Forums » Suggestions
The moth was released several months after I started playing, and I seem to recall there being some official TPG press statement or some such at the time.
All i could find was this http://www.vendetta-online.com/x/msgboard/1/9334
Then there are a number of threads discussing some of the same things as in this thread.
Then there are a number of threads discussing some of the same things as in this thread.
Heh, found this, too, from back when moths were insanely armored speedsters: http://www.vendetta-online.com/x/msgboard/1/9424
I recall slapping twin jackhammers on one and chasing down laden moths and taurs in it. It was 210 m/s back then, I think (pre-uber lame speed cap, of course).
Also, LOL: I agree that the Moth seems to obsolete the Marauder, but I trust the devs have a plan.
I recall slapping twin jackhammers on one and chasing down laden moths and taurs in it. It was 210 m/s back then, I think (pre-uber lame speed cap, of course).
Also, LOL: I agree that the Moth seems to obsolete the Marauder, but I trust the devs have a plan.
200m/s
anyway, I haven't made up my mind on these ideas yet. If anything I think we need to make the maud something between the behemoth and the XC. also the missions, the "bulk" ones, should require moving about 5 times as much cargo, with a proportional increase in payout.
anyway, I haven't made up my mind on these ideas yet. If anything I think we need to make the maud something between the behemoth and the XC. also the missions, the "bulk" ones, should require moving about 5 times as much cargo, with a proportional increase in payout.
*bump* too good of a suggestion to get buried in all these lesser threads
+1
but i think just KOS with your native nation would be fine, as opposed to tri KOS, but that's just me.
EDIT: sorry.. i mean definitely UIT dislike, at least, and KOS with your native nation... w/e...
just make this suggestion happen!
but i think just KOS with your native nation would be fine, as opposed to tri KOS, but that's just me.
EDIT: sorry.. i mean definitely UIT dislike, at least, and KOS with your native nation... w/e...
just make this suggestion happen!
I'm surprised not many responses here have stated that the game as it is known today is not the intended game for tomorrow.
Having such a massive shift in utility ships from many locations around the entire game universe to be centralized to such a small area and for what, the sake of someone's idea of "balance" or "it's too easy to trade" or "it makes RP sense", by the way RP in this game in terms of the difference between nations (even if this suggestion makes it) has been little more than 6 varieties of a 3 by 1 set of love and hate.
This suggestion needlessly turns this game into twice the "grind fest" it was before when you bother to consider faction standing, procurement missions, and mining.
Then there is the amount of developer work into implementing this suggestion. Will it actually make the game better? What does it do besides offer a cover to the underlying problem that's more ingrained than ship types?
Here's an analogy, changing ship availability with the game's current background systems unchanged is akin to changing the headlight configuration on a car with shredded tires.
It's great and all that you care so much about this game to suggest something that is likely to take flak from other players, but with a suggestion like this, I'm not exactly sure whether it's an elaborate 'troll posting' or you're really that fucking blind.
Furthermore, since an economy change (ex. communication/interaction between players) isn't happening within the next week, month, or year, and the proposed suggestion causes more problems than it fixes. Why not suggest something that is actually in regards to RP and doesn't ruin it for every other player that just happened to not be of a particular nation. Say... another trade ship variant/type located in UIT. No? How about economic incentives between Gray and UIT. No? Sorry, I'm tapped out on ideas for this particular subject.
Perhaps when there is a discussion about the underlying problem such as the actual game mechanics (economies, natural environment exploitation, player-to-player trade/crafting tools) then I think I'll have more to share since I'd hate to derail someone's thread.
Having such a massive shift in utility ships from many locations around the entire game universe to be centralized to such a small area and for what, the sake of someone's idea of "balance" or "it's too easy to trade" or "it makes RP sense", by the way RP in this game in terms of the difference between nations (even if this suggestion makes it) has been little more than 6 varieties of a 3 by 1 set of love and hate.
This suggestion needlessly turns this game into twice the "grind fest" it was before when you bother to consider faction standing, procurement missions, and mining.
Then there is the amount of developer work into implementing this suggestion. Will it actually make the game better? What does it do besides offer a cover to the underlying problem that's more ingrained than ship types?
Here's an analogy, changing ship availability with the game's current background systems unchanged is akin to changing the headlight configuration on a car with shredded tires.
It's great and all that you care so much about this game to suggest something that is likely to take flak from other players, but with a suggestion like this, I'm not exactly sure whether it's an elaborate 'troll posting' or you're really that fucking blind.
Furthermore, since an economy change (ex. communication/interaction between players) isn't happening within the next week, month, or year, and the proposed suggestion causes more problems than it fixes. Why not suggest something that is actually in regards to RP and doesn't ruin it for every other player that just happened to not be of a particular nation. Say... another trade ship variant/type located in UIT. No? How about economic incentives between Gray and UIT. No? Sorry, I'm tapped out on ideas for this particular subject.
Perhaps when there is a discussion about the underlying problem such as the actual game mechanics (economies, natural environment exploitation, player-to-player trade/crafting tools) then I think I'll have more to share since I'd hate to derail someone's thread.
