Forums » Suggestions
Military Kills
Ok, so, say you can join the military in a similar way as you can become a bounty hunter, exept while your in the military, if you shoot a pilot (player character) down, that is hated by your nation, your receive say 10,000 credits or something along those lines. So, if your a Serco, and you kill and Itani, your payed 10,000 credits.
This would give people a reason to raid itani or serco space, other than it being just pure RP value. People would actually have motivation to take the fight to eachother, cuz they'd be paid to do so.
But really, the awards should only be paid if you kill a player, not an NPC.
This would give people a reason to raid itani or serco space, other than it being just pure RP value. People would actually have motivation to take the fight to eachother, cuz they'd be paid to do so.
But really, the awards should only be paid if you kill a player, not an NPC.
This is great, but I regularly go thru Serco space and see nary a Serco player outside of guarded and monitored sectors. Maybe when there are more players...
The nations still have values, and I don't think they'd pay you for just killing a defenseless trader or miner in cold blood. Maybe if you would only be paid for killing other military.
But that'd be like wearing a giant sign that says "GANK ME!!!" Maybe it'd be better if it was confined to one sector
Why have that sector in grayspace? Have it right at the border of the Serco and Itani, say...Deneb, just some random sector like C-10
And then they could call it Border Patrol.
But that'd be like wearing a giant sign that says "GANK ME!!!" Maybe it'd be better if it was confined to one sector
Why have that sector in grayspace? Have it right at the border of the Serco and Itani, say...Deneb, just some random sector like C-10
And then they could call it Border Patrol.
The idea is to encourage Itani-Serco animosity. Other than the "well, you're not itani, I guess I can shoot you" kinda stuff we have today.
There could be timed mini-campaigns, much like CtC.
In a channel, there's a heads-up, stating assembly area, assembly time and departure time.
Since it's open war, it would take place anywhere, against no matter who, and the reward would increase with the depth of the incursion, but also dependent on the skill of the opponent. E.g. a Serco pilot goes all the way to Itan to disrupt training. That way, he gets a bonus for going so far into Itani space, but if he kills new players, he will be fined at the same time.
At the same time that the heads up on one side is posted in the channel, or maybe once the first pilot crosses the border, an 'air raid' warning is issued on the opposing side's approprite channel (301, 302?), alerting the other pilots.
If you are defending, and a pilot on your side is killed, there should be a penalty, as well. The form of that penalty could be that some high-level equipment is not available for some time (an hour?). Depending on the level of the pilot killed, the penalty would be harsher (the lower the pilot's level, the harsher the penalty).
This would encourage newb protection and training. I imagine that this would probably cause unwanted stress for players, though, so maybe it would have to be altered and toned down.
In a channel, there's a heads-up, stating assembly area, assembly time and departure time.
Since it's open war, it would take place anywhere, against no matter who, and the reward would increase with the depth of the incursion, but also dependent on the skill of the opponent. E.g. a Serco pilot goes all the way to Itan to disrupt training. That way, he gets a bonus for going so far into Itani space, but if he kills new players, he will be fined at the same time.
At the same time that the heads up on one side is posted in the channel, or maybe once the first pilot crosses the border, an 'air raid' warning is issued on the opposing side's approprite channel (301, 302?), alerting the other pilots.
If you are defending, and a pilot on your side is killed, there should be a penalty, as well. The form of that penalty could be that some high-level equipment is not available for some time (an hour?). Depending on the level of the pilot killed, the penalty would be harsher (the lower the pilot's level, the harsher the penalty).
This would encourage newb protection and training. I imagine that this would probably cause unwanted stress for players, though, so maybe it would have to be altered and toned down.
Getting some kind of reward based on something OTHER than levels
levels don't mean anythin. So base it on pk's, or pk/death ratio
(Actually what would make the most sense would be:
say A kills B
Let Pka be the pk's of player A
let Pkb be the pk's of player B
let Da be the deaths of A
let Db be the deaths of B
then the ideal reward would be
((2*Pkb-Pka)/(2*Db-Da)) * 10000 creds
levels don't mean anythin. So base it on pk's, or pk/death ratio
(Actually what would make the most sense would be:
say A kills B
Let Pka be the pk's of player A
let Pkb be the pk's of player B
let Da be the deaths of A
let Db be the deaths of B
then the ideal reward would be
((2*Pkb-Pka)/(2*Db-Da)) * 10000 creds
I don't think that would work very well, as one could have many player kills and few deaths, or many deaths a few player kills. It could end up taking or adding substantial amounts of cash, or crashing the server entirely.
