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Respawn consequence, standing system and capture mechanic


blazemonger

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As we were discussing this on another thread I kind of refined this idea and posted them on Upvote. Not yet approved so not visible..

 

First off, I'd suggest adding a consequence to a respawn that deters from using the mechanic. The suggestion is to remove a day's worth of talent points when you respawn in addition to losing inventory. This would mean it becomes less attractive to respawn for no reason and at the same time it adds significance to getting killed.

 

In case of the need for a respawn due to a glitch/bug.. There is always the ticket system and NQ can review logs and reimburse when shown to be the case.

 

 

Second, a standing system which would mean that based on interaction with other players you build standing with them and/or their org (either positive or negative). Completing missions and trading could be such actions. At the same time, killing another player or failing missions will reduce standing. It shoudl not be an option to manually add standing either way, it needs to always come from (inter)action with players.

 

 

Lastly, a capture mechanic. When you get captured, the mechanic will run a timer during which you are unable to move while you can stil interact through chat or emotes. The duration of the timer will be dependent on your standing with the captor, if your get captured while you do not have a negative standing with them, their standing with you decreases. The duration of capture will be a set timer multiplied by the opposite of your standing so a good standing reduces the timer, a bad one increases it. Once the timer runs out, you can't be recaptured for X amount of time allowing you to move away.

 

At any time during capture you can opt to respawn. Doing so will cause loss of inventory and talent point and when respawning during a capture timer the loss of points will have a multiplier based on your standing with the captor. The duration of capture also has the same multiplier from standing.

 

Links to upvote (not yet visible):

Respawn causes talent loss - Dual Universe

Standing system - Dual Universe

Capture mechanic - Dual Universe

 

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Im glad you posted this here actually.

 

Its like when NQ arbitrarily decided to add an arbitrary limit on rez pads with 3 strikes and a CD was pretty unrealistic and prevented more than it sought to control.

 

Dying should be a bad thing. Every good game needs an inventive, stiff, yet sensible death penalty system. Many MMOs limit your potential to keep fighting if you are in a sustained conflict by taking more stats from you or longer rez sicknesses.

 

At the very least I think it should do one or more of the following instead of just limiting the use of a rez pad:

  • A 1hr timer that resets with every death or rez.
  • Cut your exp per min: Wether its pirates killing you, you killing yourself mining to walk the ship after you clear an area, or just exploiting the rez pads as a step teleporter dying should cut your skill gain.
  • Each death should compound the exp per min down by another 5-10 points per min
  • Any additional deaths past 5 within a small amount of time should then start stripping you of 1 tier of talents by what you were last doing (Mining, Piloting, Fighting, etc)
  • Or alternatively addional deaths take 1 tier off actoss the board so that your ability to just keep zerging will diminish so that strategically you are out of the fight, unable to fly, or unable to mine.
  • Possibly a 5th element bio 3d printer should be required to heal players killed in pvp with some kind of med pod that takes time to reprint your body or additional material costs to print your flight suit. Ideally if you kept fighting it should require medical treatment and a quazi lock out timer. If you use up all your exp per min, the talent loss during that time and continue on doing what you were doing then it should prevent you from respawning until that timer is up for the systemic damage you caused yourself until you heal up.

 

This would cut exploits if it extends que times, or cuts your ability to do a specific thing or across the board via talents, or if you pretty much are going in as a meat shield you can still only do so much until you are rendered out of commission to allow for counter attacks, pushes, and add a strategic element to combat.

 

The other thing you want to prevent if you can is zerging during TWs and a rez sickness based death penalty has served the MMO industry well.

 

Playing on your capture mechanic idea

 

Capture mechanics:

  • Weakened players from rez sickness, loss of a particular talent tree 1 tier per death, or 1 level of talents across the board should make it somewhat easier to capture a player.
  • Handcuffs, zipties, or some kind of braclet that restricts talents should be a part of the capture meta with 5 types or specific talent bracelets should be a thing to both capture and move another player to a more secure holding facility or jail.
  • Requiring transport to some kind of terminal or jail system
  • There should be a probation period given by the extent of their crimes

 

But I think this system should be a lot more added over time to achieve more of a streamlined action/reaction/solution event driven mission system.

