, sell ship parking or maybe something else.

 

-Why is this system better than basic Shield?

 

This system is like Boss in PvP. Big Reward for Big Effort. It is like rob little shop and huge bank. This system gives time to react for defenders, but attackers won't have boring time as well. So that would be choice for group of players. Shield defence can not be well balanced and everything could become as "Attack while most offline". I believe, massive constructions deserve to have improvement defence.

 

-What will happens if hundreds of platers will attack at the same time?

 

I can't speak about numbers, but if we speak about "More than normal amount of players in Raid", it will mean that Stage One will be fast and much more easy to success. But number of attackers can not speed up time of safe zone, this is question of fair play. But if this amount of players will attack basic shield, creators of city won't have chance to defend their creation. As result this could force players leave the game.

 

-Why do Organisations need to risk to destroy other cities?

 

This is question about power and income. If there is only one trade centre in star system, organisation have massive income from taxes and other incomes. If there are few of them, players will spend less money on every each station. There could be war between two organisations, so destruction of the city will make massive damage to whole organisation (it can even destroy organisation at all).

 

-What peaceful players will have with this system?

 

First of all, players will have fair time to react to enemy actions. But also, there could be many other opportunities. Since organisation control city, it can be political model, there could be great opportunities for business and many other. So peaceful players will be interested to defend this city. Mercenaries will get contracts, if city will need some additional protection.

 

-NQ stated, that there could be new Safe Zones the game in future. Can they be created by similar way?

 

I really hope, that "Unlimited" (time) Safe Zones won't be possible in the game (except Ark Ship). But yes, These Safe zones can be alredy creted. So organisation will need just create defence and start development. But this will require lot of balance.

 

__________________

 

P.S: My English is not perfect, so please, don't focus much on mistakes. If you do not understand something, I would be happy to explain.

 

Thanks,

Archonious

Link to comment
Share on other sites

 

Shortly about Safe Zone Module (SZM):
  • SZM create fully safe zone in hexagon range (1 km if I'm not wrong)
  • SZM very expensive (x3 territory unit price or more)
  • SZM require control of surrounded hexagons (Territory Units (TU))
  • SZM create beacon signal
  • SZM deactivates in 7 days if one of TU destroyed /or/ deactivates instantly if TU demolished/dismantled
So I see GREAT opportunities for everyone and massive gameplay bust. Organisations (or maybe VERY RICH players) can create massive constructions and plan long term defences. Imagine trade stations under great protection, but still not in 100% safe. Global markets will be based on these places. And most important, it won't be that easy to destroy them, since that would require at least 7 days operation wth good strategy and tactics (not just come, pew pew and get what you want).

Maybe some very popular organisations will control the whole planet? Hard to imagine, but possible.

 

I believe, it won't be very hard to implement this system since main part will be in the game anyway.

 

What do you think guys?

To Devs (if you read). It is not "You must do exactly as exaplined". This is example of idea, so everything could be changed, if you think it necessary. I want to show idea only (if you didn't have it before. Honestly, maybe it was explained in DevBlog somewhere, I didn't read all of them. So please, don't beat me much, if I failed).

 

Thanks,

Archonious

So you wrote that the SZM stops working immediatly when it got shut down. So if another Org inflitrates such a City the SZM could be shut down by just one person, means that an army May fail but one man can succeed and prepare an attack?

Link to comment
Share on other sites

So you wrote that the SZM stops working immediatly when it got shut down. So if another Org inflitrates such a City the SZM could be shut down by just one person, means that an army May fail but one man can succed and prepare an attack?

SZM deactivates in 7 days if one of TU destroyed (by enemies)

or

deactivates instantly if TU demolished / dismantled (owner remove it, RDMS in help, so it can be controlled by 1 person-leader)

 

This is to prevent abuse of "Build TU and instantly remove it (without resource loss) to get 7 days countdown". Anyway, that is a more technical issue and solution. This is an example only.

