Forums » Suggestions
Ye Olde Suggestions
First: I don't care if you already posted this 12 years ago. comment if you care to.
Idea 1: Faction: make Itan and Serco mutually exclusive as mentioned in the 1.8.205 thread by RR (or whoever it was). +10 Itan = -10 Serco and vice versa. Force a choice as to which side you play if you really want to good gear from one of the two nations.
Idea 2: Sector/Station Conquest: Seriously nerf the nation space turrets. Make every station conquerable.
Time large convoys from all over nation space to the current outermost base. Once enough of them make it, launch an NPC driven attack against the next nearest enemy-held station. Ships surviving reduce the amount of convoys needed for the next NPC attack. Of course, player-driven attacks are always options.
This does a few things: first, small PC squads, or NPC driven missions can be created to attack and divert the goods in the supply convoys (i.e. you can speed your own NPC driven attacks). Second, in creates a dynamic universe where *real territory* can be gained and lost. Third, the deal can be sweetened by setting up certain trade routes in the fringe territories that will net really awesome profits provided one or the other nation holds the right enemy stations. Fourth, it provides an opportunity for nation elements to actively gain territory from the UIT involving those nations whether they like it or not.
Idea 3: Complete shift the map. Ditch most of the Sedina loop in the map - it spreads everyone out. instead, retain a few border systems and make nation/UIT space more "gray-like" limiting the NPC strike teams to the capital systems. Retain a jump around system, though, to avoid SF going from Itan to Serco space.
This accomplishes a squishing of the available space making player interaction more inevitable. IF player base gets big enough that you really need to expand - expansion should be parallel to borders. Deep systems away from the conflict-laden borders (you know, those places that will be needing minerals for the war efforts) just let people disappear and become non-interacting bodies. Maybe that's how people want to play, sure, fine - I can respect different playing styles. It doesn't make for more interactions, though.
Idea 4: Economy fix: With increased conflict, make prices for purchase high in the border areas and very depressed in the deep systems. This provides miners/traders a way to move from inland to outland with ore and other war-effort goods. It also means that the impossible-to-get items that were stolen from enemy convoys or conquered stations can be brought back making a simple trade circuit. (i.e. ore outbound, enemy goods inbound). UIT players with neutral Serco/Itani standings can still get around with being instantly fired upon by NPCs - but that easy trade may, or may not be appreciated by the nationals - depends on the pay-off for them, I would guess.
Ok. that's it. Idea 3 is not so well thought out. Idea 1 seems completely obvious. Ideas 2+4 seem the most interesting way to make everyone (PvP'ers, traders, miners) care about the border conflicts.
Idea 1: Faction: make Itan and Serco mutually exclusive as mentioned in the 1.8.205 thread by RR (or whoever it was). +10 Itan = -10 Serco and vice versa. Force a choice as to which side you play if you really want to good gear from one of the two nations.
Idea 2: Sector/Station Conquest: Seriously nerf the nation space turrets. Make every station conquerable.
Time large convoys from all over nation space to the current outermost base. Once enough of them make it, launch an NPC driven attack against the next nearest enemy-held station. Ships surviving reduce the amount of convoys needed for the next NPC attack. Of course, player-driven attacks are always options.
This does a few things: first, small PC squads, or NPC driven missions can be created to attack and divert the goods in the supply convoys (i.e. you can speed your own NPC driven attacks). Second, in creates a dynamic universe where *real territory* can be gained and lost. Third, the deal can be sweetened by setting up certain trade routes in the fringe territories that will net really awesome profits provided one or the other nation holds the right enemy stations. Fourth, it provides an opportunity for nation elements to actively gain territory from the UIT involving those nations whether they like it or not.
Idea 3: Complete shift the map. Ditch most of the Sedina loop in the map - it spreads everyone out. instead, retain a few border systems and make nation/UIT space more "gray-like" limiting the NPC strike teams to the capital systems. Retain a jump around system, though, to avoid SF going from Itan to Serco space.
This accomplishes a squishing of the available space making player interaction more inevitable. IF player base gets big enough that you really need to expand - expansion should be parallel to borders. Deep systems away from the conflict-laden borders (you know, those places that will be needing minerals for the war efforts) just let people disappear and become non-interacting bodies. Maybe that's how people want to play, sure, fine - I can respect different playing styles. It doesn't make for more interactions, though.
