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[PVP] What easy-to-integrate features would you like for the release?


Cobqlt
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Hi, a new topic for resume some of our idea about PVP features in the future.

Wrecks
- add an element similar to the DSAT for them
- put them all in space
- add schematics in their storage, with a value that depends on the rarity of the wreck
This would be a cool first PVP approach for all players as well as an additional way to have content for the most experienced on the rarest wrecks

Asteroids
- delete T4 and T5 from the MUs on each planets/moons
- modify the spawn algorythm for dodge any PVP roid to spawn too close to the Safezone
- reduce their maximum spawn distance
- disable the possibility of create a station with a shield close to them
- allow imprisoning players who farm in jetpack with XS core and glass panel or give us GUNS :D
In order to restore the interest in asteroids and encourage people to interact with each other, whether through piracy or through group mining to protect/optimize themselves.

Alien core
- Increase the power of items requiring plasma
- Hide/protect ships docked to an alien core, or just on station, with a shield
- Less T5 in MU
- Scales the need for plasma in the schematics based on item size (example 1 for XS, 2 for S, 3 for M and 4 for L, and modify the production of plasma if needed)
This will add interest to Alien cores, preserve an important interest for asteroids by avoiding being the main source of T5
 

Piracy
- Bring back the boarding, the button feature work now, if people don't check their ship then it's their fault. (and the force field for counter boarding is so boring for dock/land)
- Rework the radar, add some range or be able to follow the signature of a ship or any other idea else than this 2SU max
- Delete the jammed zone, if people can see hauler going in space, PVP players can see pirates who hunt it or any other player who want help/warn/counter
- Need more reward for hunting mission hauler
- Go back on group missions and stop special missions (beta keys will end with the release and if you add more tool on pirates, big hauler will be hunted)
- Adds different icons/icons colors, allowing each player to set a reputation on an org or a player
- Add a right clic option on dynamic construct icon for wisp the pilot and allow players to talk (to find a deal, a ransom or a pass)

I tried to summarize some of my ideas as well as possible, if you have better or different ones do not hesitate.

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I'd add one thing that I miss a lot:

multicrew gameplay

For me it seems like it will be pretty easy to return the onboard mechanics in play, and also remove voxel-less meta:
Add shield bleed, even if it's very small percentage, it will drastically change pvp gameplay.

Edited by W1zard
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A few interesting points.

 

Major one.

 

Removal all safe zones except haven or another planet.  Look at star citizen all content is in pvp space.  I can mine but maybe at risk.  Where is this old vision for DU to be like this ?

 

We need the civ building conflict mechanics back into the vision and what better way is on wipe day !

 

If I get shot at and killed so be it.  Hop into new ship with groups sorted.

 

Builders can still build and explore.

 

You could added tiered base Shields too so not just 48 hours.   Even 7 day ones.  They should legit need to be fuelled to keep them running too !

 

I agree constructs docked should be protected (means you build a base with a hanger a bit like old videos showing station wars)

 

 

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lua options:

adding function to get the user game language, like getUserLanguage() , return a code like fr en gr etc, or a int code and you give us a usable list of all languages

adding a market api, not to sell automaticaly, but just to get a list of everything for sale/sale orders. so we could look faster through the whole market.  can be restricted to 1x per minute for the user.

better weapon api too...

 

anyway add more lua, we will use it...

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Well, with the last Ask Aphelia, NQ seems to take the wrong way again.

 

So they decided that all tier of ore will be available in Safezone (outer planets are just an extension of the safezone without territory warfare or any cancel warp mechanic)

 

What are the pros and cons for this decision?

 

PROS

- Players will don’t have to go in Space and they will not cry on forum against those terrorist nolife who killed them

- Can fit with the territory warfare (but how? when? And if we got something similar to alien core outch…)

 

CONS

- Recreate the same problem of imbalance between players who are here at start and others

- Players will got no interest in PVP content, asteroids or in alien core

- If any balance is needed NQ will be stuck for change value of ore, when they will don’t have this problem if high tier will only be foundable on roids (put less/more roids with less/more ore and you solve any balance problem). Imagine trying to balance ore on planets where ppl decided to put they entire MU or else… It’s clearly the right way for redo the same beta mistakes

- Creating a DualUniverse with no risk (don’t talk about alien core, it’s just for keep PvP players busy far from other players) will result in less interest in org/alliance, less interest in mercenary, in piracy… just in every interaction possible, friendly or not.

- The economy will be again ruined by the 0 lost elements/ship rule setup by NQ in PVE and with nobody in PVP

 

Why NQ can’t listen any suggestions PVP oriented?

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3 hours ago, Cobqlt said:

Well, with the last Ask Aphelia, NQ seems to take the wrong way again.

