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Tritian's Controllable Resources Thread
What is missing from Jumpgate's PvP? Controllable Resources!
Steps: 1) Deregulate 'The Gurge' sector and move the Klatches Hold Jumpgate to Zealots Refuge 2) Reduce the production of tier1 commodities at faction stations to very low numbers. 3) Move lots of production of raw materials to the unreg stations. 4) Add a controlling unit on the station that must be 'mined' to flip the controlling unit of the station to your faction. 5) You can only /home at the station if the controlling unit is flipped to your faction 6) Oh yeah, and kill off POS's like in Liet's other thread. Result: Controllable Resources! Every faction will have 1 unreg station they can take over/man for resources. There will be 1 extra station located at GBS, deep in unreg for additional or rarer resources. This has the very important effect of giving people something to fight over. You cant have wars unless you have resources to take over. There is no point to factional wars in Jumpgate now, because there are no controllable resources. Thoughts? |
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Re: Tritian's Controllable Resources Thread
I like it a lot.
The only draw back I can see is if Jumpgate Evolution is like Jumpgate Classic and there are faction specific equipment that everyone uses, you could end up screwing yourself. Like taking the Octs unreg station would cripple guzzy production and suddenly the Sols are having trouble outfitting ships. But tough titty. That would be something you need to plan for before you try taking another factions Unreg Station. |
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__________________
"I am wearing VALEN's underwear."
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Member
Join Date: Jun 2007
Posts: 108
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Re: Tritian's Controllable Resources Thread
You will have to make a few more map changes than that.
1: What if there are more than 3 playable factions? 2: Octavius and Quantar has two easy-access Neutral stations. Solrain has only one. 3: GBS is more easily accessible by some factions than others. Other than that, it looks like the start to a really good idea. However, you should still be able to aquire raw materials from mining, so a takeover doesnt completely kill a faction. I dont agree with reducing Tier 1 Commodity Production. Assuming that Hyperials are a playable faction, you could consider 'discovering' a fifth derelict station for them. I do heavily agree on one thing though, Derelict stations need to have more economic importance than they do now. Right now, they just produce 2-3 different types of raw materials and thats it. They dont produce anything really useful. |
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Re: Tritian's Controllable Resources Thread
Id go a step further and say that we need some kind of conquest system in the game. Where a faction can try to take over more and more territory.
Of course the more you control, the harder it is to manage. Plus, the one who controls the most will have the other two factions against them. But I like where your going. There needs to be a reason for war and a reason to defend space. I dig it. |
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Re: Tritian's Controllable Resources Thread
Quote:
Keep in mind the map itself is probably going to change a lot, so depending on implementation, the new layout could easily be designed around this concept. |
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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: Tritian's Controllable Resources Thread
So what happens when the Octs control enough resources so the Sols can't equip their ships? Or are you saying this would never happen?
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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: Tritian's Controllable Resources Thread
Quote:
Edit: For Example, if there are no engines worth anything, then they will just get crushed when they try to do anything. |
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Re: Tritian's Controllable Resources Thread
I really do not like the controllable resources because they are static. Fighting over the same space station multiple times over and over gets repetetive.
Dynamic spawning of recourses will keep miners and haulers on the edge. Even exploring will make be a valuable tool. |
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Re: Tritian's Controllable Resources Thread
Ive heard the dev team say that resources wont respawn in the new Jumpgate Evolution. Once a rock is gone from mining, its gone. How does that grab ya?
I have no idea how they are going to do it, but thats what was said. [EDIT] Crap Radi, I misread your post, but you were saying the same thing LOL |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 795
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Re: Tritian's Controllable Resources Thread
Alphabet, I hope you heard wrong! One of the strong points of Jumpgate Classic is knowing where the good roids are to mine, either with or without JGRotPro. Making all 'roids like pures would make mining a LOT tougher. I don't necessarily oppose what you are saying though. I'd have to think a lot about the concept before I could support it.
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Re: Tritian's Controllable Resources Thread
Quote:
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