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Demeter Tax Adjustments, Mining changes, buffs, PvP, and adding a little more freedom, fun, variety, and choice back into the game. Demeter 2.1 Proposal


Warlander

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Fully Revised and simplified concept.

 

Taxes:

  • If the current tax price of 1 mil per tile is to stay the same as it is now then it needs to be changed to every 2 weeks or 1 time a month to match earth based solar cycle of a calander year in game so you have time to save up and progress but also to match the month sub model of you pay the month sub and Taxes for the month all in one shot as adding an expected speed of gameplay on a treadmill should be slowed down as to not flood the market with ore.
  • NQ should also consider switching the Taxes to match a players Experience Pool as how much tax a player pays as a representation of how much talents and access a player has to doing things.
    • If you start the game and have 4mil exp pool you pay 4% tax on 1 mil per tile.
    • If you pay the game and have 100mil exp pool you pay 100% tax on 1 mil per tile
    • If you have over 100mil exp you enter a new tax bracket of paying 2 mil per tile that relies on 100-200mil exp or paying at least 1 mil but adjsting the % per week organically by how much exp you have.
    • Inactive players who Que full talent trees and are just as powerful as actual people who play the game are taxed appropriately whenever they come back to the game.

 

Taxes are too steep too often and should be reduced by 50% if the 1 week cycle is to stay the same as it is now. Though I think the tax cycle should be changed to 2 weeks or just every month along with your sub so that it represents an in game calander year that matches the sub cycle as a solar calander year. I also think that what you actually pay in tax should be based on your current Experience Pool in terms of how many million exp you have is the % of the tax you should actually pay. And if you have over 100k exp you go to the next tax bracket of 2 mil per tile once a month which is much more reasonable if you pay a portion of the 2 mil brack until you actually hit 200mil exp as both a handicap and preventing players who just que up talents and come back once a year to add more to the que are taxed appropriately to how much experience they have when or if they return as you should not just be able to not play the game and still get all the benefits.

 

Log In bonuses:

  • 150K base and adds 1,000h every day to the login bonus.
  • Gives 6 hour Exp buff of +30 exp per min that lasts 6 hours as long as you stay logged in. If you log out it goes back down to 90exp per minuite
  • You get -1% less tax for every day you log into the game per week if the tax cycle remains the same to get -7% weekly taxes for playing the game or at the very least logging in 7 days a week.
  • Every day you log in all the tiles you own get +1 L/H on all ores in all your tiles to help increase production by logging into the game and mining if the tile Ore Pools are to remain completely static.

 

NQ should incentivize people to play the game and reward their loyalty with benefits and bonuses. Anyone who plays VS someone who dosent should not get the same experience. Logging into the game should give a 6 hour exp bonus of+30 exp for actually playing the game. Anyone who logs in and plays regularly should get +1,000 quanta per day every day they login added permanantly to their daily log in bonus. As well as incentivizing people to play for a week by lessening their taxes up to -7% for that week per tile. And also that every day you log in should add +1 L/H to all ore pools on all of your tiles to help those who play get more per day then those who dont play the game over time and giving 365 L/H across the board per year if you log in every day is a good thing.

 

Mining:

