Forums » Suggestions
Fresh look ideas and suggestions of newb
Hi folks!
I am newb, but i want to share my fresh look ideas about the game and RP.
1. Ships.
Some ships have roleplaying disbalance, here are my notes:
a) Pirate ships, sold at Corvus. There is unique VULTURE for sold. Folks, do you understand that pirats are not military. They are the same civilians, as traders. How can pirate base product such types of ships? It's nonsence. It's simply throw-out money for them (not for players), because real pirate thinks only about his wallet, not about fighting with military units. Pirate should have abilities to flee or fight cops, but not military.
Military ships should ALWAYS have better fighting abilities then pirates. Pirates can be more proficient in piloting, but not technically, then the best research lab of Itani/Serco. Otherwise, in real life Serco SkyCommand would buy ships from pirats, not producing their own. Major Factions intend to have MORE money then one doubtful piratebase.
Pirate ship features in theory:
- Cheap
- Fast
- Medium amount of cargo for looting
- Good aiming abilities for fast-trader-kill
- Low amount of armor
But in VO we see that pirates are piloting the best military ships, sometimes vulture with 2(!) Cargo rooms.
Common pirate should run away when he even see military ship comes closer.
b) Absence of big guild ships with guild warehouse and turrets for defence, but very slow. IMHO big guild/corps can afford ship for 50.000.000 or 100.000.000 Cr.
2. Reputation.
It would be great if reputation in different corps and factions change depending on up/down reputation in rival corp.
E.g. if you raise reputation with Corvus Prime, then reputation with Serco, Itani and UIT lowers.
if u raise reputation with itani, serco reputation drops immidiately, etc.
Such things will make some players think, before getting "true" pirate.
3. Divide nation military forces into cops and army.
4. War.
As i understand both war factions - itani and serco are holding prod stations, commerce, etc. on border. Now think about what nation in real life would have strategic factories build in the border. Look at Russia, for example, she has all main strategic factories built in Siberia, Ural, etc, not in Baltic states :)))
What am i trying to say: with such strategy Serco or Itani will be destroyed long time ago in real life. Borders should be flexible. Nations sometime lost them, but later fight back. That's common practice. And battle front should be wider and deeper, not two holes.
5. Lack of deep sabotage quests deep in the territory of enemy. For several missions it would be nice to give player camouflage device (NPC and playerd see that you are blue, not red and only enemy player or cops with some type of scan can discomouflage you) for sneaking into capitals and then blow up or steal smth there.
That's only first part of my suggestions i will post more later in this thread. I look forward to discuss any aspect of the game and ready for heavy stones, throwned in me. Sorry for my poor English.
Pirren
I am newb, but i want to share my fresh look ideas about the game and RP.
1. Ships.
Some ships have roleplaying disbalance, here are my notes:
a) Pirate ships, sold at Corvus. There is unique VULTURE for sold. Folks, do you understand that pirats are not military. They are the same civilians, as traders. How can pirate base product such types of ships? It's nonsence. It's simply throw-out money for them (not for players), because real pirate thinks only about his wallet, not about fighting with military units. Pirate should have abilities to flee or fight cops, but not military.
Military ships should ALWAYS have better fighting abilities then pirates. Pirates can be more proficient in piloting, but not technically, then the best research lab of Itani/Serco. Otherwise, in real life Serco SkyCommand would buy ships from pirats, not producing their own. Major Factions intend to have MORE money then one doubtful piratebase.
Pirate ship features in theory:
- Cheap
- Fast
- Medium amount of cargo for looting
- Good aiming abilities for fast-trader-kill
- Low amount of armor
But in VO we see that pirates are piloting the best military ships, sometimes vulture with 2(!) Cargo rooms.
Common pirate should run away when he even see military ship comes closer.
b) Absence of big guild ships with guild warehouse and turrets for defence, but very slow. IMHO big guild/corps can afford ship for 50.000.000 or 100.000.000 Cr.
2. Reputation.
It would be great if reputation in different corps and factions change depending on up/down reputation in rival corp.
E.g. if you raise reputation with Corvus Prime, then reputation with Serco, Itani and UIT lowers.
if u raise reputation with itani, serco reputation drops immidiately, etc.
Such things will make some players think, before getting "true" pirate.
