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About This Page About This Page: This is a discussion on New article on Warcry within the Jumpgate Evolution General Discussion forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Originally Posted by ELPIRATA Id stress to go into old beta mode no tags :P ELP While I would enjoy this a lot, I think thats taking it too far
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Old 10-26-2007, 12:23 PM   #61 (permalink)
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Re: New article on Warcry

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Originally Posted by ELPIRATA View Post
Id stress to go into old beta mode no tags :P

ELP
While I would enjoy this a lot, I think thats taking it too far back. We know we arn't going to get this in Jumpgate Evolution, and we might as well start from the point we know most people were able to deal with, civ/hg, and then build the systems around that simple on/off.

No more tags, no more stupid rules related to each tag, etc.
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Old 10-26-2007, 12:54 PM   #62 (permalink)
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Re: New article on Warcry

Turrets not tags!!

Here's what I didn't like reading, and why:
Quote:
Make no mistake, Jumpgate Evolution is an RPG. Player characters/ships advance, but the actual combat definitely requires active player skill. Players need to advance and level up to buy bigger guns, shields and other ship upgrades.
This implies that they've returned to the original/standard level = better formula instead of going forward with istvan's level = more choice formula. (in my perfect jumpgate, there would be no levels, but you could advance in rank by deeds/time in service. I.e. military types could gain rank by number of successful missions + time in)

Quote:
To one player, that ship can represent an easy mark for piracy. To another, it might be vital that the resource reach his home station and he defends it. And what if that pirate decided to take a shot? Well, the hauler certainly cannot fight him off, so off goes a distress call. Support, real or virtual speeds that way and an impromptu dogfight is underway.
In this case it's an AI hauler, but all the same, making one type of player the sheep and one type the wolf seriously hurt jumpgate, and I hope that changes for evolution. This is worrisome because it implies it won't.

Quote:
"We want to create a floating economy, so trade is a much bigger part of it," he said. There is a much bigger emphasis on loot, items, collection and trade. These factors were largely marginalized in their first attempt, but are an important part of the genre they now embrace.
I'm really curious about how loot is going to work, particularly with defenseless haulers.
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Old 10-26-2007, 01:03 PM   #63 (permalink)
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Re: New article on Warcry

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one type of player the sheep and one type the wolf seriously hurt jumpgate, and I hope that changes for evolution. This is worrisome because it implies it won't.
No it doesn't it just said it will help the sheep by automatically bringing in an AI wolf hunter, probably in the form of a TRI enforcer. I can't wait to start tagging tows just to get an enforcer to show up so I can blow it out of the sky
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Old 10-26-2007, 01:31 PM   #64 (permalink)
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Re: New article on Warcry

Your right That would be great!! I can't waite to blow up an AI controled NPC ship.......I think I will fire up X3 right now and get to it.
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Old 10-26-2007, 01:34 PM   #65 (permalink)
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Re: New article on Warcry

netburnrol, those bots better not be anything close to a TRI enforcer. Those things had mortar shields and flew at 700v with 8 barraks =0

Seriously though, GrimGriz... Calling the haulers 'sheep' is a loaded analogy. They are critical tools and resources, and should be protected. I always envisioned the haulers like Harvesters in RTS games. They have light offensive capability but heavily shielded/armored, and are extremely vital to your survival. As such, they shouldn't be too hard to kill, because that would make them unbalanced. They need to be vulnerable, so that players have something to protect and the haulers have some degree of risk.

In Jumpgate Evolution, the faction pilots should be ecouraged and almost forced to defend their haulers, or their faction will starve. Just like downing a hauler should be a strategic goal of the other faction.