 

Thanks,

Archonious

Link to comment
Share on other sites

I think 7 days is a bit much, especially if we're talking about big organizations which have hundreds of people. So let's just say that the TU has a total of 500 people(I'm sure there'll be more on launch) then it's pretty much guaranteed to have at least 50 people online at all times. So maybe 12-24 hours would be a better time limit. Because 7 days makes it almost impossible for pirates to hold their ground until they can move in. 12-24 hours is still a long time to hold out from the TU or another big org that would be able to make a city. But that's just my opinion :D I would like to see massive battles to take down a city. But yea, I really like this idea, the the bubbles that were talked about before weren't that realistic.

Link to comment
Share on other sites

I think 7 days is a bit much, especially if we're talking about big organizations which have hundreds of people. So let's just say that the TU has a total of 500 people(I'm sure there'll be more on launch) then it's pretty much guaranteed to have at least 50 people online at all times. So maybe 12-24 hours would be a better time limit. Because 7 days makes it almost impossible for pirates to hold their ground until they can move in. 12-24 hours is still a long time to hold out from the TU or another big org that would be able to make a city. But that's just my opinion :D I would like to see massive battles to take down a city.

I'm not against and do not push any number.

My vision is - big organizations (200+ as a team, as guild/clan. I don't speak about random crowd members as we have now) won't exist or functional well. Maybe 24h would be enough, maybe not (it also depends on space travel speeds). It is very easy to change. Overall, the idea is not in numbers, the idea is in functions (time to action - to bring allies, as an example).

 

Thanks,

Archonious

Link to comment
Share on other sites

Someone correct me if I'm wrong, but haven't NQ already said that player made bubble zones will already exist? Unlike the Arkship, they require a power investment and thus can be destroyed (overwhelm the shield with more energy and it collapses - whether this is like taking down a boss by whittling away at its health or a case of all or nothing, I don't remember). No requirements to own anything, you just have to have the energy resources to set it up and a large enough army will be able to destroy it if you don't fight back.

Link to comment
Share on other sites

Someone correct me if I'm wrong, but haven't NQ already said that player made bubble zones will already exist? Unlike the Arkship, they require a power investment and thus can be destroyed (overwhelm the shield with more energy and it collapses - whether this is like taking down a boss by whittling away at its health or a case of all or nothing, I don't remember). No requirements to own anything, you just have to have the energy resources to set it up and a large enough army will be able to destroy it if you don't fight back.

Yes, but Lord Cringeworth can't be bothered to look up anything. He's the epitomy of what's wrong with ignorance on this planet. He's adamant on not looking up anything at all. It's quite admirable in a way, like seeing a bald eagle hunting on foot.

 

According to the Devs, you get a shield and you link power to it. Think of it this way, the more the wattage, the more the damage the shield can absorb, beyond that, I think the Devs will link the Shield Emitter to the territory unit, like a modular upgrade of sorts, as the bubble is quite large in radius.

 

The idea is, that a capital city or a space station, will have so many power plants, that in case of a siege, you can have them all power the shield and the siege fleet will run out of ammo and power before you would. After all, a power plant, is not a power core, and if you manage to make a ship with a power plant in it, we salute you brave sailors.

 

It is self balanced as an idea. Also, the RDMS system could be bypassable by players with specialised skills into it and / or some armor combination that enables that. So a Safe Zone, is more like a "safer zone". The only real safe zone will be the Arkship, because starting players need a safe place to learn the game. Anything else, is do or die.

Link to comment
Share on other sites

Someone correct me if I'm wrong, but haven't NQ already said that player made bubble zones will already exist? Unlike the Arkship, they require a power investment and thus can be destroyed (overwhelm the shield with more energy and it collapses - whether this is like taking down a boss by whittling away at its health or a case of all or nothing, I don't remember). No requirements to own anything, you just have to have the energy resources to set it up and a large enough army will be able to destroy it if you don't fight back.

Yeah, you are right. But how long bubble can protect? Hour against one person, minute against 60 persons, few seconds against 200? If I'm not wrong, they still on discuss about protection (when shield going down), so nothing decided yet. But this is another point of view. Maybe NQ will like idea or some parts of it and as result improve something.

I find this opportunity of game play improvement and for long term tactics (as defence, as attack). So if Org spend weeks or months to buikd trade station or home base, it won't be destroyed so simpy (while decision about protection when shield goes down not made, it is plans and fantasy only).