3. Divide nation military forces into cops and army.
4. War.
As i understand both war factions - itani and serco are holding prod stations, commerce, etc. on border. Now think about what nation in real life would have strategic factories build in the border. Look at Russia, for example, she has all main strategic factories built in Siberia, Ural, etc, not in Baltic states :)))
What am i trying to say: with such strategy Serco or Itani will be destroyed long time ago in real life. Borders should be flexible. Nations sometime lost them, but later fight back. That's common practice. And battle front should be wider and deeper, not two holes.
5. Lack of deep sabotage quests deep in the territory of enemy. For several missions it would be nice to give player camouflage device (NPC and playerd see that you are blue, not red and only enemy player or cops with some type of scan can discomouflage you) for sneaking into capitals and then blow up or steal smth there.
That's only first part of my suggestions i will post more later in this thread. I look forward to discuss any aspect of the game and ready for heavy stones, throwned in me. Sorry for my poor English.
Pirren
1) a) I completely agree. We currently do not have a single ship that is really any good for piracy at all with the possible exception of the TPG Marauder Type B, which is ironically manufactured by one of the largest trading companies. Pirates are usually forced to work in teams, with one flying a cargo ship and the other flying a fighter to intercept and bring down trade vessels, or else fly light ships, blow up the traders, then go get a cargo ship for hauling the loot. Part of the problem is that until the faction system is fixed, there is nothing to stop traders from buying Corvus ships; we'd end up with all the traders flying Corvus Centaur Privateers or whatever, which makes even less sense than the current situation. There have been a couple other threads recently which address this to some extent, but I'm glad you mentioned it here.
b) The devs are supposedly working on this one
2) The devs are supposedly working on this one too. For the record, you are absolutely right about this and it needs to happen ASAP.
3) In principle I agree with you about this one, but the unfortunate fact is that most of the people who play Vendetta suck at roleplaying and would never actually observe the difference in their own minds.
4) As I understand it, the devs are supposedly working on this one. However, I'm not sure the feel comfortable allowing players to have too much control over the universe (i.e. Serco conquering half of Itani or vice versa). For the record, it is my opinion that every station and system in the entire universe should be dynamically conquerable. If that means one of the nations ends up getting completely overrun eventually, so be it! That's how war works in real life, ladies and gentlemen.
5) As it stands, the faction system is way to broken for something like this to be implemented. It's a good idea though (I believe it's been suggested before, as well, and generally been well received), and I think that kind of mission would add a lot to the game.
Generally I tell noobs who post suggestions like this to play the game for a while before running their mouths too much, but I made an exception for you because it sounds like you actually put some thought into this stuff. Also, welcome to VO.
b) The devs are supposedly working on this one
2) The devs are supposedly working on this one too. For the record, you are absolutely right about this and it needs to happen ASAP.
3) In principle I agree with you about this one, but the unfortunate fact is that most of the people who play Vendetta suck at roleplaying and would never actually observe the difference in their own minds.
4) As I understand it, the devs are supposedly working on this one. However, I'm not sure the feel comfortable allowing players to have too much control over the universe (i.e. Serco conquering half of Itani or vice versa). For the record, it is my opinion that every station and system in the entire universe should be dynamically conquerable. If that means one of the nations ends up getting completely overrun eventually, so be it! That's how war works in real life, ladies and gentlemen.
5) As it stands, the faction system is way to broken for something like this to be implemented. It's a good idea though (I believe it's been suggested before, as well, and generally been well received), and I think that kind of mission would add a lot to the game.
Generally I tell noobs who post suggestions like this to play the game for a while before running their mouths too much, but I made an exception for you because it sounds like you actually put some thought into this stuff. Also, welcome to VO.
You, sir, are an idiot -- though I'm limiting that to the pirate ships point. And since English is clearly not your forte, I'll leave it at that.
pirren you really have no idea of the IRL history of real pirates do you?
some good things, some bad things... I don't really have time to respond to all of it. But seriously guys, stop scaring away the newbies. We need them, and being douches doesn't help the retention rate.
@ pirren: please ignore the trolls.
@ pirren: please ignore the trolls.
Aside from the really dumb ideas about pirates, his post is decently thought out (if written in a language he clearly doesn't understand, and addressed to a large measure to things the Devs have already said they're working on).
I'm assuming he's a poorly educated child who thinks that "pirates" only are and always were the sort of starving sea-coast peasants that currently ply the waters off Somalia. I don't hold that against him, though a decent history professor might, but as someone once said: it's better to be silent and thought a fool, than to open your mouth and remove all doubt.