If anything, the Risk vs Reward ratio of hauling should be heavily examined and improved upon, rather then giving the haulers any kind of uber protection, or turrets.
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Old 10-26-2007, 01:36 PM   #66 (permalink)
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Re: New article on Warcry

If they do use AI-controlled wolf hunters, hopefully there won't be a penalty for shooting them down that's any different from the penalty for shooting down an equivalent player. In other games, firing on AI ships brings vastly different consequences than firing on player ships. What I'm really hoping for is a purely seamless meld between AI and player. So it won't be a TRI enforcer coming after you, just another guy in a ship who may or may not be AI-controlled.
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Old 10-26-2007, 01:37 PM   #67 (permalink)
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Re: New article on Warcry

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Originally Posted by Tritian View Post
netburnrol, those bots better not be anything close to a TRI enforcer. Those things had mortar shields and flew at 700v with 8 barraks =0
In some thread I had put "(not the GM enforcers as they were too uber)", I'm just reusing the name because those are the only face of TRI I've ever seen in game. I'm picturing a ship like the "cop cars" in fifth element.
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Old 10-26-2007, 01:43 PM   #68 (permalink)
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Re: New article on Warcry

Quote:
Originally Posted by GrimGriz View Post
Turrets not tags!!

Here's what I didn't like reading, and why:

This implies that they've returned to the original/standard level = better formula instead of going forward with istvan's level = more choice formula. (in my perfect jumpgate, there would be no levels, but you could advance in rank by deeds/time in service. I.e. military types could gain rank by number of successful missions + time in)


In this case it's an AI hauler, but all the same, making one type of player the sheep and one type the wolf seriously hurt jumpgate, and I hope that changes for evolution. This is worrisome because it implies it won't.


I'm really curious about how loot is going to work, particularly with defenseless haulers.
Why do you have concerns about what some Warcry employee saw and misinterpreted? I believe we have already established in this thread that if a NetDevil employee didn't say it directly then it's not something to read into or take seriously. So no, I don't think that implies anything.
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Old 10-26-2007, 01:47 PM   #69 (permalink)
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Re: New article on Warcry

Quote:
Originally Posted by Tritian View Post
netburnrol, those bots better not be anything close to a TRI enforcer. Those things had mortar shields and flew at 700v with 8 barraks =0

Seriously though, GrimGriz... Calling the haulers 'sheep' is a loaded analogy. They are critical tools and resources, and should be protected. I always envisioned the haulers like Harvesters in RTS games. They have light offensive capability but heavily shielded/armored, and are extremely vital to your survival. As such, they shouldn't be too hard to kill, because that would make them unbalanced. They need to be vulnerable, so that players have something to protect and the haulers have some degree of risk.

In Jumpgate Evolution, the faction pilots should be ecouraged and almost forced to defend their haulers, or their faction will starve. Just like downing a hauler should be a strategic goal of the other faction.

If anything, the Risk vs Reward ratio of hauling should be heavily examined and improved upon, rather then giving the haulers any kind of uber protection, or turrets.
I think that was the whole problem with hauling ships in Jumpgate. Not enough armor. I envision a cargo ship as something that's well hulled and the investment protected. You should have to work to down it.
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Old 10-26-2007, 02:08 PM   #70 (permalink)
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Re: New article on Warcry

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Originally Posted by Jump View Post
I think that was the whole problem with hauling ships in Jumpgate. Not enough armor. I envision a cargo ship as something that's well hulled and the investment protected. You should have to work to down it.
Well in some ways there were more protected, thats why certain people *cough* aslan *cough* used to use them to civrip in. It was all a matter of keeping it balanced that made the tow the way it is.
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Old 10-26-2007, 02:14 PM   #71 (permalink)
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Re: New article on Warcry

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Originally Posted by netburnrol View Post
Well in some ways there were more protected, thats why certain people *cough* aslan *cough* used to use them to civrip in. It was all a matter of keeping it balanced that made the tow the way it is.
Well, that's not the tow's fault. That was the fault of "no punishment for abusing the system". I would have temp banned that annoying little clown. Santa Claus, ho ho, bleh bleh. BOOT TO THE HEAD!

PS: That article stank so it's hereby ok to hijack this thread.


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