 

Shield do not create safe zone for trading for example. It gives protection to the base. So trader 1 can kill trader 2 and loot him after trade. I could be wrong, I didn't see these shields in practice, I didn't test it. All we have some words and imagination (which is different to everyone).

 

P.S: As an example of tactical attack. 1. Attack and destroy shields of support-hexagen. 2. Defence and TU destruction to start countdown. 3. Claim Territory to block SZM timer restore. 4. Defend your TU outpost. While defending, plan to destroy another hexagon if possible. 5. And some other strategy decisions.

Fact is, this is not something for small few ppl groups. It is more global action. When one alliance siege another.

 

Thanks,

Archonious

Link to comment
Share on other sites

I think it is important to have conversation about safezones.

 

Safezones boost industry and industry manufactures all the weapons and ships, for pvp, cvc, pirates, etc.

 

Without industry there will be no cvc, no economy, without healthy economy, there will be no traderoutes, so nothing to do for pirates...

 

I feel that current protection bubble-consept may be weak for boosting industry.

 

What ever solution is, it need to make sure that time invested for creating industry is secured.

Link to comment
Share on other sites

Well JC said in some interview that bubbles will need energy and they take LONG to wear them down...if we would have numbers on that, we could argue....but without them it's a bit hard

 

To the idea: if that is implemented and not balanced well, it boils down to a grinding of a "sov-like" system like it was in eve. That was a pain in the ass

 

It should be hard to build a safezone and maintain it, likewise it should be hard to destroy it - but noone wants grinding involved.

Holding some kind of adjacent hex will just be impossible for smaller groups - then it will boil down to whoever has the masses wins

Link to comment
Share on other sites

I'm just wondering...

We say : it is hard to build and maintain a safezone.

 

What is "the other zone?"

Pvp zone?

 

Is pvp zone The default zone.

 

If yes, why?

 

Why not ,,, hard to build/create and manintain pvp zone as it may be for Safe zone.?

 

Well... shoot me im just asking stupid questions.

Link to comment
Share on other sites

he

Well JC said in some interview that bubbles will need energy and they take LONG to wear them down...if we would have numbers on that, we could argue....but without them it's a bit hard

Long take down - long for how many players? For 10 or for 100? How to balance? It is VERY hard to balance actual number for no limited team game. That is a huge problem. If you make it balanced for 10, it will be easy for 100. If you balance for 100, it will be nearly impossible for 10. Now imagine 200, 300, 500 ppl raids of alliances (can't promise it would happens, but it is possible, isn't?).

 

So I do not take shield itself as protection. It is a level of the defense, as far I know.

 

https://www.youtube.com/watch?v=VVkbdfxiKxM (51:25) - "I'm not talking about protection bubble. BTW. Because those things will be a huge barrier that protect your things. Whatever is inside.  And we are thinking about a mechanism that once they are (I guess attackers) destroy it, it turns in reinforce mode, last for example 48 hours, become indestructible and you have a lot of time to react."

 

Something similar, but I find it brings less strategy and tactic aspect. You (as attacker) take down shield. That's it, you can not do anything much for next 48 hours. So you come back after 48 hours and start again (destroy shield or destroy base). Very linear. Of course, it is only my opinion, and I can compare with what I imagine after JC and NQ words.

_________________________________________

 

If to speak about how it should be balanced (numbers, time and other) - that is NQ job, they make decisions like this. The idea is more about global conflicts. Since a big group of players (let say starting from 50) can allow to run this system, defend it well and plan a successful attack.

 

Thanks,

Archonious

Link to comment
Share on other sites

Well JC said in some interview that bubbles will need energy and they take LONG to wear them down...if we would have numbers on that, we could argue....but without them it's a bit hard

 

To the idea: if that is implemented and not balanced well, it boils down to a grinding of a "sov-like" system like it was in eve. That was a pain in the ass

 

It should be hard to build a safezone and maintain it, likewise it should be hard to destroy it - but noone wants grinding involved.

Holding some kind of adjacent hex will just be impossible for smaller groups - then it will boil down to whoever has the masses wins

No, he said Bubble, depending on their power input, take proportional time to be taken down.

 

A single ship won't bring down a city's bubble, but a siege fleet will make short work of it. They are A SIEGE fleet after all.