 

  • Taxes should be added to levy taxes from any moon and planet
  • Another layer of taxes should be levied for the solar senate / solar government
  • Taxes gained through market transactions should go to the controlling government that owns the moon or planet to fund projects and the mission system.
  • The mission system should auto generate missions based on the taxes it can reliably pay for on top of player run missions that players pay out of their own pockets.
  • Scanning Crews are paid to go out and scan tiles on behalf of the government to survey the moon or planet or other planets and moons and return with the scan(s) to complete the mission and direct more players to those resources with a quota and a time limit and potential competition.
  • Once the scans are returned a mission is auto generated for mining crews to retrieve the resources with a quota and time limit or until another mining crew returns and completes the mission.
  • From there a potential pirate mission is also dispatched to the same area and generates a raiding mission to intercept the cargo once the quota is met.
  • It also auto generates an escort mission once the quota of mining has been reached
  • If the mission is successful the miners drop off the ore to a refinery which has work orders generated to turn that ore into pure ore.
  • A transport mission is then auto generated to take the pure ore to a factory who accepts the work order and takes their cut.
  • A transport mission is then generated to take the parts to a ship building org to physically assemble a ship and take their cut
  • Auto generate a mission to take the ship to a buyer or org, or law enforcement org, or a military org to give crews a company vehicle

So its more about streamlining the process so that players can still host their own specific personal missions but also an overall auto generated mission system for each moon and planet as well as for a solar government. So that it draws people to keep the system going and to cause conflict to occur but also that it has protection and piracy built into the core to make the market and industries have work and to sepperate the functions of orgs to what they want to do as a specific focus in society and giving them jobs to do just that while not allowing any 1 org to do it all as they will be bound to that role and can only take on those missions but also pays a stead wage since miners will constantly mine and generate missions for a whole host of things.

 

Forcing orgs to choose a role they want to play in civilization and being bound to that function to society:

  • Mining Org
  • Refining Org
  • Parts Manufacturing Org
  • Items Manufacturing Org
  • Military Items Production Org
  • Law Enforcement Org
  • Military Orgs
  • Fortification Orgs
  • Building Orgs
  • Governmental Org
  • Recreational Org
  • Logistics Orgs
  • Market Org
  • Pirate Orgs
  • R&D Orgs
  • Merc Orgs
  • Protection/escort/caravan orgs
  • Banking/lending Orgs
  • Insurance Orgs

Orgs should have to choose a set role for the function they want to fulfill in society if that is indeed what JC wants the direction to head. Every org should not be able to do everything. Also all orgs should have a built in required amount of specific talent roles based on ExP spent in a specific talent tree or qualification to serve a function as a role in a org. Where it requires other focused orgs to work together to form a loose faction.

 

It also shows what not forcing a purpose in game allows everyone to do everything and produce non stop and flood the market and no reason to fight since you can do everything with no danger in pretty much only in safe zones. There is no reason to ever interact with another player. If there were actual roles orgs had to fulfill to make everything in society run right or if it does not then it generates missions to those roles to keep it going or to allow situations to devolve into conflict at which point military orgs are there to take out criminals, rogue orgs, or orgs going for a power bid.

 

The escalations should slowly remove protections for PvP so that some raid on your mining haulers could turn into an inter stelar conflict if people are willing or vote to go to war with a specific org and having real consiquences for those actions which scale from 1 on 1 to whatever scale but the attacker has to put their fortune on the line when they make that choice as other moons and planets will be forced to send their militaries to stop you when pings are going off and that is the purpose of your org.

 

Just a thought at least to stop the overflow in the market by instead of focusing on talents alone that there are actual jobs in the game orgs are bound to as thats what they want to do. Or that only an org with that role can do it.

