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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 808
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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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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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 353
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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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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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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Do you ever wonder why a lot of things we buy say "Made in China"? Because China is gold farming America? Priest, or something, in the Cult of Apathy - Join us!! In our quest to... oh never mind |
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Member
Pilot Name: dailatron
Join Date: Feb 2007
Location: London UK
Posts: 401
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)
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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 Quote:
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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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 353
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)
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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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Member
Pilot Name: dailatron
Join Date: Feb 2007
Location: London UK
Posts: 401
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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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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Re: Jumpgate: Evolution (Controllable Resources Pt.2)
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