I'm assuming he's a poorly educated child who thinks that "pirates" only are and always were the sort of starving sea-coast peasants that currently ply the waters off Somalia. I don't hold that against him, though a decent history professor might, but as someone once said: it's better to be silent and thought a fool, than to open your mouth and remove all doubt.
Lecter, you have to admit that he has a point about our ships though. We don't currently have anything even remotely suitable for piracy. We need a Corvus Centaur mod that can do 225 m/s with roughly the acceleration of a corvult, hold 50 cu of cargo, and should cost 25K. ; )
EDIT: We might need to 'balance' such a ship, so remove the small weapon port and reduce the armor to 11000.
EDIT: We might need to 'balance' such a ship, so remove the small weapon port and reduce the armor to 11000.
I'd take a Greyhound with two in-line L ports, a bit of an armor buff, and 1/2 the current repair costs. Even without the second mega posi, the Hound is fine, if a bit too fragile and costly.
You don't need a combo chaser and hauler: cargo no longer vanishes too quickly, so you make your kills and you go get a swarm moth to pick it up (or you work in a group). Alternatively, you simply extort the trader and don't have to haul anything.
Mainly it was his ranting about pirate versus military ship designs that I found really, really stupid.
He does have a point in that the Corvus Vult is not an interceptor, and its complete lack of legs has long been a joke here in Grey -- but the Corvus Hound is a interceptor, though, and the CV allows us to effectively engage in combat with anti-pirate forces when a stand up fight is needed. It also lets people mix shit up in B8, which is pretty important to this game's long term survival. If anything needs changing, it's the CV's description, not its stats.
You don't need a combo chaser and hauler: cargo no longer vanishes too quickly, so you make your kills and you go get a swarm moth to pick it up (or you work in a group). Alternatively, you simply extort the trader and don't have to haul anything.
Mainly it was his ranting about pirate versus military ship designs that I found really, really stupid.
He does have a point in that the Corvus Vult is not an interceptor, and its complete lack of legs has long been a joke here in Grey -- but the Corvus Hound is a interceptor, though, and the CV allows us to effectively engage in combat with anti-pirate forces when a stand up fight is needed. It also lets people mix shit up in B8, which is pretty important to this game's long term survival. If anything needs changing, it's the CV's description, not its stats.
I have to say, I fly the Corvus Vulturius as a pirate ship almost exclusively. It's a great sprint ship and you actually need "military" ships (mainly the sleek frontal profile and the great evasive ability) to get through the defenses of heavily guarded convoys that have a shit-load of firepower (Have you noticed that there are Teradons in your convoy lately? Maybe some WTDs with sunny spam/gat combos?). If you ask me, the Corvult being used successfully as a convoy breaking ship is actually accurate to history (pirates would often strip down their ships as much as possible and make them light and fast and just zoom around the other ship and beat the crap out of it while the larger cargo vessel can't hit anything). 2 cu of cargo doesn't make much of a difference, you just run back, grab a moth, and scoop up the debris... if you're working in a group, even better, you'll often have designated cargo scoopers.
The price of the Corvult, though, is a pretty high (not that it isn't just as fun to us an expensive ship exclusively and actually try to make profit gains from piracy at the end of the day)... and even for a just a sprint ship the CV's 60/s energy drain can be pretty annoying, I think it could use a little drop in that and still keep its reputation as a sprint ship without making it as annoying as it is currently; I'm proposing a 57/s drain.
Pirren, have you actually been pirating? Come down to Grey space and ask for a pirating party on channel 4357, if there are any CHRN or CLM on we'll welcome you aboard to the group and you can actually see what it's like and what's needed in breaking the defenses and taking down a convoy. Hey, get an alt, whatever if you don't want your reputation dinged among the TGFT propaganda spreaders.
Yarrr
-Chaakin Tockoa
The price of the Corvult, though, is a pretty high (not that it isn't just as fun to us an expensive ship exclusively and actually try to make profit gains from piracy at the end of the day)... and even for a just a sprint ship the CV's 60/s energy drain can be pretty annoying, I think it could use a little drop in that and still keep its reputation as a sprint ship without making it as annoying as it is currently; I'm proposing a 57/s drain.
