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Jumpgate: Evolution (Controllable Resources Pt.2)
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.
2) Every factions 'hardcoded' space should be shrunk to the bare minimum number of sectors needed to link all the four stations. Every sector that is not faction space should be considered 'unreg'. The beacon controls the factional allegiance of that sector. This means you could take over sectors and claim them for your faction. Once taken over (by flying thru the beacon) the sector cant be taken back unless unless the enemy holds it for a set amount of time. 3) Controlled sectors produce a resource called 'Energy'. The more sectors your faction own, the more 'Energy' your faction accrues. 'Energy' needs to be hauled back to your faction stations in order to be useful. Fortunately, 'Energy' hauling pays good money! 'Energy' helps your faction produce equipment, lowers your factions taxes, allows the purchasing of higher end ships that cost more energy to make, and so on. Factions *NEED* to seek out Energy to sustain life. The above changes bring conflict, a purpose to PvP, interdependancy between PvP and haulers/miners, Escorting, inter-factional war, and RTS-like elements to Jumpgate. |
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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: Jumpgate: Revolution (Controllable Resources Pt.2)
You need to change the system so that when a side holds more territory, they are weaker, not stronger.
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Member
Faction: non-aligned
Join Date: Jun 2005
Location: over the hills and far away
Posts: 882
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Re: Jumpgate: Revolution (Controllable Resources Pt.2)
The only ting I can see is one hell of a boring game if this was ever implemented,
But I do agree on the faction equipment thing. I have all was wondered why as a Solrain, no hang on I’ve just answered my own question I don’t care as im not a factionalist. As long as the kit in my ship can kill flux , Sol don’t make a Ion canon so I have to use Quant and Octavian weapons, even in a ammo set up id need Quant and Hyperial, plasma Hyperial and Octavian and that’s just the guns. If you had civilian equipment and Military grade equipment just for the factions military and purely all faction based ( balancing Nightmare ) then it might work but hang on don’t you want to get rid of tags? If this really is your idea of a perfect Jumpagte world then, for once im lost for words. |
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)
Hey, they changed my topic from Revolution to Evolution. oh well.
Quote:
Oh and I dont care how good the AI is in Jumpgate Evolution, I play this game to fight other people in this space sim, not AI. I sure hope NetDevil realizes that. The point is to build clear distinctions between the factions and to pit them against each other. In this type of game, multifactional squads just wouldn't work. The three factions should be at total war with eachother at all times. That's not to say that the entire universe will be a war zone. There would be front lines (ie: the sectors in unreg that need to get taken over) that have a high degree of fighting, while there will be more stables areas deeper in faction space for haulers and other people who dont want to fight as much. Quote:
There could also be some 'reserve' sectors behind your faction that might become available if your faction is doing particularly terrible. These reserve sectors might have a very slow energy replenishment rate, so you'd want to hold off on exploiting them until you were in a pickle. |
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Member
Faction: non-aligned
Join Date: Jun 2005
Location: over the hills and far away
Posts: 882
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)
Quote:
Oh im sorry I forgot its all about you and what you want to do. |
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Member
Pilot Name: Poseidon
Faction: non-aligned
Joystick: X45
Join Date: Jan 2006
Posts: 132
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)
The whole things sounds a LOT like Allegiance. Sub h3 for "energy". Bare minimum for own sectors and have to fight for control of others. In fact.. it WOULD be allegiance set in precistant universe instead of "game by game"
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Member
Pilot Name: Poseidon
Faction: non-aligned
Joystick: X45
Join Date: Jan 2006
Posts: 132
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)
Actually, the game was extremely good. Allegiance (computer game - Wikipedia, the free encyclopedia) It also has some very nice concepts on balancing of fighter ships and weapons. While all the ideas you stated are good (and coincidentally, already implemented in Allegiance), if the player numbers become severely lopsided at any time, then the system collapses, as it usually does in Allegiance which is, in essence, strategic quake in space. |
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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: Jumpgate: Evolution (Controllable Resources Pt.2)
Quote:
Effectively, a system has to be designed where no one can come close to winning. |
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)
Yes, no one is saying it'd be perfect out of the box. There would definately need to be some playtesting and balancing to ensure that no faction can be winning for very long without an eventual come-back from the other factions.
What did you guys think about the ideas I suggested regarding reserve resources that come to life if a faction is being beaten too badly, or resources being worth more that are closer to your main faction space so it's easier to hold on to good resources close by? |
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Re: Jumpgate: Evolution (Controllable Resources Pt.2)
Step 1: Deploy survey Beacons. A factional pilot or squad (preferably) deploys a number of survey beacons dependant on the size of the sector. Larger sectors take more beacons. Each beacon is a deployable structure and can be destroyed.
Step 2: Deploy combat tower. After the beacons are deployed, next comes the combat tower in hopefully a strategic location. This station will control the other structures in the sector, and represents this faction's 'claim' to the sector. This tower has 3 or 4 AI controlled automatic turrets that fire on non-factional ships. A docking port is used to 'hook up' to the tower and set its parameters, but there is no 'inside station' UI. Step 3: Deploy ore reprocessors. These structures will allow pilots to drop off and get credit for ore mined in the sector (or nearby sectors). The ore is processed in the structure, and then the 'refined minerals' are uploaded to the combat control tower (see above). Pilots (traders) wishing to pickup these refined minerals and ship them to factional core stations will be given a contract that has collateral value if the package (and ship) is destroyed. Upon completion of the trade contract the trader gets his collateral back as well as bonus credits for delivery based on time and distance for the trade run. Step 4: Deploy additional structures. A factional group can deploy more supporting structures if needed such a ship hanger arrays (to switch ships), warehouses, additional defenses, shield batteries, ECM arrays, anti-flux counter measures, etc etc. However all structures are maintained from inside the ship...there is no 'docking' like there is in faction stations. What this system allows players to do is really buy into the base level of the economy, and makes industrialists (carebears) actually work with and coordinate with pvp'ers (griefers), since one cannot live without the other in this method...unlike old Jumpgate Classic. Supply areas can be targeted and destroyed, although bombers would most likely have to be used in most cases. The more territory a faction controls, the more spread out it becomes...allowing for easy destruction. |
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