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Re: Phat Loot?
Sorry, but I do not think that "loot" works in Jumpgate.
The only thing that can come to my mind is scavenging, and you might to think twice about doing it if you are PvPer (mass). Other than that, cargo containers would be nice. A tow (in this case a tug really) would have a reason now. Trying to make Jumpgate more MMORPG-like is not good for the game IMHO. |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
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Re: Phat Loot?
Opposed to loot from ship's cargo etc. Too tempting to rip people in stead of a straight burglar or P.O.D.
Better artys is good. Making level of danger relate to worth of the arty makes sense too. Heck, you can arty hunt with almost complete safety in Imperial Crossroads and your chance at a CM4 is the same as someone hunting in Mokks Battlefield. Using artys to craft better equipment is cool as well. |
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Re: Phat Loot?
Using artifacts to craft better equipment is good, but I dont want to see something crazy like dreams with different stats. Crafted equipment should have it's own names as well as it's own stats.
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Re: Phat Loot?
Yes, and crafted equipment can't be something from a pre-setup list of already made items....
If there's a diceroll, then let it be with crafting module or weapons, etc, and that's it. So that way there isn't the 'one' gun to get, or make. Most will put out stats that say something like, if this gun is stronger then it 'must' be shorter range, or it 'must' be less efficient. I personally dont' see it that way. There should also be a precentage where something will be created that actually has better stats all around. Nothing godlike, but better overall than anything on the market. The only thing that should throw out that little dent in your uber plans would be that chances of making another weapon that could sit side by side with similar stats would be slim. *yawn *stretch What the hell am I talking about?? Viper2c Lampshade Tazor and sometimes not there |
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Re: Phat Loot?
The other thing about 'loot' is that I believe Jumpgate players respect "realism" more than we give ourselves credit for. Hence why we love the flight model. Just being able to 'run over' something floating in space to pick it up seems absurd. I would push for more realism than just a 'loot hunt' with fancy flying controls.
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Re: Phat Loot?
I think Privateer did the loot thing quite well, when you blew up a ship there was a chance a few pieces of cargo would float in space for a minute or two, and if you had a tractor beam you could pull it in. It's not anything really exotic from another player ship, although maybe some very very rare arty drops from a player ship would be good, but some "phatt l00t" from the bigger flux surely could be feasible? A thorn and an engine from a fighter or some molbydenium from that dumbass cargo pilot who refused your demands could be a nice little addition to pvp.
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Re: Phat Loot?
I have to agree with Zohrath and Milkman. Loot would be a fun addition, but should be implemented in its own unique Jumpgate way. I suggest having two separate systems for loot and artifacts, like so:
Loot Whenever something blows up, it has a good chance of leaving behind some wreckage. Someone with the proper ship and equipment can salvage that wreckage, bringing it back to the station to sell as scrap. If you're lucky, you might get some tier 2 or tier 3 commods out of it, and if you're really lucky, you might find intact equipment or even a whole cargo pod. All of this stuff would, of course, be derived from what the unlucky victim was carrying just prior to the unfortunate explosion. If the chance of spawning wreckage is high enough, and it stays around long enough, things could get interesting. Large fleet battles would create lots of wreckage, creating navigational hazards and changing the geography of the sector. It would also draw out the scavengers, who could make some nice cash if they come across some big guns or a functional Intimidator. If too much wreckage is building up and it starts lagging everybody, well, that's what purple storms are for. Just let the wind come through and clear it all out. Artifacts These really need to be done differently. It was fun when everyone was trying to figure out what they did and how to find them, but flying around in circles in deep space is really boring. I'd like to see something a little different here. What if the game spawned pieces of pre-collapse wreckage, such as derelict ships or pieces of destroyed stations or whatever, and sent them drifting towards local sources of gravity? Every once in a while, you'd find an old ship hulk drifting in the local roid belt, and you could scavenge it for parts. Maybe storms blow in arti debris like they clear out loot debris. Maybe the galaxy has a few places where this stuff just sort of appears periodically. Ancient ship graveyards and the like. As for the artis themselves, more of them should do stuff. I really liked the modx artis; with the right ones, you could use guns your ship normally couldn't handle or do crazy things to your T/M ratio. I imagine that sort of thing will be much more viable now that we're fixing the FF dependency. (We are fixing the FF dependency, right?) |
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Re: Phat Loot?
Ship explosion has a X% chance of leaving wreckage. Probe with insight/displacer to see what you get. But now why would pirates burglar ships instead of just blowing them up and probing them? The benefit of pirating has to be greater then wreckage scavenging.
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