 

Bounty hunting:

  • Bounties should be paid out by players and cannot be collected or exploited by anyone on your friends list or org.
  • Bounties should have a dead or alive approach that when killed you spawn a body that can be harvested and placed in an inventory as proff of death at 50% loss of bounty collection.
  • You should only be able to pick up 1 instance of 1 players body and it has a rot timer for indentification so you cant stock up on a market of corpses and turn them in whenever you feel like thee should be a limited timeframe to collect a bounty.
  • A body should fill a base nanopack.
  • If you bring in a person alive you get 100% bounty

The need for a police force anti-pk system:

  • Police Orgs should exist as a role based org that collects bounties and captures or fight criminals under the weight of a legal system that allows law enforcement to do its job and retrieve stolen goods/hoards from pirate bases if the police can track it down.
  • Law enforcement should have a scanning tool to detect stolent cargo
  • Law enforcement should be able to bring back the stolen goods and put it into your account as retrieved stolen goods if they head to any market for you to pick up at your leisure
  • If putting out bounties were not enough incentive to hunt criminals and bring them to justice dead or alive players should be able to hunt down and attack pirate bases since they are a criminal rogue faction and must be destroyed.
  • Every Pirate attack should ping law enforcement based role play

There is a huge need for a role to be dedicated in responding to crimes in action when someone is attacked so that there is a chance to rescue the crew with reinforcements and missions that are generated for every attack to make PvP more of a thing in game with a action/reaction/solution system that dispatches a police fighter wing to assist a player under attack. If there is a dedicated org role for this that is payed for with the taxes generated for multiple planets or moons so that there is a sort of triangulation effect between them and generates their own law enforcement missions. With a bounty hunting mechanic or investigating their hideouts through other missions they can then get warrents to raid a pirate base to avoid legal ramifications if they go in without a warrant. Collecting bounties should also be their source of income.

 

The need for a military system:

  • If the police/law enforcement are not enough to stop the pirates or a larger force of pirates appears and destroys the police then the military is pinged and a mission is generated to go put a stop to an escalating conflict.
  • The military should be the only ones being able to use military grade weapons unless a pirate hits a military org and takes it from a ship.
  • The military org should be the only org that can raid territories unless actively at war with a pirate org.

If territories are under attack on a planet their planetary military will get generated missions and coordinates to go put an end to the conflict to restore order and crush one or both if they are targeted. If in open space the nearest moons and planets will each have generated missions to send military ships to stop interstellar incidents from drawing planets into fighting each other. If the militaries are involved it should be considered an act of war in which all citizens are prompted to vot to go to war or to back down. But playing a military role should have talent qualifications based on your training to go on missions with a set crew with a mission finder tool to make it easier to get into some action.

 

On the need for a legal system:

  • Players should always be given the choice to act and then given equal or just consiquences for their actions good or bad.
  • The more civil or uncivil the action the more on the radar of the opposing side you become before the mission system itself targets you when you reach.
  • Rewarding good actions or also punishing criminals yet still allow them to become politic pirates if they can defend themselves long enough to build a faction or build their own industries and keep them hidden from military attacks.
  • Having a planetary voting system for basic laws or changing the punishments, kos conditions, and general votable changes to the moon or planets ruleset
  • Having a Solar Senate with a unified legal system that in of itself can cause conflict if you have rules the rest of the solar system does not like they can vote to change it and if you dont follow the laws then you open yourself up to a coalition of orgs and military action.
  • Having laws on the books for buy/sell limits per planet so players have some flexibility to ban botters or make them kos.
  • Having laws on the books to set taxes collected weekly to pay for the mission systems on each moon and planet.
  • Having laws on the books for setting fines.Criminals or war criminals should be liable for crimes and damages that come out of both their pocket or their orgs pocket depending on who pays the fine first.
  • Criminals are excluded from all perks of society like the marketplace but instead gain access to a black market only criminals can use so they have their own micro economy to keep playing as a pirate org faction.
  • Escalating punishment the more you keep trying to be a criminal or war monger that opens up the player or ogs property to being flagged for PvP
  • Any players who help you in a criminal state should also be guilty by association and charged as an accomplice, accessory, or guilty of aiding and embedding known criminals.

 

Thats what this game really needs is choice consiquence and conflict that is automated specialized and pushes conflict to occur along with action/reaction/solutions to those choices to occur or escalate by civil or uncivil actions.

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