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Re: Policing Civ rippers
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a) Spaceships in space: Attack of the Carebears b) Idlegate c) Vorlon31's darkest fantasy d) Turreted mortars in space with gimped POS and lag in other news, civving is fun. I'd hate to not be able to do it to the lametards that need it. |
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Re: Policing Civ rippers
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1. Make getting civved not suck. 2. Make civs invulnerable. At this point, I'm not as opposed to #2 as I used to be, because too many of you are bound and determined to make sure you can still pick on the people who choose to play the game differently than you do. |
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Re: Policing Civ rippers
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I know you hate this concept. So will GG. I'm not saying I'm right or you're wrong. Just differing opinions. P.S. I've probably been civved more times than both of you combined -- albeit back in the early days. While I did not enjoy being civved, I enjoyed the rush of running through dangerous space with a hold full of uninsured equipment, I enjoyed not knowing when "a Rollio" would pop oout from behind some roid, and I enjoyed the rush of docking with just a few shreds of armor left on my tow. |
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Re: Policing Civ rippers
In the civing sense, I think it's worth looking beyond just the "innocent hauler, bad guy killer" scenario. And there are lots of alternatives.
For example, a long time ago some guy decided to kill a former squaddie during a flux attack, I think said squaddie must've picked up a temp accidentally. Temps are pretty innocuous, and killing someone for no good reason during/after flux attacks is pretty lame. But fortunately the lack of a civ chip effect allowed for meaningful retaliation. There are many things out there that may not be against the game mechanics' laws but many players may object to. An entirely non-comprehensive list would include stuff like station stripping, bounty seeding/killing, arti/flux stealing, flux dumping, 2nd/3rd/19th accound stocking and financing, civ beac tuning, tow bumping, reg/unreg abuse, civ spying, smack talking. etc. I would hate for a player's ability to react to such things to be prevented by game mechanics dedicated to preventing griefing. The last version of such penalties in Jumpgate Classic may have swung a bit too far on the harsh side. But who knows... |
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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 329
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Re: Policing Civ rippers
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Recruit
Pilot Name: Gohlem
Join Date: Jun 2007
Posts: 23
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Re: Policing Civ rippers
I can see a Civ Chip being a reality in Evolution. You are safe in faction zones and unsafe in unreg. This system makes sense to most MMO players as they are used to a tag/flag/zone based pvp system.
In order to have mass appeal and reach the most gamers possible then a civ chip becomes more and more of a reality. You will not draw many players into a game where they are little more then targets. This didn't work in jumpgate TRI over the long run and we can only speculate what would have happened if the Civ Chip had been implimented all those years ago when the devs thought of putting one in. Evolution isn't just about the fancy graphic upgrades and making space seem fuller. We also need to attract and appeal to as many players as possible. This is a buisness and we all need to adapt and make adjustments to see jumpgate Evolution succeed. Jumpgate has always been a game of great potential but it will never grow beyond what is it now if the playerbase is not willing to accept some changes. They have the tech to seperate Civ missions and Military missions. It does not take a huge leap to see Military missions offering better payouts and XP because of the risk and dangers associated with them and civ missions while being safer not offering as large of a payout. This allows a chip system to work and gives incentive to flying military style. Pirates would even fall into the sytem. Go to an unreg system and flag yourself as a pirate. At this point you are able to hack beacons to unreg status and are given tools not only to rob ships but disable them for a short period of time so you can rob them. (no more of this Pay or Die stuff though) Hacking a sector wouldn't be just flying through a beacon. You would have to stop for a time in the beacon to hack the system at which point you'd go after your target. The more sectors you hack the easier it is to catch your target but the easier it is for people to determine your location. I mean think about a pirate mission system.. collect x cargo, hack beacons at x, y, z so npc pirates can appear, scout out y location, rob Z building lots of possiblities. Players would naturally be able to tune the unreg hacked sector back to faction space by stopping inside the beacon to unhack the beacon. Just because a civ chip could be implemented doesn't have to make it the end of the world. A lot of things can be done with the civ chip system that just wouldn't work as well under today's system. |
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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 329
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Re: Policing Civ rippers
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Re: Policing Civ rippers
When you put it in that context, it's the sheeps fault for wandering away from the herd without a sheperd.
There really is an easy way to resolve this issue without making a big rift between the two sides of the controversy here, and that is to make a compromise. That's assuming both sides are willing to meet halfway. On one side you have the pro-civving crowd that believes everyone should be attackable at all times. On the other side you have the pro-carebear crowd that believes civilians should be invulnerable. I can see why the carebears would want to be invulnerable as much as I can understand why us PvPers want the exact opposite. It's because a carebear can be just as deserving of being civved in a fully loaded freighter as someone who flys around poding n00bs. The only viable solution I can see is to make a players own-faction space invulnerable for civilians. Once you travel outside of your own factions space, though, you're free game. |
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