 

The Protection Bubbles are more like "high-sec" in EVE, it's not a safe zone, but a "much much safer zone".

 

The only TRUE Safezone, is the starting area. That needs to be immune so new players can learn to play the game via an EVE University kind of organisation, or what have you.

 

And yes, they way I see it, Protection Bubbles (Artificial Safezones) are going to be a Territory Unit module you add on top of your territory unit. If you get more territory, you expand it but it needs more power-to-HP given the new radius of the bubble.

 

And given that surprise attacks won't be as easily planned in DUAL as they were in EVE, I don't see the reason for Reinforcement Timers. The fighting will take place in border regions, where PvPers of a faction will have their bases, outposts. If a crew of crazy spacewolves did a one week or one month warp jump to get to you for a surprise attack, they DESERVE the element of surprise they earned.

 

And yes, it's a continuous universe, it's not like EVE. The space between star systems is real. If you are in dark space, the server doesn't have to load anything around you, hence, you are not an issue while travelling in it cost-wise. :)

 

So yeah, Protection Bubbles = Reason for smaller factions to flock to the bigger ones for protection. Politics and stuff. 

 

Link to comment
Share on other sites

Overall i really like this idea. However i do think that i would need a lot of balancing and fine-tuning to find that perfect amount days and so on. I wouldn't now where to start but if it becomes a function that real balanced i think it would be a awesome function.

Link to comment
Share on other sites

Overall i really like this idea. However i do think that i would need a lot of balancing and fine-tuning to find that perfect amount days and so on. I wouldn't now where to start but if it becomes a function that real balanced i think it would be a awesome function.

Well, that's what the Alpha test is for. If the Devs add STATS on a Power Core, that means they can make gameplay out of it for engineers and then add the self-destruct.

 

 

They did say the game won't be simplistic. They don't make an F2P MMO here, this is meant for people who understand how the game works. You get a readout on your sensors that the enemy ship's core is going into Core Overload or that their Power Core is acting Funny?

 

Bail away from it. Simple.

 

The game is not meant for children as the Devs said, or at least, not for people who want things to be easy.  If one thing is easy, everything have to be easy so there is no such thing as "trash profession" or "lame skill".

 

Core Overloads would give miners a weapon to use against pirates as well, so Miners won't be an easy target.

 

And THAT requires a core overload to be scaled to the size / output of a Power Core.

 

Link to comment
Share on other sites

@ Archonious

I see your point, and I like it because safezones will make big trading hubs possible and by that way create content for pirates, and many others.

 

There is, as we speak some attributes in zones/tiles

0,) default is free pvp, warzone

1.) Ownership, by TU

2.) Protection, by weapons, and bubble

3.) Access rigths, by RDMS

 

As of safe zone RDMS could go there, if it includes, "no weapons or agression" - attribute.

 

I also agree that balancing defence by numbers is hard and many lead to grinding.

 

Timers is good as long there is someone to ask for a help or there is options to deal with owerpowered attacer.

 

How ever I saw in Eve that help was newer there, when needed.

 

There could be also other attributes wich may make safezone stronger and harder to destroy.

 

- it could be decleared by its owner as DMZ, demilitarized and neutral zone.

- more civilian activities stronger dmz

- if there is groving industry and other civilian installations and buildings they make DMZ attribute stronger.

 

DMZ

- is dmz same as safezone? generally yes.

- how ever it could exists witout TU or buble.

- it could expand itself slowly, by activity and population and it may go down if no activity.

- it could be created also by political agreement.

Link to comment
Share on other sites

@ Archonious

I see your point, and I like it because safezones will make big trading hubs possible and by that way create content for pirates, and many others.

 

There is, as we speak some attributes in zones/tiles

0,) default is free pvp, warzone

1.) Ownership, by TU

2.) Protection, by weapons, and bubble

3.) Access rigths, by RDMS

 

As of safe zone RDMS could go there, if it includes, "no weapons or agression" - attribute.

 

I also agree that balancing defence by numbers is hard and many lead to grinding.

 

Timers is good as long there is someone to ask for a help or there is options to deal with owerpowered attacer.

 

How ever I saw in Eve that help was newer there, when needed.

 

There could be also other attributes wich may make safezone stronger and harder to destroy.

