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Cadet
Pilot Name: SlimPickns
Joystick: marble trakball
Join Date: Aug 2007
Location: Wyoming
Posts: 79
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Jumpgate Evolution Artifacts
The server went poof, so i thought i would tickle some minds..
Arti hunting in Jumpgate Classic has been done by just about everyone. Things that are saleable has changed with adjustments to ships, and playing styles. Currently there are no combat arties that will sell. like weapon, shield, cap, power, modx s. The reason i believe, is that none of the combat modxs will surpass a flashfire. If combat arties are ever to be saleable, they need to be adjusted so they will at least equal a flashfire, in functionality. As one example, a we3,,, would enable a phoon, to fire lasers at 100 percent of thrust. A nix pilot would not need one so the we market would not interest him. But a shield modx might, if it recharged shields 30 percent faster, with a sb3. While a we3 sounds like a win button, remember, the we3 is over 2k unit mass, and a ploon dont like mass. Just somthing to play with.. I know, peeps will freek out about balance. And having combat modxs might not be a good idea, if they can actualy work. So maybe they should be replaced with arties that are saleable for none combat ships. The current combat arties are engs, shields, powerplants, maybe a eb or ab. Which we dont see much anymore, because those kits are well over 100 mill to equip. One way to adjust the availability of expensive combat arties, is to identify the arti kits for different fighter ships, and have those arties in rusty, and green wrecks. It is possable for me to find 10 or 12 pce5s fairly quickly, because there in rusty wrecks. The price of the ones i sell is 5mill also, so they get sold quickly. Thats 10 pce5s from one scorce, in the system, at reasonable prices, often. I actualy feel that prices of combat arties could reach only dubble stock gear prices, if availability was adjusted, by the type of wreck the arti was found in. Good, Bad,, ? I say good,, ![]() Non combat arties,, for miners and haulers should be expensive. But worth the price. Cms, should be dubbled. Abs should be dubbled, ebs, upped to 10v a lvl, insted of the current 6v ish. With gold and blue wrecks, having civ used arties in them, the price will be high. Now for new arties,, how about some pce6s and pce7s, one can replace the pce1s and pcp2 wrecks with those. Maybe some mining arties, like a uber laser, that mines from 40k away,,,, lol... yeh,,, right. One that, mines from 25k would be cool tho. alot of the mission roids are within 25k of each other, in some sectors. Arti amps, arti radars, that target specific rocks, or ore types. All in all, i would like arties that dont work, are just in the game to delute the spawn, to go away, to some degree. I feel that prices would not be so high, if there were more to sell. A arti hunter finds one good arti a week, for 30, mill, up. I think he would like it more, if he sold more at 2mill, or so, then the one big sell. Across the great devide, Just grab your hat, And take that ride. |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 785
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Re: Artifacts
It's not just the availability slim, it's the overall ability to make credits. It's now a lot more work to make them, so most folks are more "credit wise" with their purchase.
More and different artys are a good thing. Balance issues are moot IMO. If they go away when you pod and are few and far between to start with, they will not have much overall effect on combat. I mean, how many PvP pilots fly with an AB4? Or an SB3 even? Miners and haulers, yeah. |
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__________________
Persistence will take you places Brilliance only dreams of |
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Re: Artifacts
I think that if arties are to exist, then any artifacts found should be prised out of old bits of wreckage, crumpled vessel debris and unrecognisable flotsam.
Sometimes you get a sort after arti from the mass (because its pre collaps(or equiv)), other times it turns out the gnarled twist of metal you were probing was the remains of *insert pilot name*'s last crash and all you scoop is a half working weapon that you can take to a repair facility to have it fixed before selling it to the market place for good credits. Id also like them to require hunting, observation, intelligence and skill to find over flying in a pattern that you have been told is good. |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 785
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Re: Artifacts
True vorlon, but you gotta admit, running an arty pattern for the spare hour is certainly a way to do something in-game without tying up hours of time and effort. I'd suggest making your idea an "in addition to" what we currently have. Automatic spawns shouldn't always rule out an artifact somewhere else in the same sector. Same thing for pures. They shouldn't always be in the same reasonably-easy-to-search-areas. Or there should be even better (larger? more valuable?) ones outside of the normal search areas?
I'm not saying to take away the current system, but add on to it for even more variety. |
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Re: Artifacts
I would like to see common artys that are useful but not huge balance problems instead of dds, like larger ammo capacity "drums" for ammo guys or refillable FF's, higher range radars ECT. Spending hours and hours hunting should net you somthing that is useful for you directly or for your squad, faction , customers.
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Recruit
Joystick: Saitek Evo
Join Date: Sep 2007
Location: Kansas
Posts: 8
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Re: Artifacts
Arties really should of had a lot more attention assigned to them with several more different kinds and functionalty enhancements. They likely would have been revisited if Jumpgate Classic had been actively supported by several coders.
I have always thought it would be neat if some type of uber gear could be assembled by a specific menu of arifacts instead of them just being installed in a modx slot for some type of boost. |
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Re: Artifacts
I always felt that the artefacts could have been the way to introduce player manufacturing. DSS could have been the blue-print/recipe for something. You would then require 1 or more DSS, some UC's, some other arties and some readily available commods and equipment to produce either arty equipment or higher level MODx types or something completely different. The old GM run arty factory had to have GM intervention, whereas it could have been done by letting the players buy a factory mod for a POS or something.
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