  • Dynamic Cores should be able to mine unclaimed tiles by putting mining units on the ship and as long as the mining unit lazer can touch the ground 50m below it should be able to mine tiles like static core based mining units.
    • Dynamic core ships will need more mining units than static cores since there is no telling what ores you will find and what actual size mining units you will need and you could need ships capable of 500-1000L/H for all 5 tiers depending on where you mine or what you will mine making Dynamic Core Mining Unit based ships viable as a new source of content.
    • Dynamic Core ships with scanners should be allowed to bypass the mini game if they link a scanner to the MUs and since you could only link 10 MUs to a scanner ships with 3 scanners should be able to link to enough MUs depending on tier rigs.
    • Using a tile scanner is essentially the same thing as the calibration system since you know where the ore should be.
    • Using Tile scanners on a Dynamic core to bypass the mini game to calibrate a tile every 15 mins if you wanted to should spawn 1kl of random rocks.
    • If two ships are mining in an unclaimed tile the first ship should get 75% of the second ship would get 25% max L/H on the tile with another ship. Any additional ships that also want to mine divide the 25% between the number of ships.
  • Static Core based Mining Unit Opperations should have a 25% bonus Talent for production added with a talent to gain 25% with 5 different talents for each tier of ore.
    • If Dynamic based mining is added then Static mining should be allowed to gain a bonus to get more from mining on a tile with a TU vs Dynamic MU based ships that can mine anywhere in unclaimed tiles.
    • Static cores should be allowed to add a tile scanner to the core with the Mining Units and using the tile scanner to bypass the mini game and the charge system since the tile scanner can link to 10 MUs and scanning a tile is the same as the mini game that takes 15 mins to recalibrate.
    • Using a Tile scanner on a Static Construct to bypass the mini game charge system every 15 minuites should spawn 1kl rocks and also add the 25% Ore bonus from the talents for more ore on static core based mining opperations.
  • Charges should just be made into a production buff that you can add to 10 mining units every 1.5 days or changed to get 12 charges per day and giving a 25% overall buff for 2 hours each that you can use on any Element to make it perform 25% across the board in speed, production, liter cap, efficiency, production bonuses, and lasting 2 hours.
  • Potentially removing the efficiency drop since industry units do not have efficiency loss and the mining is just as much an industry as the actual industry in game. We get low ore as is and chaining people to a slave mining colony because of charges and efficicency is unnecessary.
  • The daily login bonus if it added +1 L/H to the base of all your tiles granting more ore for continuing to prospect the land over time will be a much better system other than the same static ores with the same static amount in L/H forever.

 

The amount you can get with Auto Miners is too low and restrictive. Adding Dynamic Core based Mining Ships opens the game up and if there are Talents added to make Static Core based Mining more lucrative but still allow freedom to mine where you want. Adding territory scanners as a bypass for the mini game as an option or using the Charges should just be an overall productivity buff rather than being an anchor to your homesead and being unable to really mine on multiple planets since its not possible with all the action based time units, low productivity per charge, and emptying the litter box on a time table you set up with containers attached to MUs across multiple tiles. Adding a login bonus to the base L/H also adds value for playing the game so you get more than someone who drops next to you or you have been there for years and getting the same L/H.

 

Missions:

  • Tie the mission system to how much tax is actually collected per tax cycle to fund NQ missions.
  • Change Missions from just handing out free money to how many people you can pack onto a ship to actually requiring actual items in the game as what the mission requires as a delivery so that players can trade actual items to quanta that generates missions like player missions so that it actually takes things out of the game you produce for quanta to different locations in the game as a shopping list rather than endless free quanta to keep the economy going as both a resource/parts sink in exchange for the quanta and the first person who turns it in like a player based mission gets the quanta until a new random mission is generated.
  • Add weekly missions that are larger shipping lists that dont require full turn ins so that any player can run or contrbute what they have until the order is complete.
  • You dont need an Ore Market Manipulation system if you have the missions take ore/parts right out of the game but require a little effort to deliver the parts to a market or location as the missions themselves as a resource sync in exchange for quanta.

 

The mission system itself is the biggest problem in the game since it does not have any sort of stop to quanta entering the game rather than being tied to a finite amount of cash that NQ has to pay for the missions, but also that the packages are unnecessary if the missions dont require anything coming out of the game in terms of people selling parts, ore, or whatever as what is actually in the packages that should be made more quest like in actually using industry or what is actually available in game to produce the parts the missions rely on to keep the market going relying on actual taxes collected to fund the missions and at the same time have a realistic amount of items NQ based missions can in turn take back out of the game.

 

Mission Based Events:

  • NQ creates a basic blueprint that just has how many parts they are looking for as a ship building event that players can pick up from a mission pick up location for a ship building event that is run weekly, twice a month, or once per month.
  • Players can take the blueprint as it just has what parts the event will pay for with enough payout left over to add voxels. Players can make it as crazy as they want but the mission event only pays a set amount.
  • Players drop off the ship to an event tile with the end point of the mission and when you collect the mission payout NQ buys the ship for the set amount.
  • At the end of the event all ships are turned into golden blueprints that completed the event.
  • Those ships can then be used for salvaging and seeded anywhere in the world as the means to actually make the salvaging system viable without counting on abandoned constructs alone or using the tax system to force people out of the game to make salvaging a viable system.