 

- it could be decleared by its owner as DMZ, demilitarized and neutral zone.

- more civilian activities stronger dmz

- if there is groving industry and other civilian installations and buildings they make DMZ attribute stronger.

 

DMZ

- is dmz same as safezone? generally yes.

- how ever it could exists witout TU or buble.

- it could expand itself slowly, by activity and population and it may go down if no activity.

- it could be created also by political agreement.

No, timers are not viable in DUAL.

 

A group of people have to send a probe to get to your system if they have no access to the Stargte to you.

 

That probe can be destroyed, thus blocking those people's entracne to your system. So, say BYE BYE to any PvP happening.

 

The alternative is 1 week to 1 month in Warp for a surprise attack. 

 

Is THIS how you will treat people who exploit the open universe the game provides? Timers? 

 

"Oh we know you wanted to have an epic surprise attack on this small outpost here, but you need to GTFO because you got to wait 48 hours until they bring the might of their fleet down on you. Thank you, NQ"

 

 

The Devs have said the Protection Bubbles will be linked to how much power you can afford to put into them.

 

 

What Archonious doesn't understand whe he speaks of grinding, is that not everyone is a loner like him.

 

You want more fuel for the Bubble? TAX THE PEOPLE THAT LIVE UNDER IT.

 

Or make job boards for people to bring back fuel for you.

 

Also, the Devs have done with Safe Zones beyond the starting one. Protection Bubbles will be taken down with a siege fleet.

 

 

Link to comment
Share on other sites

he

Long take down - long for how many players? For 10 or for 100? How to balance? It is VERY hard to balance actual number for no limited team game. That is a huge problem. If you make it balanced for 10, it will be easy for 100. If you balance for 100, it will be nearly impossible for 10. Now imagine 200, 300, 500 ppl raids of alliances (can't promise it would happens, but it is possible, isn't?).

 

 

Power Supply => Protection Bubble

 

Power Supply = 100 TerraWatts

 

Protection Bubble = 100 TerraWatts = 100,000,000 HP

 

Simple. More money a place has, more power plants , stronger shield, longer time to take down, more people come in, more money, more power plants, even stronger shield.

 

Capital Cities = Impregnable (but not indestructible Bubbles) Bubbles

 

Border Outposts = they will have PvPers there 24/7, or someone at least to man some AA guns to defend the base.

 

It balances out.

 

No need for timers.

Link to comment
Share on other sites

As a very creative/builder-ish type of player who likes to take time to get structures just right, I would love the idea of having safe-zones.

 

However, what would not be ideal would be for pirate organizations to have safe-zones where they would be able to retreat to after having a massive fight with someone. During/after an incident like that, their territory should be open for attacks from the organization that they have attacked.

Link to comment
Share on other sites

nonPVP timers is really bad idea in FULL PVP world.

 

1. So many peoples can play a game, more then 1-2 houres, on weekend only. And when a timer go on 48 houres... Hello NQ guys, we paying for full game content... 

 

2. If 10 (100, 1000, 1kkkkk)  players wants to kill 1 player, they kill him 100%, and its a correctly balance in FULL PVP game. Don't won't to die -  "run Forest run..." 

 

3. What about pirat players? Defenders has time to move out all staff and to deconstruct all expensive buildings and machines. Where is a profit?

 

Power stations ---> power cells (accumulators, condensators)---> shields, turrets, battle ships, trups, def npcs. 

For small groups - underground base or freespace.

Link to comment
Share on other sites

nonPVP timers is really bad idea in FULL PVP world.

 

1. So many peoples can play a game, more then 1-2 houres, on weekend only. And when a timer go on 48 houres... Hello NQ guys, we paying for full game content... 

 

2. If 10 (100, 1000, 1kkkkk)  players wants to kill 1 player, they kill him 100%, and its a correctly balance in FULL PVP game. Don't won't to die -  "run Forest run..." 

 

3. What about pirat players? Defenders has time to move out all staff and to deconstruct all expensive buildings and machines. Where is a profit?

 

Power stations ---> power cells (accumulators, condensators)---> shields, turrets, battle ships, trups, def npcs. 

For small groups - underground base or freespace.

