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Two week turnoff
Things in Jumpgate Classic fail. They get blown up by players, gm sentients and NPC's.
Sometimes, like the injustice, they are turned off for months, many many months. How many players entered our present Jumpgate as a noob, played and left it, never seeing/using and injustice? Not that said gun would of made them stay at all but its a crying shame none the less and how many times over the years has it happened with duelists, flashfires entire ship models? I would suggest therefore, that nothing in the Jumpgate Evolution game ever gets turned off for more than two weeks. So if the evi-squirrel-monkey-squad-of-doom sweeps in and destroys your chocolate factory right in front of your eyes - it should only take two weeks before the means to reinstate/rebuild it are made available again. Things being destroyed are all well and good, but having them destroyed for ages defeats the point. |
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Re: Two week turnoff
There is realism and there's playabilty and the two have never gone hand in hand.
"I want my actions to have consequence" blah blah "I want to make an in game difference" blah blah. Then log in and keep doing what it is that you want to have consequences for and make a difference too. Long lasting repercussions that flow into months is poor for the game, even if it is Great for the individual ego's responsible. Potentially those ego's could do something ingame today that has long term effects and then simply stop playing for months, leaving others to live with their actions. That is my thoughts anyway. Less ego and more gameplay should be the order of the day for Jumpgate Evolution. |
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Re: Two week turnoff
I'm not implying the GMs didn't seriously drop the ball with the Injustice fiasco, but setting any sort of "rule" like the 2-week thing is bad. The GMs should have worked with the players to otherwise resolve the Injustice story, not "Oh, it's been two weeks, reset the galaxy to status quo."
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Re: Two week turnoff
Quote:
Mandatory two weeks is sad though, since I can blow up the Intensity Naval Yard but they get it back in two weeks. You can bet your ass if the Tens Naval Yard was downed, every Sol would work on an FM and it would be done in days time (instead of two weeks) and likewise, I would be sad if it just magically appeared after two weeks of successful Quantar blockades of said Naval Yard. They still need the Naval Yard though, that's just an example... maybe FM's should pop up almost automatically when stuff like this blows up... you could even choose from multiple FM's to contribute to. |
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Re: Two week turnoff
I like the multiple FM idea.
And the automatic FM start when something major (like the Injustice factory) is destroyed |
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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: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 797
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Re: Two week turnoff
"...it's better than anything I ever played, but here's how to improve it.."
That sums up my attitude on Jumpgate, and obviously many people share it. How many games out there have people leave it for months or even years, but still it draws them back? Then again, how many games have struggled on for years, supported by the subscriptions of absent players, die-hards and a GM not willing to pull the switch on it? Face it folks, for all it's warts and flaws Jumpgate is the best thing a lot of us have ever found. Let's just hope Jumpgate Evolution will be even better! Hell yes I'm a fan. |
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Member
Pilot Name: dailatron
Join Date: Feb 2007
Location: London UK
Posts: 401
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Re: Two week turnoff
Quote:
Ps: wasnt the Injustice production turned off for over two years all in all ?. |
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Re: Two week turnoff
Two week rules and fixed-length FMs are bad IMO. They both take the player out of the picture.
If the players want to ignore an FM, it should take forever. It should not artificially be made easier or artificially completed. The problems we had with Jumpgate Classic had to do (IMO) with suport and story arcs. Assuming continuous community/event GM support, that would not have happened. |
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