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Unreg and how to make it better.
Here are my suggestions for Jumpgate Evolution Space from a post made at JOSSH.
1. I think that faction space(s) should be smaller with larger unregulated gaps between them in a much bigger galaxy 2. Unreg should be much bigger altogether 3. More unreg stations (not just 4) that you can actually take missions from and to and that actually make stuff that is only available from those stations 4. Good profit runs will be available to those stations from reg space and from those stations to reg space 5. The military might have the ability to take control of stations or sectors (time limited) via a warfare system Pirates could roam and make a living if there's more traffic and the above would promote more traffic. Bounty hunters could make a living of the pirates because bounties would still be around (tho probably a lot smaller than they are now) and civilians could get a thrill just be flying through it and surviving. Netburnrol had a good idea for the factional warfare and taking control of sectors here but i would also like to see stations become temporarily own-able. Perhaps with a small percentage of all transactions going to the squad who has it. |
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"A probable impossibility is preferable to a improbable possibility" -Aristotle "Easy to learn, Hard to master" - Unknown |
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Member
Pilot Name: dailatron
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Re: Unreg and how to make it better.
This is assumming there WILL be a tag system and with that a bounty system, otherwise all space will be unreg.
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Re: Unreg and how to make it better.
The thing is Jumpgate Classic's unreg has always been a puzzle to me.
Why cant I get missions FROM unreg stations? for one. The recycle plants GMI finally brought into the game are another. Why did he put them in regulated station sectors??? Those facilities should of been placed in GBS imo and made so that the commodities gained from recycling appeared on GBS's decks. Instant rhyme and reason for life in unreg. I like the concept of unreg, I just think it never got past the concept phase really. Dangerous? Not really, because theres nothing to make anyone go there. The stith and dr are dangerous - but again only if your going to or from aman and then only maybe. What I would like for Jumpgate Evolution is for unreg sectors to forever be a danger and doubly so because they have purpose and things that draw you in. There must be things desired in reg space that can ONLY be obtained in the vast wilderness of the unregulated sectors and repercussions for those who choose to exist in its wild. If there is political points in Evolution, then let there be pr losses for existing in unreg beyond the monitoring and the control of the factions and have them accelerated for the time you spend in unreg and have an unreg pr too, one that builds on a time basis alone and have that needed to purchase equipments at any unreg stations. Choose your environment, choose the freedoms, accept the consequences. |
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Pilot Name: dailatron
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Re: Unreg and how to make it better.
It would be so great to have large rebel/pirate squads roaming around unreg and claiming it as their own. The factional warfare is quite frankly ridiculous as we allow their civs (even those that yesterday were MT) to roam around our own faction space unhindered.
While Im sure a lot of self titled PvPers will hate this idea, I still think its obsurd combat tagged pilots can run around each others space killing each other without any penalty/bounty. Id much rather see ALL enemy ships as valid targets inside my faction or none. And only allow unbountied fighting in unreg or Faction vs pirate/Rebel. |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
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Re: Unreg and how to make it better.
I agree. Bigger unreg and more GOOD reasons to go there. Smaller regulated space. Unreg between factions so you HAVE to go through unreg if you want access to those other factions and higher profits.
I like the territory claiming ability in unreg idea. In my concept thrown out a couple of times, there would be 12 MORE stations in unreg... the former TRI faction stations the flux took away from us. Since the flux have no use for them once the humans are gone, they still remain and ... to some extent function after a fashion. Humans could take them back and fix them up again... if they dare. |
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Re: Unreg and how to make it better.
Quote:
2. Absolutely agree 3. Hence this thread (originally on JOSSH). Quote:
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Instead of hijacking my own thread i will start a new one for squad bank accounts. |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
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Join Date: Jul 2004
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Re: Unreg and how to make it better.
Sephiroth I understand where you are coming from (since you, Tritian and others have beaten the idea like a drum elsewhere); you want everyone to have to be vulnerable to your play style. I and a couple of others are equally repetitious with the concept of not having to be vulnerable to non-consentual PvP just to play the game at anything above the "sim" level. So I'm taking it as a "given" that when you say "all the best roids should be in unreg" you truly mean ALL the best, leaving only common roids in regulated space.
You know what? I think that's a mostly good idea actually. There should be enough of the Rad/Semi/Prec/Ice around in reg space so newbs and absolute "I-will-not-be-vulnerable" folks can still play and complete mining missions (if mining missions are still in Jumpgate Evolution) but the uncommon 'roids should be few, small and far between. IF the major mining medals are still in Jumpgate Evolution, you would either have to take weeks of work mining itty-bitty uncommon roids and common roids for their fractional amounts of uncommon ore, or else you would have to go into the richer 'roid fields in unreg. The deeper you go into unreg or Conflux space, the better the mining should get. Smaller pures closer to regulated space and larger ones deeper into unreg (minimum of 4 sectors deep in unreg for the largest uncommon and pure 'roids). Using the RP I worked out in the 'Conflux' thread using idea first brought up by Tritian and Vorlon in 'Tunnel'rs', the conflux miners go for the common ores first, so there would be larger amounts of uncommon and pure ores the further you got from regulated space and significantly less common ore there. So yeah, let's put nearly all the best 'roids in unreg! |
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Re: Unreg and how to make it better.
I'm fine with that, but I'd rather see the roid spawns in Jumpgate Evolution work a little different than in Jumpgate Classic.
It's an idea Tesrend posted a long time ago and I can't locate it at the moment, but basically certain areas of space contained larger amounts of certain types of roids. And I don't mean stuff like one area would be an abundance of ice or whatever, I mean actual commodities. Things like a certain part of unreg could have an abundance of roids containing say gold and another area could have something else, etc so that squads could fight over control of sectors with certain elements, and the more important ones of course would be highly valued and deep within unregulated space. From the sounds of it Jumpgate Evolution roid spawns will be almost identical to Jumpgate Classic sadly so I don't think that this idea will see the light of day. But Tesrend did have a really good thought, I'll try and dig it up later and you can see it in it's original wording since my attempt at paraphrasing wasn't all that great :P ND could actually get a lot of good ideas if they went back and looked through all of Tesrend's old suggestion posts. |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
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Re: Unreg and how to make it better.
Sounds interesting. I hope you can find it and post it here. GG was talking one night about areas with larger concentrations of specific elements, where the ratio of ores in the various roids would vary by sector. I'd also like to see more roids farther out, where you literally had to search for the roids to mine. Again, the further from the gate/anomaly, the more non-common roids you'd find.
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