Maybe it should be based on standing. Say, for every 100 negative standing point the opposing player has, you receive 1000 or 2000 credits. A such, an itani killing a Serco with minus 600 itani standing, would receive 6000 or 12,000 credits. Depending on whether to use the 1000 or 2000 credits. Perhaps if your the itani pilot, and admired by the itani, or say 800+ standing, you've receive the 2000 instead of the 1000.
Maybe it should be based on standing. Say, for every 100 negative standing point the opposing player has, you receive 1000 or 2000 credits. A such, an itani killing a Serco with minus 600 itani standing, would receive 6000 or 12,000 credits. Depending on whether to use the 1000 or 2000 credits. Perhaps if your the itani pilot, and admired by the itani, or say 800+ standing, you've receive the 2000 instead of the 1000.
that formula will be problematic if a and b have the same deaths.
But i still think it should be more based on the deaths to each other and the pks of each other. Not on hte pks or deaths in total.
But i still think it should be more based on the deaths to each other and the pks of each other. Not on hte pks or deaths in total.
nah, its just the general idea of the formula, if you want a more exact one, here:
(1-e^(-(PkA-PkB)-(DB-DA)))*10000
Same form, just using exponentials instead of linear, this reduces to my other one for the scenarios I was thinkin of in the limit of small pk/death ratios
(1-e^(-(PkA-PkB)-(DB-DA)))*10000
Same form, just using exponentials instead of linear, this reduces to my other one for the scenarios I was thinkin of in the limit of small pk/death ratios
Hmm, I only based it off of levels because that was the first thing to come to mind (great way of thinking outside the box, I know...).
LordofBlades' idea to base it on standing is actually pretty good. I'd go even further and say that your standing should determine your current faction, but that's for another thread.
LordofBlades' idea to base it on standing is actually pretty good. I'd go even further and say that your standing should determine your current faction, but that's for another thread.
or the game could track "military kills" (kills while running BP or on another military mission) and base the reward of the destroied players military kills. ie killing an enemy war hero is better than killing the best enemy pirat/vigelantie.
Hummm... I'm following *both* sides... but I think there should be *some* weighting for total kills... not just PKs and deaths... because deaths *include* those by NPCs as well... you seem to have totally ignored a ratio, and flat-lined another... I understand the desire for simplicity - but to be accurate, I would think one would have to integrate... oh, nevermind... (I've stepped too far outside my boundaries *way* too much lately as it is)...
well, the second equation I have IS a ratio.
If they separated deaths into deaths from players and total deaths, then, yeah it would be nice to change it. But adding total Kills is likely to unbalance the eq no matter what.
There's really nothin to integrate here. Since we get to choose the trend.
If they separated deaths into deaths from players and total deaths, then, yeah it would be nice to change it. But adding total Kills is likely to unbalance the eq no matter what.
There's really nothin to integrate here. Since we get to choose the trend.
just take the combat xp number that is gained from the kill and add a "0" to it as the reward in credits. So, if you kill someone and you gain +250cxp then you get 2,500cr.
I'm already of the opinion that the experience points earned from other pilot's is meager, and that cash reward would be to. It wouldn't be able to even pay for the weapons on the ship and the ship itself, you'd have to kill several more players to make up your loss, and that isn't exactly easy, especially in a likely already damaged ship.
There's this thing called a station where you can dock and repair, it's the looser that needs to fly back to the kill sector.
One of the points of this idea is to encourage players to raid serco/itani space, to earn money from their government, while also advancing their nations cause. Those with full time military careers DO get paid, and they get a damn nice pention plan to. If possible, I'd ask the dev's to raise the combat xp we get out of other players, as killing one player can be as difficult as, more difficult in many cases, taking several border patrol, or advanced combat missions. Hell, I've gotten to the point where I can do advanced combat missions in a bus, and border patrol missions in a centaur. Player's are 5 times as hard as bots, but that is not reflected in the experience we get from them, most of the time its reflected on the bounties on their heads, Shape had 2.4 million credits on his, that would be a more accurate reflection of a players abilitys, if a little extreme for military kills.
The idea is the encourage more war action outside of sedina, maybe actually making raids into eachothers space, so that players can live off of it, they can go in and destroy, get some cash, and when they're destroyed, they have enough money to go straight back in, perhaps not making any profit, but not losing much either. 2,000cr and a trip back into your home nation space after killing one player to heal is hardly encouraging.
The idea is the encourage more war action outside of sedina, maybe actually making raids into eachothers space, so that players can live off of it, they can go in and destroy, get some cash, and when they're destroyed, they have enough money to go straight back in, perhaps not making any profit, but not losing much either. 2,000cr and a trip back into your home nation space after killing one player to heal is hardly encouraging.