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About This Page About This Page: This is a discussion on Jumpgate: Evolution (Controllable Resources Pt.2) within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Originally Posted by dailatron No thanks, Id rather just play Jumpgate. What Tritian and Karash are getting at are systems to make you feel more connected to the Jumpgate universe
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Old 08-13-2007, 02:22 PM   #16 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

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Originally Posted by dailatron View Post
No thanks, Id rather just play Jumpgate.
What Tritian and Karash are getting at are systems to make you feel more connected to the Jumpgate universe while you play -- and not just connected, but really and truly a part of it.
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Old 08-13-2007, 02:29 PM   #17 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

What I am really getting at is I want to go bomb Quantar supply routes damnit!

J/K
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Old 08-13-2007, 05:07 PM   #18 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

Tritian, I like the concept. Not real sure about the "energy" thing or how it would work, or the reserve idea, but the rest sounds like something I'd enjoy playing.

I'm reminded of the board game Risk. Unless you have non-destroyable core sectors, eventually one faction could be beaten down to nothing. Heck, carry the theory far enough and you'd end up with one huge faction and no one else. I really DON'T like that idea in a persistent universe, although on a temporary game basis I loved Risk!

Karash, I like a lot of your ideas as well. Have a couple of question though. On the hangers, are they for everyone one, or just the valiant warriors defending the poor traders? What happens to the ships in the hanger if the structure is destroyed? I've got two hangers on my POS. If I lost them (and more importantly the fully equipped ships they contain) I would take a SEVERE hit financially. How would your concept deal with this?
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Old 08-13-2007, 05:36 PM   #19 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

I wish the hardcore PvPers would come up with ideas that include the PvE folks that don't want to get civripped. This one is good, but it just needs a little more...
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Old 08-13-2007, 08:56 PM   #20 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

or at least interact with other players in some way that doesnt involve shooting them
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Old 08-14-2007, 03:47 AM   #21 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

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or at least interact with other players in some way that doesnt involve shooting them
/signed go's for about *starts counting, comes back some time later* of the threads in this forum.
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Old 08-14-2007, 09:04 AM   #22 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

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You do realize that "just play jumpgate" is one of the main reasons they are redoing the entire game correct?
Sorry this sentence makes no sense to me.

What Im saying is, let them make it and fix all the stuff that didnt work properly first and then they can turn it into some sort of arcade single player game with other people to shoot at, if thats what the majority want. For those of us that do play Jumpgate, its pretty darn annoying to do stuff that can be wiped out while you are sleeping.

Can we just have a working Jumpgate game please with more non rigid faction sectors, like what Tritian put forward but without all the bells and whistles, but also with AI miners and more varied AI enemy. Me Im a factionist all I want to do is make my faction stronger and kill non Octs and those that hold back my faction.

I do really like
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1) Every faction should be completely independant of the other factions. Materials should be either mined from ore or brought in from unreg stations. People of other factions should not be allowed to dock in other factions space. There should be no multifactional squads. There should be no pressing need to equip your ships with other factions equipment.
As long as Oct makes havens and all the other equipment Oct ships use otherwise its a silly idea.

Lets just have a sandbox type area( Core sectors and adjacent maybe ?) where those that will cry/sulk when they get shot can play and then a massive area that the rest of us can play unmolested by silly rules that have to be laid out for those that want to basicaly spoil peoples fun by bullying/civ ripping without much consequence.
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Old 08-14-2007, 09:09 AM   #23 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

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Lets just have a sandbox type area( Core sectors and adjacent maybe ?) where those that will cry/sulk when they get shot can play and then a massive area that the rest of us can play unmolested by silly rules that have to be laid out for those that want to basicaly spoil peoples fun by bullying/civ ripping without much consequence.
You have my vote. Seperate sectors for seperate playstyles makes complete sense to me.
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Old 08-14-2007, 09:25 AM   #24 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

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Originally Posted by Lordopic View Post
/signed go's for about *starts counting, comes back some time later* of the threads in this forum.
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Originally Posted by Pyrophred View Post
or at least interact with other players in some way that doesnt involve shooting them
I suggest if you have a question, please ask it in a way which shows you actually want to hear and discuss a response. I'd rather not derail this thread again with yet another 'griefer' vs 'carebear' mudfest.