 

NQ cant make a viable salvaging or PvE system if actual ships arent being built as the premise of an event to seed the world with actual ships as mission based events. To make it as easiest as possible there just needs to be a basic blueprint given in the mission that you can spawn if you have the parts or buy them if they are cheaper than producing them yourself and just arrangin the parts in the core however you want or adding voxels to make them look better to a point where the mission is still worth taking in the event. As well as making it as easy as possible to finish the event that NQ does not have to babysit if you simply have to fly the ship you built to a tile and the mission buys your ship right there. And made easier still on NQ to just turn every ship built into a golden BP at the end of the event.

 

The only thing the event system needs to do is make sure the parts in the ship meet the required parts it asked for.

 

Generic PvE:

  • Event ships could be the driver for salvaging but also they could be spawned in deep space after being turned into golden blueprints and given auto combat scripts so that when spawned they can be salvaged or looted after being destroyed to add a little danger or given auto destruct sequences to blow up ships to create wrecks.
  • NQ can also create random spawnable groups of ships in a single core that have more firepower than single ships that require multiple players to fight as a basic group PvE content.
  • NQ can also give PvE ships the ability to lock on random players and head towards players to also enguage them in PvPvE type content.
  • NQ can use XL cores and put lots of ships into it with a huge amount of firepower as an Armada to create raid content requiring 10/20/30+ players to assault NovaQuark fleets.
    • NQ fleet ships could have better parts than top T5 parts that can be looted like a raid boss with exclusive parts or making it so that if you take out an Armada it is the only way to gain XL cores you can use or sell.
  • Taking player built structures with golden blueprints of modular based space stations and just make random spacestations to fight in deepspace along with Armadas or NovaQuark fleet ships.

 

Generating content as something to fight is really the missing half of the game. If we make the content with events a system that just spawns the golden blueprints makes that a possibility.

 

PvP Cores:

  • Dunamic PvP cores to allow players who want to fight to be able to fight anywhere in the game and open up Pvp from deep space to the atmosphere on any planet that has a protected bubble that does not affect players who just want to build or do not like PvP to simply opt out by not using PvP Dynamic cores.
  • Static PvP cores so that you could create bunkers, hangars, and anti aircraft auto firing defenses against PvP Dynamic Cores within range of your tile that can be put on any planet even if there is a bubble to allow players who want to fight to be able to fight that does not affect anyone who does not want to opt into PvP.

 

Opening up PvP in the game and allowing people to opt in freely to fight in the bubbles has been needed for a long time. PvP FFA everywhere type cores is the way to make PvP a bigger part of the game as well as adding PvP static instalations that is automated is another missing key feature of the game. Territory Wars are another add on from cores.

 

Assault TUs:

  • Assault TUs Should cost 100 million quanta that you can put on anyones tile that has a count down timer until your territory is at war with whoever drops the TU on one of your tiles. You have 24 hours per Assault TU you drop or time to stagger in which the Assault TU hacks the protections of the tile for 24 hours.
  • You can only drop an assault TU on exterior outlying tiles so if someones tile is 4 rings into a tile cluster you can only attack the outside fringer of their base outside of PvP static cores on the tile to soften up their defenses. 
  • Once you destroy the owners TU within 24 hours you can then either claim the tile before the tile owner does or you can then attack inner tiles connected to where the open tile is connected to. So if you have a 7 tile cluster sieging an outside tile then allows you to attack their main central cluster to make things somewhat more strategic.
  • Have other Assault TUs that cost a lot more for a bigger area of tiles you can assault. Add a 7 tile cluster area Assault TU that can wage war against 7 tiles at once for 1 billion quanta for 24 hours. You get more tiles at a time vs the 100mil version but since you can destroy more at once the target should be at least worth 1 billion to justify the war but meant more for Org vs Org warfare vs the 1 til ATU being more for player vs player warfare.

 

I get that the game is basically a closed industry loop at this point and Taxes are there for those who dont want to PvP. But territory wars should cost a lot of money for limited time battles for a chance at a huge payoff that should cost 100mil to make the jackpot payoff worth doing.

Edited by Warlander
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  • Warlander changed the title to Demeter Tax Adjustments, Mining changes, buffs, PvP, and adding a little more freedom, fun, variety, and choice back into the game. Demeter 2.1 Proposal

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