 

So they decided that all tier of ore will be available in Safezone (outer planets are just an extension of the safezone without territory warfare or any cancel warp mechanic)

 

What are the pros and cons for this decision?

 

PROS

- Players will don’t have to go in Space and they will not cry on forum against those terrorist nolife who killed them

- Can fit with the territory warfare (but how? when? And if we got something similar to alien core outch…)

 

CONS

- Recreate the same problem of imbalance between players who are here at start and others

- Players will got no interest in PVP content, asteroids or in alien core

- If any balance is needed NQ will be stuck for change value of ore, when they will don’t have this problem if high tier will only be foundable on roids (put less/more roids with less/more ore and you solve any balance problem). Imagine trying to balance ore on planets where ppl decided to put they entire MU or else… It’s clearly the right way for redo the same beta mistakes

- Creating a DualUniverse with no risk (don’t talk about alien core, it’s just for keep PvP players busy far from other players) will result in less interest in org/alliance, less interest in mercenary, in piracy… just in every interaction possible, friendly or not.

- The economy will be again ruined by the 0 lost elements/ship rule setup by NQ in PVE and with nobody in PVP

 

Why NQ can’t listen any suggestions PVP oriented?

 

Because they don't want to make a game that could do well.

 

They want a game as easy and maintenance free.  Gone are the civ building alliance game they talked about early beta and pre alpha !

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On 8/15/2022 at 3:38 AM, Honvik said:

you build a base with a hanger

For the paranoid base builder:  Maze entrance with rotating security codes (transponder/LUA combo) controlling ship entry and automatically parking you in your assigned pad.

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  • 3 weeks later...
On 8/14/2022 at 2:23 PM, W1zard said:

I'd add one thing that I miss a lot:

multicrew gameplay

For me it seems like it will be pretty easy to return the onboard mechanics in play, and also remove voxel-less meta:
Add shield bleed, even if it's very small percentage, it will drastically change pvp gameplay.

 

It seems like the biggest obstacle to multicrew gameplay is the current shield mechanic.

The one shield per core rule means that it's always better to have single pilot ships. There are 2 ways around that; remove the shield advantage for solo ships or add an advantage for mult-crew ships.

 

One way to remove the shield advantage is to limit shields by number of active turrets. Since each gunner module already requires a pilot you would then have the same number of shields no matter if you crammed all your pilots in one ship or spread them around in individual ships. This would also allow for some additional mechanics such as forcing a (pro-rated) shield restart when you switch turrets.

 

One way to add advantages to multi-player ships is to provide synergistic roles on a ship. You could have non-combat roles (eg mechanic, shield-ops, energy ops, etc) that give you bonuses but require a player dedicated to some piece of equipment. An other option is to have some sort of network effect for guns (eg if you have multiple guns they get bonuses like tracking, aim cone, the number of targets you can keep identified or the likelihood that multiple shots hit the same system)

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On 8/14/2022 at 8:36 AM, Cobqlt said:

Asteroids
...

- allow imprisoning players who farm in jetpack with XS core and glass panel or give us GUNS :D

...

I'd agree with all of this except for jetpack-farming. The issue here is less to do with jetpack-farming and more with how the dsat mini-game is just "follow the waypoints through the empty void". If the dsat-minigame was more involved, (say if it worked more like the scan-tool as a hot/cold game) then you'd have to probably get a fair bit closer to rocks before you left your ship, and that would probably put you in radar range for pvp.

 

Alternatively an environmental hazard that would kill players and/or insufficiently protected cores (radiation, micrometeorites, ect...) after a short time would likewise solve the issue.

 

On 8/14/2022 at 8:36 AM, Cobqlt said:

Piracy
...
- Rework the radar, add some range or be able to follow the signature of a ship or any other idea else than this 2SU max
- Delete the jammed zone, if people can see hauler going in space, PVP players can see pirates who hunt it or any other player who want help/warn/counter
- Need more reward for hunting mission hauler
- Go back on group missions and stop special missions (beta keys will end with the release and if you add more tool on pirates, big hauler will be hunted)

...

The "Jammed Zone" gives haulers a chance, without it any hauler not warping would have no chance to evade pirates. That said, it does seem just a hair on the large side and could probably stand to shrink a bit if they don't increase radar range.

 

Group/special missions need to stay as they are. Just because people wont have beta-keys doesn't mean orgs wouldn't abuse it for stupid-cash. It would be better rather if there were missions with even larger packages than there are now, you'd have a bigger payout to make it worth the use of said larger ship for the hauler-pilot, and subsequently a bigger ship for said pirate to loot. 9kt packages would be a start, but we'd probably want at least 1 more tier above that, and if the package actually contained something that could be sold (for less than the mission payout) then it would add to the pirate's loot.

 

I'd say the rest of that looks good, not that I'd expect NQ is going to bother reading it.

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  • 2 weeks later...

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