![]() |
![]() |
|
|
|
|
a Tag for everyone
I wrote this a little while back. I know some of it won't actually fly with the way we've been told Jumpgate Evolution will work. But I think it would work in Jumpgate Classic and many of the concepts can be translated to Jumpgate Evolution.
Also, I'm not claiming originality for all ideas contained below, just preference for them. -------- Tags to match the style of play. But since Tags affect so many areas of play, a couple of quick points first... The new nature of TRI: once a governing body of the 3 factions, now it is the most powerful corporation and remains totally non-factional and devoted to profits, influence, and behind the scenes power rather than overt governance. Though the factions asserted their independence long ago, they still do rely heavily on TRI contracts for certain services such as bookkeeping for currency, experience, kills, as well as non-military insurance coverage, universal communications, translation matrices, the mission computer network, etc. However, in the case of mission computers and insurance offered to less than reputable pilots, TRI's focus on the bottom line does tend to work against the factions from time to time. TRI is also a type of merchants' guild where pilots may temporarily join for TRI protection, for TRI guaranteed mission payouts, for access to TRI equipment and of course initially for the TRI nugget protection program. Repair, refuel, and rearm need to be optional upon docking, and take 2-3 times as long as it did in Jumpgate Classic. Death turnaround time needs to be longer also while they are thawing your latest clone and updating him with your current skill set (which was saved the last time you paid TRI a nominal fee to save it). Otherwise, we need to manually pilot the escape pods back home (or better yet, get tractored by a friend or tractored and held for ransom by an enemy). No more magical escape pods teleporting infinite distances instantly! I'm also assuming the mission system will be totally reworked, and it will behave intelligently. Multiple simultaneous missions also is desirable, but not required for the following systems. So on to Tags, the short version (next post will be the long version):
|
||
|
__________________
Solidarity for Solrain! |
||
|
||
| Sponsored Links |
|
|
|
|
|
|
Re: a Tag for everyone
And Tags, the long version:
Military Tags
Foreign Legion Tags
TRI Tags
No Tags (Independents)
|
||
|
||
|
|
|
Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 785
![]() ![]() |
Re: a Tag for everyone
Intersting Zero. I'm not clear on the TRI carrying equipment part though. How is equipment going to get from one station to another? If no one faction has the "best" equipment, how is it going to get from one faction to an opposing faction if TRI doesn't haul it? Or is cross-faction equipment hauling, or ANY equipment hauling be limited to Indies? How is equipment going to be produced as well. Sounds really good for the MT, Outlaw and even Indie but seems awful limp for the TRI folks.
Would the flux hunters be Indies? or TRI? I'm guessing mining would be left to TRI folks or perhaps Indies. As for the Outlaws, I don't believe they should be able to dock at Faction stations with a bounty, any more than a MT can currently dock at a foreign station. Other than those few quibbles it sounds well thought out. |
|
|
__________________
Persistence will take you places Brilliance only dreams of |
||
|
||
|
|
|
Re: a Tag for everyone
Very interesting, although I don't see there being a significant enough difference between indie and outlaw. I do find value in "Gunrunners, and gunslingers" playing into the equation. For most of my career in Jumpgate, I flew a tow. And what most don't know, even those in my own squad, was that my tow was almost always full... of MS. I ran guns/missles on the side, especially when there was a huge missle shortage. It would be nice to see some game mechanic play into that role, as it was a relative waste of time other than having fun playing the US in the 80s (sell guns to one side, then sell guns to the other side and tell both sides "hey, they've got guns!").
|
||
|
||
|
|
|
Re: a Tag for everyone
Indies/Outlaws are the only ones who can carry bulk gear between factions. That would be for the high risk, high reward players. But, Sol MTs can carry Solrain gear from Wake to Cornea...for free (soldiers don't buy M16s).
TRI tags would be for people who want to Flux or mine or haul commods in peace, as long as they stay out of unreg. The TRI Mission computer would emphasize hauling/mining commods for the good of everyone (i.e. that's how general gear gets built, though Indies help with that too). Indie/Outlaw are similar, but I think Outlaws won't get into tows often. Outlaws can use the burglar w/o penalty (even against TRI in reg space), get paid for killing anyone on the Assassination list, and have a bigger selection of Outlaw+Indie missions. By nature, Outlaws will probably have more deaths and failed missions, so will have a worse IR. Outlaws Missions don't pay Exp; Indies do. Indies don't automatically have a target painted on their back the way Outlaws would...especially in a tow. Though I didn't say it cleary, IR impacts your insurance cost at launch not your payback upon death. Payback on death is full for everyone (but 75% cargo, and 0% for brokered gear to MTs or to noobs), assuming they bought insurance (or had it bought for them by MT and TRI tags). |
||
|
||
|
|
|
Re: a Tag for everyone
That sounds good, but I'll that I've liked the idea of a long, drawn out route that's safe, with a trip through unregulated space for the quick flight. Think - wake to hyp. So if you absolutely want to be safe, you take your time and go the back roads. But if you're in a hurry, you take the calculated risk. I can remember the nervous feeling hauling a load of dreams through the two unregulated sectors to take the short cut. I think they should include a lot more of those options, with heavy roid coverage for ambushes.
|
||
|
||
|
|
|
Cadet
Pilot Name: Teeleton
Faction: Solrain
Joystick: CH Fighterstick
Join Date: Feb 2008
Location: TX
Posts: 32
![]() ![]() |
Re: a Tag for everyone
Quote:
This would totally undermine any risk/reward for passing through unreg, because getting jumped would be almost gaurenteed. The risk would be way larger than any potential reward. Make it really difficult to gate camp by making unreg a dense mesh of many many interconnected sectors. Sure, there's going to be campers. But with enough choices, it will be less of a sure thing. Teeleton |
|
|
||
|
|
|
Re: a Tag for everyone
How about...
Civ, HG, and Pirate Civ, people shoot you they get put into pirate mode. HG, you can shoot anyone thats HG or Pirate Pirate, you can shoot anyone, but civs give you a bounty. Having 2 posts worth of rules for the tag system.....no thanks. |
||
|
__________________
Groups you should join: Greifer Cub, Kitteh Lovas Don't forget to add me as a friend! |
||
|
||
|
|
|
Re: a Tag for everyone
The old way was a failure on many fronts. And the rather incomplete explanation of the old system does take up a few JOSSH pages.
If you want 1 liners: TRI : don't shoot them or get a big bounty, no black market, free insurance MT: join any faction's MT, shoot anyone but TRI, free gear/insurance, no black market Outlaw: burgle everyone freely, shoot anyone but TRI, use black market, buy insurance No Tags (Indie): shoot anyone but TRI, use black market, buy insurance |
||
|
||
|
|
|
Re: a Tag for everyone
Quote:
|
||
|
||