Surb, VO was played fine before there was a moth. It will be played fine after it's only UIT.
TBF, I could live with no Corvus moth and the Corvus maud getting a cargo bump up to, say, 50 cu.
TBF, I could live with no Corvus moth and the Corvus maud getting a cargo bump up to, say, 50 cu.
"...VO was played fine before there was a moth. It will be played fine after it's only UIT."
Right... right right right, it's fine, it's absolutely fine with no moths or fewer moths.
Yeah, it's fine, for you.
Right... right right right, it's fine, it's absolutely fine with no moths or fewer moths.
Yeah, it's fine, for you.
What are you, retarded? My personal style of play is much enhanced by there being more moths: they give me something that's fat and slow to kill, and something to quickly scoop up the goodies with afterwards.
However, the fact that they're everywhere is A Bad Thing.
However, the fact that they're everywhere is A Bad Thing.
And who gives a flying fuck what you think is "A Bad Thing"?
What's good and bad in this game is subjective. Mind you that Surb is a UIT trader (who would receive much of the "benefits" associated with your suggestion) who is objecting to this.
Currently there is nearly zero incentive to trade. Until incentives get boosted by some epic proportions, this suggestion would limit trade even further (aside from the initial "zomg! let's move moths everywhere!" bonanza). Once the economy gets back on track, this suggestion might have some merit (bits on pieces, not as proposed, as there is enough grind associated with it to make traders just quit)... but until then this suggestion is dead in the water.
What's good and bad in this game is subjective. Mind you that Surb is a UIT trader (who would receive much of the "benefits" associated with your suggestion) who is objecting to this.
Currently there is nearly zero incentive to trade. Until incentives get boosted by some epic proportions, this suggestion would limit trade even further (aside from the initial "zomg! let's move moths everywhere!" bonanza). Once the economy gets back on track, this suggestion might have some merit (bits on pieces, not as proposed, as there is enough grind associated with it to make traders just quit)... but until then this suggestion is dead in the water.
And who gives a flying fuck what you think is "A Bad Thing"?
From the looks of this thread, quite a few people. You stay mad now, ya hear?
From the looks of this thread, quite a few people. You stay mad now, ya hear?
Mad? I'm pointing out a flaw in your argument with colorful language. You of all people should be able to realize such... subtlety ;).
Here's an analogy, changing ship availability with the game's current background systems unchanged is akin to changing the headlight configuration on a car with shredded tires.
Right on the money. The exhaust and the steering needs a workout as well
Right on the money. The exhaust and the steering needs a workout as well
This suggestion needlessly turns this game into twice the "grind fest" it was before when you bother to consider faction standing, procurement missions, and mining.
So people will have to be out, in space, flying around with stuff in their cargo holds ... twice as often? Holy Shit! We can't have that! They'd be twice as likely to run into the numerous other players out there in the universe.
Lord knows we don't need any additional player interaction points in VO.
Likewise, it would obviously force Itani/Serco aligned pilots to either have a harder time trading, or pay UIT pilots to bring them things. This sort of 'Hey, I'll pay you to do something your character is better at than mine is' thing cannot be allowed to flourish. Any character should have access to everything all the time.
So people will have to be out, in space, flying around with stuff in their cargo holds ... twice as often? Holy Shit! We can't have that! They'd be twice as likely to run into the numerous other players out there in the universe.
Lord knows we don't need any additional player interaction points in VO.
Likewise, it would obviously force Itani/Serco aligned pilots to either have a harder time trading, or pay UIT pilots to bring them things. This sort of 'Hey, I'll pay you to do something your character is better at than mine is' thing cannot be allowed to flourish. Any character should have access to everything all the time.
People like progression in games, they like to experience the game in as many ships possible, they like variety. Having one single trade ship that's available whenever anyone wants that's better than all the rest undermines all of this, and gives trading a greater feeling of "grind fest" than doing bulk procs a little bit longer.
Imagine WoW. Grind fest, right? Now imagine WoW where you're still grinding, but without any leveling, progression, or weapon replacements.
Imagine WoW. Grind fest, right? Now imagine WoW where you're still grinding, but without any leveling, progression, or weapon replacements.
I think the one thing missing from this discussion is the recollection that the 'moths are not easy ships to acquire *as new players*. Working your way up to a 'moth is a major progression. You accomplish it with...the 'taurs and the Marauders.
I do agree that the utility of the Marauder, esp. the faction versions, is limited -- but not in comparison to the 'moth -- in comparison to the power of the Centaur variants. Beginning players working their way up to the 'moths are the ones using these ships with lesser cargo capacity. They're not likely to get to the Marauder variants until they've already qualified for the 'moth because they haven't been going for Axia or Valent Admire status. Fixing this does not, however, imply making the 'moth less available. I do admit, however, that limiting 'moth availability to TPG and UIT stations would be sensible -- with the exception of the Aeolus at their respective stations and mining 'moths at most mining stations.
