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About This Page About This Page: This is a discussion on A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Reasons to go to Unreg, good. I'm not sure I like the "popularity contest" bounty system. The bounty system is inflexible, and such a selective bounty system
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Old 09-06-2007, 03:39 PM   #16 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

Reasons to go to Unreg, good.

I'm not sure I like the "popularity contest" bounty system. The bounty system is inflexible, and such a selective bounty system would be good for killing lamers or second accounts. (traditional bounty system taken advantage as such: you have a "dirty civripper" squad/pilot, eg Nightmare or Raummorder, but avoid the blowback by using your "squeaky clean" and thus safer from attack second account squad/pilot the rest of the time, eg OV or whatever Quant squad Cogs was in back then)

It's more flexible but at the same time way more open to abuse. I admit with a larger player base it would be harder to take advantage of, but I don't find it hard to see the bounty rules being completely taken advantage of by some popular pilot or squad.


A meaningful form of territorial control, or at least impact on the universe would be great. That's probably one of the big things that was missing in Jumpgate Classic (beacons being a start, but meaningful.)
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Old 09-06-2007, 03:40 PM   #17 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

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Originally Posted by Karash View Post
Worked fine in Beta...
Wasnt Jumpgate basicaly full on combat in beta though ?.

Even if it is/was a full out combat game I still think bounties given out by the killed pilots faction (Oct kills Sol, Sol sets bounty Oct killer) would be a nice touch. Hell even a 10k bounty on all other faction MT pilots would be nice.The higher the bounty the more of a threat to that faction they are. Ace pilots being worth more to kill (then I might not get targeted so much), upto a certain amount.

I still cant believe that as a MT pilot I dont automaticaly get paid for killing my enemy just like I do with flux.

Hell no Injustice. We only have the bad crack in the UK.
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Old 09-06-2007, 03:41 PM   #18 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

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Originally Posted by Injustice View Post
Pretty much the concensus here is that wouldn't work in a high server population version of Jumpgate. Much as we'd like to see it again, the days of taking combat missions to kill 16 quants and return to OP are gone.
Well, we can do that. They just have to be vaguely consenting
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Old 09-06-2007, 05:22 PM   #19 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

Put me down as against the "community voting" bounties. It is/was un-necessary. If I wanted to "up the bounty", or "put a bounty" on someone that wronged me, it wasn't that difficult to hire a merc to take care of the problem for me (this is after OAS declined as a PvP squad). It was one of the few "leveling" mechanisms available to the PvE player.

I agree with the idea of increasing the bounty for "more valuable" players. I think MT pilots should get bonuses for downing enemy pilots. I like the idea of going to unreg as a regular part of your play, as long as it's profitible. I like the beacon ideas and the factional control. I'm not sure about the "24 hour" part of it. NPC involvement makes a certain sense in this environment.
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Old 09-06-2007, 08:56 PM   #20 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

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Originally Posted by dailatron View Post
Wasnt Jumpgate basicaly full on combat in beta though ?.

yep, and guess what? there were more people playing in beta (and initial retail) then there are now. i wonder why that is......
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Old 09-06-2007, 09:21 PM   #21 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

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yep, and guess what? there were more people playing in beta (and initial retail) then there are now. i wonder why that is......
Age of the game, 3DO, themis, EP2, lack of regular GM support, myriads of other factors that drive people away from games. Its incredibly naive to say that current numbers are a result purely of the tag system. When I started playing primetime numbers were 100. When the bounty system was gimped to the pretty much non-punitive system 2 years before the military patch came out, numbers didn't pop from 50 to 200. They kept declining.
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Old 09-07-2007, 02:24 AM   #22 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

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I also took a look at the new beacons and they're a lot more substantial now, so it's a more realistic concept that we'd be fighting over them.
Do you know something we dont or are you basing this off the screenies and concept art?

As for the rest of the posts i agree with most of them (i'll let you figure out which bits and who i agree with) *Cackles*
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Old 09-07-2007, 04:07 AM   #23 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

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Originally Posted by Elmdor View Post
Age of the game, 3DO, themis, EP2, lack of regular GM support, myriads of other factors that drive people away from games. Its incredibly naive to say that current numbers are a result purely of the tag system. When I started playing primetime numbers were 100. When the bounty system was gimped to the pretty much non-punitive system 2 years before the military patch came out, numbers didn't pop from 50 to 200. They kept declining.

don't be putting words in my mouth. my point was that game mechanics have changed so much that it's actually kept people away as opposed to enticing them to come back. with all the supposed 'good' changes that have been made to the game since, why aren't numbers back up? i'm sure people who've left are still keeping tabs on the game from time to time. if the current system 'works' as so many of you have been claiming, then why do i still not see a lot of the old hardcore players/vets? i still don't see OEC back. i still don't see AQM/EoR/OAS/etc all back and playing again. answer me that.
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Old 09-07-2007, 04:56 AM   #24 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

Sentinels, how are people who have left supposed to keep up with it, the jossh forums are locked down.

I'm apparently missing lots of "new" features, like MT for example.

I'm with you though, PVP is the real driver in Jumpgate. Without good fighting the PVPers will leave and the econ workers will have nothing to do and leave too
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Old 09-07-2007, 08:38 AM   #25 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

Quote:
Originally Posted by Karash View Post
Worked fine in Beta...
Free game, lots of interest and excitement, new shiat all the time.
I got my ass ripped off and played with a shiatload of people that quit in beta due to being a target for any asshat, anywhere, anytime. I certainly played with more during that period that quit for that reason than quitted after beta for that reason.
It's all about perspective at the end of the day, and which one you look at the game from.
That being said I liked no tags, and wouldn't have a problem going back. But I'm not that player anymore, and look at things from a different perspective.

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Old 09-07-2007, 08:47 AM   #26 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

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Originally Posted by netburnrol View Post
I'm with you though, PVP is the real driver in Jumpgate. Without good fighting the PVPers will leave and the econ workers will have nothing to do and leave too
I think most are just looking for excuses not to play. Most of the PvPers that came back left because their ability didnt live upto their expectations. There is and always has been the ability to PvP (player vs player combat, not civ ripping) in Jumpgate. There isnt much good fighting because PvPers hate to lose and with PvP there has to be a loser, oh and we all hate each other.

Unless you are talking about civ rippers which lets be honest for every civ ripper we lose 2 or more players.

IMO there are no econ workers because of the bad econ system and/or civ rippers, not the lack of PvP. EU brought about 100 new players to the US server of that a handful of die hard are left and just barely hanging on waiting. The econ is the heart of Jumpgate thats where the numbers come from. If we had a better econ then we would have had more econ workers and that would bring more pirates and more PvPers (combat pilots) not the other way round. I know most dont like it and Im quite sure that ND want PvP to be the heart, but look at the evidence. More non PvPers than PvPers it has always been the case.
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Old 09-07-2007, 08:55 AM   #27 (permalink)
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Re: A String of Ideas: Part 2 - Factional Warfare, "Unreg", and the Bounty System

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Unless you are talking about civ rippers which lets be honest for every civ ripper we lose 2 or more players.
Wow, way to pull a stat out of your ass.

And PvP is what drives the game. It was originally built as a PvP game and I've heard Draker call it a combat sim multiple times.
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