Pirren, have you actually been pirating? Come down to Grey space and ask for a pirating party on channel 4357, if there are any CHRN or CLM on we'll welcome you aboard to the group and you can actually see what it's like and what's needed in breaking the defenses and taking down a convoy. Hey, get an alt, whatever if you don't want your reputation dinged among the TGFT propaganda spreaders.
Yarrr
-Chaakin Tockoa
Given the numbers of pirates, it actually makes a lot of sense for them to develop their own ships. It's not a good argument, but in EVN, the pirates have their own economic system, sort of, complete with manufacturing/tuning of ships and weapons, many of them unique. That is (pretty much) the case in VO, as well, and part of what I like about it.
And I haven't been pirating (only the Unaligned), but I perceive the pirates to be the most free power (for lack of a better word) in VO, at least RP-wise, so I'm all for giving them candy.
And I haven't been pirating (only the Unaligned), but I perceive the pirates to be the most free power (for lack of a better word) in VO, at least RP-wise, so I'm all for giving them candy.
Thank you all folks for replies even Dr.Lector!
I am currently working for new missions ideas for newbs.
Can someone tell if there are such in the game (cause i work on desription and awards)?
1. Simple combat skill mission for ship test. Sometimes newbs want to test ship against bots, but don't want to test them on hive missions or simply shooting out collectors. The point of mission is: when player flies to empty sector, random bots begin to spawn (1v1). It should be great if there will be several types of combat missions: 2v1, 3v1,5v1. Menu for missions: similar as work on local trade guilds. The XP award for such type of mission should be minimal (much more smaller then Advanced training).
2. Random Mercenary mission (PVP) in each major faction and in Corvus.
E.g. if u are Serco, merc captain issues ticket on killing online Itani player for money and cap should tell current destination of target.
If u are Itani, u should kill random issued Serco player.
If you are UIT, then quest giver gives you quests for both Itan or Serco.
If you are Corvus pirate, then you have target from all of nations.
If target logs out - mission failed.
3. PvP missions on killing 5, 10 or 20 players nonstop.
E.g. Serco SkyCommand gives you mission on killing 5 Itani players (it's up to you, what players to kill, but you should kill different players, not the same).
I am currently working for new missions ideas for newbs.
Can someone tell if there are such in the game (cause i work on desription and awards)?
1. Simple combat skill mission for ship test. Sometimes newbs want to test ship against bots, but don't want to test them on hive missions or simply shooting out collectors. The point of mission is: when player flies to empty sector, random bots begin to spawn (1v1). It should be great if there will be several types of combat missions: 2v1, 3v1,5v1. Menu for missions: similar as work on local trade guilds. The XP award for such type of mission should be minimal (much more smaller then Advanced training).
2. Random Mercenary mission (PVP) in each major faction and in Corvus.
E.g. if u are Serco, merc captain issues ticket on killing online Itani player for money and cap should tell current destination of target.
If u are Itani, u should kill random issued Serco player.
If you are UIT, then quest giver gives you quests for both Itan or Serco.
If you are Corvus pirate, then you have target from all of nations.
If target logs out - mission failed.
3. PvP missions on killing 5, 10 or 20 players nonstop.
E.g. Serco SkyCommand gives you mission on killing 5 Itani players (it's up to you, what players to kill, but you should kill different players, not the same).
Can someone tell if there are such in the game (cause i work on desription and awards)?
If you haven't played enough to know, you're just spinning your silly little wheels.
If you haven't played enough to know, you're just spinning your silly little wheels.
You might be interested in PCC (see "Player Contribution Corps" under "Community" in the side bar). I'd work on the english, first, as the concept is based around players making their own missions with dialogue even written by themselves and then actually implementing them into the game; so there can't be any grammar or spelling mistakes. And also, you should try exploring the universe for a bit longer... there are already some things that resemble what you are trying to describe (See: the border battles, head up to Deneb and join either the Serco or Itani militaries and then take Border Patrol or one of the Skirmishes.) so 1) play the game before you try to make suggestions and 2) work on your english and join the PCC.
The corvus maud is a very good pirate ship, with a nice balance of speed, firepower, and cargo space.
cheap pirates need cheap pirate ships. the hornet2 is cheap.
successful pirates will pay for anything that will produce more loot, and sometimes can individually afford something better than a typical military ship.
cheap pirates need cheap pirate ships. the hornet2 is cheap.
successful pirates will pay for anything that will produce more loot, and sometimes can individually afford something better than a typical military ship.