Forums » Suggestions

Player Roles and Their Meanings

Jun 08, 2005 Arolte link
Okay, I don't know if anyone else sees this as a problem. I guess I kind of wished that things would be a little more different in the Vendetta universe. But before you blow me off let me explain...

Right now any player in Vendetta can become a "Jack of all trades". There are currently no dedicated roles whatsoever. Anyone and everyone can become a trader, a fighter, and a miner all at the same time. The current ship availability and their obscure roles reflect that as well.

Not only do you have the ability to do everything like it's nothing, but you might also find that trading (or mining) is often necessary to support yourself financially. It's like you're forced into this career path just to get a decent income. Even if you're interested in combat, military activities, pirating, or whatever... you still have to depend on trading (or mining) just to get enough money to support yourself. That to me just doesn't seem right.

One way to perhaps encourage more specialized roles in Vendetta would be to redo the mission system altogether. Let's face it, it's a bit cumbersome to have to ASK for missions in stations. Now obviously there needs to be some interface between the player and this mission system, I agree. But it doesn't have to be this big deal where the player needs to jump hoops just to make a career decision.

The way I see it is you should be able to choose a path and leave it, until you decide to change it or alter it somehow at least. It shouldn't be a series of missions, but rather an ongoing career where you're presented with assignments at random times. Players could fly around in the universe minding their own business or whatever, and the mission computer would page them with any new job opportunities that might come up. And the player could then pick from a list of queued missions at their own pace or whatever.

Do you see the difference here? And as long as you're in "career mode", you'll receive a regular income (paid every 30 mins or whatever) to help you pay for ships, ammo, etc.. Rewards and tips can still be given out with each completed mission, in regards to the quality of work, but for the most part the player can rely on this income rather than have to jump into a transport and trade for a couple of hours. The more missions you do, the greater your reputation will be, and therefore the greater your income will be (percentage raises).

Sound good?
Jun 08, 2005 Harry Seldon link
Yes, I like this suggestion. However, I have a feeling that too many people would become strictly fighters... Any ideas?
Jun 09, 2005 Arolte link
Perhaps there are ways that can make trading more fun. The element of danger often helps (NPC pirates anyone?). Better yet, give money more meaning. I mean the only reason most of us try to earn credits right now is to help insure any major future losses. But what if there was a high score list of richest Vendetta players? Or be able to buy territory? Or only allow the best traders to buy expensive frigates (once available to players)? So adding competition and an element of danger will help make trading fun for a change.
Jun 09, 2005 jexkerome link
Keeping the "wages" low (but not so low you can't live off it), you could ensure the eternal need for trading since you'll need horrendous amounts of capital to buy capships and stations. The idea is that an all-fighter guild of 100 members couldn't afford either with just their "warrior wage". So extra income would be needed, which would come from protection, piracy, and trading. At the least, the fighters could add to their "nest egg" by collection and selling the widgets bots and traders drop.

As for missions, that should be solved once the mission editor is done.
Jun 09, 2005 Spellcast link
Actually I dont think trading/mining will ever dry up as a carrer choice. If you read incarnates design wiki on the hive restructuring http://design.vendetta-online.com/wiki/index.php?title=Hive#Overview it mentiones in passing at the very end in "the point of it all"

'--Mining, necessary for crafting system which becomes necessary for most upper-level small ships and equipment. Many items become user created. Crafting linked into many aspects of commerce and user involvement. Purchasing/creating capital/freighter level ships requires massive donation of ores or even actual alloys and metals (pre-combined ores, etc). Mining becomes critical to every level of ship/equipment/gameplay as well as commerce and fundamental financial income from basic mining / ore sales. --'

This tells me that players who choose to be traders/miners will always be in demand, if there is a player driven economy at the high end many players, such as myself, will switch to a far less combat oriented role in the game. I personally prefer the enjoyment i get out of trading and bartering, money is just a good way to keep score. :) Right now however its just kind of boring. What we have at the moment isnt really trading, its more like hauling freight.
Jun 09, 2005 Fnugget link
Later on, these roles will appear. But right now, most people are sitting around waiting for content. If you're a fighter, and you're not doing anything, you might as well get that trade and mining level up. If you trade and mine too much, and have free time (as you have waaaaay too many credits) why not learn to defend yourself?

Of course, when the recruitment push starts at the endings of development and new story plot is laid, we who have waited so long and experienced all aspects, being jack of all trades very well, we'll rule the universe. Now doesn't that sound fun?
Jun 09, 2005 johnhawl218 link
I like the wage idea a lot, but as is mentioned would have to be high enough to afford something but not necessarily the best. 1k xN , N being the perspective level of your desired career. So a level 10 Combat Pilot in a CP Career would make 10k per day. Not enough to afford the best ship he/she can get but a good start. Plus whatever bonus they would receive from completeing a job.

I used to think when I first started VO that there needed to be "classes" or "careers" as you've said, but it's very liberating to be able to switch to something else at any given time without having to load a new character like in more traditional MMOs. But I still agree that having roles that can be filled are good. At the moment, ships are being balanced to fill some of these things as far as "combat piloting" goes, but your right as far as an RP standpoint there is nothing to really solidify those roles via the game mechanics.

Once the Hive is finished and they hopefully start work on a "manufacturing system" (crafting) and a player driven economy picks up roles will become much more apperent. And of course the mission system, which will make all of us happier, especially if they add what they say they are which is player created missions, a first of it's kind as far as I've seen, and will truely add to the RPG aspect of this game drasticly!!