Once a player has invested a certain amount of time in VO, and any 'moth represents considerable time, do we really want to change things and say "No, you can't use this ship anymore because you're not POS!" As it is, I'm not looking forward to having to decide between Valkyrie or Prometheus when I have to decide which faction to like more. Being able to work both factions is why I'm UIT, right? Perspective on these issues can be difficult to obtain, however, if we always look at it from our view as double digit licensees in every category.
I do agree that the utility of the Marauder, esp. the faction versions, is limited -- but not in comparison to the 'moth -- in comparison to the power of the Centaur variants. Beginning players working their way up to the 'moths are the ones using these ships with lesser cargo capacity. They're not likely to get to the Marauder variants until they've already qualified for the 'moth because they haven't been going for Axia or Valent Admire status. Fixing this does not, however, imply making the 'moth less available. I do admit, however, that limiting 'moth availability to TPG and UIT stations would be sensible -- with the exception of the Aeolus at their respective stations and mining 'moths at most mining stations.
Once a player has invested a certain amount of time in VO, and any 'moth represents considerable time, do we really want to change things and say "No, you can't use this ship anymore because you're not POS!" As it is, I'm not looking forward to having to decide between Valkyrie or Prometheus when I have to decide which faction to like more. Being able to work both factions is why I'm UIT, right? Perspective on these issues can be difficult to obtain, however, if we always look at it from our view as double digit licensees in every category.
I do admit, however, that limiting 'moth availability to TPG and UIT stations would be sensible -- with the exception of the Aeolus at their respective stations and mining 'moths at most mining stations.
At the very least, THIS.
At the very least, THIS.
"As it is, I'm not looking forward to having to decide between Valkyrie or Prometheus when I have to decide which faction to like more. Being able to work both factions is why I'm UIT, right?"
Yes, but not having tri-pos and being able to fly crazy valkproms everywhere being "lol im so cool cuz i can have everything."
Really, though, neither nation would truly trust you unless you were a sworn enemy of their enemy. Your UIT because your neutral, not privileged. If you want a specific ship, then you'd have to drop a faction to get it.
At least, that's how it'll be when that damm faction redux roles around. :l
Yes, but not having tri-pos and being able to fly crazy valkproms everywhere being "lol im so cool cuz i can have everything."
Really, though, neither nation would truly trust you unless you were a sworn enemy of their enemy. Your UIT because your neutral, not privileged. If you want a specific ship, then you'd have to drop a faction to get it.
At least, that's how it'll be when that damm faction redux roles around. :l
so, all of you who bumped this thread know that a more limited access to moths means that there will be fewer convoys with moths in them and that there will be fewer players willing to fly moths into gray. this also mean that people trying to pie-rat for a living will make less money, given that most of the bumps I've seen are from people I encourage you to consider what this means for your finances.
from what I have read thus far, it seems like many of the claims that this will 'fix' the economy are misguided, in that the underlying system is set up so that the value of a given good is determined by how long it has been sence someone has sold that item to a station. changing who has access to which ships does not change this.
A pair of related points regarding new players and the ease of trade: the first point is that if access to trade ships is limited in a way that keeps new players from getting them, then there will be fewer new traders and therefor fewer targets for pirates. Secondly, I am not sure how some of you came to the conclusion that trading is 'too easy', mostly because there are very few traders in the VO player base. I stands to reason that if trade was easy or 'too easy' more people would do it. perhaps one of you fine denizens could explain this paradox for me?
my last post has to do with a point in the original post, namely that the maud is underpowered and that the devs are 'never going to do anything with containers anyway'. It seems to me that the first issue could be solved by lowering the maud's licence requirement to 4, the same as a taur, and adding a 'cargo expansion' port to the rear of the maud that would increase the amount of cargo space available by 10~100cus in increments of 10cus with a trade licence requirement of 2 per 10cus of cargo added and a weight increase of 100kg per Cu. this would make the maud compete better with its main competitor the taur as well as make for a very flexible trade platform.
from what I have read thus far, it seems like many of the claims that this will 'fix' the economy are misguided, in that the underlying system is set up so that the value of a given good is determined by how long it has been sence someone has sold that item to a station. changing who has access to which ships does not change this.
A pair of related points regarding new players and the ease of trade: the first point is that if access to trade ships is limited in a way that keeps new players from getting them, then there will be fewer new traders and therefor fewer targets for pirates. Secondly, I am not sure how some of you came to the conclusion that trading is 'too easy', mostly because there are very few traders in the VO player base. I stands to reason that if trade was easy or 'too easy' more people would do it. perhaps one of you fine denizens could explain this paradox for me?
my last post has to do with a point in the original post, namely that the maud is underpowered and that the devs are 'never going to do anything with containers anyway'. It seems to me that the first issue could be solved by lowering the maud's licence requirement to 4, the same as a taur, and adding a 'cargo expansion' port to the rear of the maud that would increase the amount of cargo space available by 10~100cus in increments of 10cus with a trade licence requirement of 2 per 10cus of cargo added and a weight increase of 100kg per Cu. this would make the maud compete better with its main competitor the taur as well as make for a very flexible trade platform.