1. If you can not play 24/7, your base/ships can be destroyed anyway. This gives opportunity to react on siege, which take time.

2. This will make game really bad for majority of players. Yes, there would be little group of players (few big organisations). Don't find full PvP world very cool, especially with primitive mechanic "pew pew" only. SE is good example.

3. If that would happen, pirates need/may intercept ships with equipment and resources. So this is another unique game opportunity. Variations of action is what make open world games exciting.

 

If I would have chance to choose between:

1. Game with lots of strategies and tactics

2. Game with basic come when enemy offline and steal/destroy

3. Come with group, try break shield (if can = destroy, if not = leave)

I would choose the first one. Little feature, which open massive opportunities for everyone, even pirates, who can make hunting near this stations/cities.

 

And don't rrally want full PvP world without interesting background and opportunities.

 

Thanks,

Archonious

Link to comment
Share on other sites

But it IS a full PvP world....outside the ark zone you have to be in a group, capable of defending itself and not storing all your assets there, cause they will get destroyed at some point. Even with player built safezones

Link to comment
Share on other sites

But it IS a full PvP world....outside the ark zone you have to be in a group, capable of defending itself and not storing all your assets there, cause they will get destroyed at some point. Even with player built safezones

Exactly. It's the very same reason why cities will emerge and politics and all that stuff.

 

Big city = strong shield = multiple organisations = many voices and ideas to be heard = many player roles to be had, from shop-keepeers to security details.

 

If the game is not open-PvP, there's no need for cities where PvP is suppressed ( but not eliminated).

Link to comment
Share on other sites

But it IS a full PvP world....outside the ark zone you have to be in a group, capable of defending itself and not storing all your assets there, cause they will get destroyed at some point. Even with player built safezones

This system do not prevent PvP at all. It increase variations of tactics and strategies mainly. Also, it gives reaction on offline attacks.

 

Another opportunity of this system:

Middle size organisation get attacked by higher and more powerful one. Outposts (one or some) destroyed, timer is on. Defenders can ask mercenaries or maybe defenders, who can join and fighg attackers.

What defenders, mercenaries and other loyal organisations can do in primitive "pew pew" PvP without any global action?

 

Build global city, which can be attacked very often and it will require defence from everyone who interested to save this city. Business progress possible when enviroment more safe and possitive. So cities will grow with many other players businesses (trade contracts).

 

This open great opportunities for non-standard game orientation. I find this great for traders, for mercenaries, for logistic organisations, for pirates, for wars between organisations (from middle sizr, to huge size) and many other.

 

Thanks,

Archonious

Link to comment
Share on other sites

This system do not prevent PvP at all. It increase variations of tactics and strategies mainly. Also, it gives reaction on offline attacks.

 

Another opportunity of this system:

Middle size organisation get attacked by higher and more powerful one. Outposts (one or some) destroyed, timer is one. Defenders can ask mercenaries or maybe defenders, who can join and fighg attackers.

What defenders, mercenaries and other loyal organisations can do in primitive "pew pew" PvP without any global action?

 

Build global city, which can be attacked very often and it will require defence from everyone who interested to save this city. Business progress possible when enviroment more safe and possitive. So cities will grow with many other players businesses (trade contracts).

 

This open great opportunities for non-standard game orientation. I find this great for traders, for mercenaries, for logistic organisations, for pirates, for wars between organisations (from middle sizr, to huge size).

 

Thanks,

Archonious

It's a worldwide game. What you are asking for makes no sense. You are thinking "I am single player, I want single player protectin bubble because I R special snowflake".

 

The only timer you get is the time to deploy a Territory Unit. Hacking said Territory Unit will take time as well. You get time to retaliate.

 

You are thinking like a tribal person from 50,000 BCE. Organisations congregate in greater alliances to have backup. Your weak arguements on "medium organisation" do not validate. Be social, find people that think alike you and build a city together. The game is not gonna stop for you.

 

Given how difficult it will be to bypass a Stargate to come to attack a person, those timers you ask for will neuter PvP altogether. Spending 2 days waiting for you to beg for reinforcements then 48 more hours to place a Territory Unit will make the whole Faction Warfare so boring and tedious, that nobody will do it. And nobody got 4 days in a row just to capture 1 territory tile.

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...