For example, I believe daslog wants to discuss the roll of the non-combative 'PvE' types in this type of game. I think such people would be classified into two types, those who dont mind some kind of increased-risk, and those who do. So maybe we should discuss the different layers of security there should be to protect both types. I think maybe we should have three levels of security zones.

The first zone, 'Faction Space', would offer the highest level of Security the game can offer. This is for people who stay within the hardcoded never-changing sectors of their faction. The risk is low, and the rewards are low, but still enough for people to meek out a living. The roids are common, with perhaps a few rarer ones thrown about:

1) Civ-rippers incur PR hits and faction-specific bounties like those discussed in my other 'Fix the Bounty System' thread.
2) AI drones patrol sectors, respond to civrip notices and beacon announcements.
3) Beacons announce location of civripper
4) Victims ship and cargo are fully insured.


Zone Two would offer a mid-point between the anarchy of unreg and the protection of faction space. Zone Two's borders would consist of sectors that have been under a factions control for some solid amount of time, such as a few days. Haulers and miners would come to Zone Two for it's rich amount of resources and roids. 'Energy' needs to be hauled from zone 2 to the faction stations so that it might be consumed, so 'energy' runs are decently profitable.

1) Civrippers PR is not effected, Civrippers bounty is collectable, but no additional bounties will stack.
2) Weaker AI drones patrol the area and can be requested for escort, but dont automatically come if a civripper trips a beacon.
3) Beacons announce location of civripper
4) Victims ship/cargo fully insured

Zone Three, Unreg. This is the front lines and anything beyond, where sectors are being taken over and are hotly contested. Haulers would come here to bring resources ('energy') for a large profit. Also, contraband is produced often in this region. Rare roids are common, similar to Zone Two.

1) No PR hits or bounty collectable.
2) No AI police bots.
3) Beacons are in a constant state of flux, and do not relay bounty information
4) Hauling and cargo ships are still 100% insured.
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Old 08-14-2007, 10:00 AM   #25 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

Good ideas Tritian but I personaly think PR should always be considered even in Unreg maybe not to the point it goes below 0 but if you kill someone with a good PR then you would expect their favored faction to not be too happy with you.
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Old 08-14-2007, 10:03 AM   #26 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

Quote:
Originally Posted by dailatron
What Im saying is, let them make it and fix all the stuff that didnt work properly first and then they can turn it into some sort of arcade single player game with other people to shoot at, if thats what the majority want. For those of us that do play Jumpgate, its pretty darn annoying to do stuff that can be wiped out while you are sleeping.
Umm, I'm not sure I fully understand. I dont want an arcade'y shoot-em-up with no consequences. I want the exact opposite. I want a game where you can make a difference, where haulers and fighters work together for the greater good of their factions, and where the risk equals the reward. I want real resources to control and fight over, a centralized driving force behind factional PvP, and a flexible atmosphere for all types of other RP.

Quote:
Originally Posted by dailatron
Can we just have a working Jumpgate game please with more non rigid faction sectors, like what Tritian put forward but without all the bells and whistles, but also with AI miners and more varied AI enemy. Me Im a factionist all I want to do is make my faction stronger and kill non Octs and those that hold back my faction.
I think we are going to get what you describe nomatter what, however I still think a resource gathering and management system aswell as controllable sectors is a very important and unifying aspect for the game that would keep people playing.

Quote:
Originally Posted by dailatron
I do really like As long as Oct makes havens and all the other equipment Oct ships use otherwise its a silly idea.
Yes, every faction should be completely self-sufficient, atleast when it comes to basic ship equipment.
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Old 08-14-2007, 10:59 AM   #27 (permalink)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)

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