Idea 4: Economy fix: With increased conflict, make prices for purchase high in the border areas and very depressed in the deep systems. This provides miners/traders a way to move from inland to outland with ore and other war-effort goods. It also means that the impossible-to-get items that were stolen from enemy convoys or conquered stations can be brought back making a simple trade circuit. (i.e. ore outbound, enemy goods inbound). UIT players with neutral Serco/Itani standings can still get around with being instantly fired upon by NPCs - but that easy trade may, or may not be appreciated by the nationals - depends on the pay-off for them, I would guess.
Ok. that's it. Idea 3 is not so well thought out. Idea 1 seems completely obvious. Ideas 2+4 seem the most interesting way to make everyone (PvP'ers, traders, miners) care about the border conflicts.
interesting suggestions:
1. Factions:
3Pos is Obvious. But I'd allow UIT players to have better standing with BOTH nations, like <300 with both, while Serco/Itani must sum up 0 with both. Thus, best case for UIT is become admired with both, while Serco/Itani can be neutral with both. 2PoS remain possible when one is UIT.
Also, standing penalties should consider who shot first. Respond fire should have a very small penalty, while 1st hit results in fulll penalty. The "1st blood" rule should only apply to "quiet" sectors, i.e., when there is a furball/fight going on this rule should be temporarily suspended. One single player shooting does not break "quiet" state.
And we definitly need a 4th faction, no matter the name. Simply to group up pirates, traitors and other baddies for the game engine. They can remain serco/itani/uit in (k)stats, but IFF and chat must paint them as foe. (I will create a topic for this one).
2. Not that much. Make Deneb stations conquerable, maybe Eo and GR also.
No small group of pilots should be able to conquer a "City in Space" backed up by a formal nation. That nation can deploy a military Fleet very quickly, so, Nations' stations should react very heavily against any attack. Maybe grayspace stations could be conquered for brief time, then hours late the former owner faction should deploy a massive NPC fleet and take it back.
3. Already proposed in many places. Best option for me is a [url=http://www.vendetta-online.com/x/msgboard/3/25458?page=2#313535]Deneb-Grayspace shortcut. preferably Deneb-New.System-Sedina. Make easy transition from Deneb war to grayspace, increase activity on both. Now is too boring to leave Sedina B-8 and join Deneb War. Even more for Itani...
4. IF what you are proposing is a sort of seriously upgrade CtC into real War Logistics Supply. I really like the idea, lots of heavy voys hauling ore and basic components from UIT and gray into nations border systems, then large convoys of military supplies leave those stations into GR/Deneb.
Example: (gray)--ion cores->-(nation factories)--blasters->-(GR/Deneb)
1. Factions:
3Pos is Obvious. But I'd allow UIT players to have better standing with BOTH nations, like <300 with both, while Serco/Itani must sum up 0 with both. Thus, best case for UIT is become admired with both, while Serco/Itani can be neutral with both. 2PoS remain possible when one is UIT.
Also, standing penalties should consider who shot first. Respond fire should have a very small penalty, while 1st hit results in fulll penalty. The "1st blood" rule should only apply to "quiet" sectors, i.e., when there is a furball/fight going on this rule should be temporarily suspended. One single player shooting does not break "quiet" state.
And we definitly need a 4th faction, no matter the name. Simply to group up pirates, traitors and other baddies for the game engine. They can remain serco/itani/uit in (k)stats, but IFF and chat must paint them as foe. (I will create a topic for this one).
2. Not that much. Make Deneb stations conquerable, maybe Eo and GR also.
No small group of pilots should be able to conquer a "City in Space" backed up by a formal nation. That nation can deploy a military Fleet very quickly, so, Nations' stations should react very heavily against any attack. Maybe grayspace stations could be conquered for brief time, then hours late the former owner faction should deploy a massive NPC fleet and take it back.
3. Already proposed in many places. Best option for me is a [url=http://www.vendetta-online.com/x/msgboard/3/25458?page=2#313535]Deneb-Grayspace shortcut. preferably Deneb-New.System-Sedina. Make easy transition from Deneb war to grayspace, increase activity on both. Now is too boring to leave Sedina B-8 and join Deneb War. Even more for Itani...
4. IF what you are proposing is a sort of seriously upgrade CtC into real War Logistics Supply. I really like the idea, lots of heavy voys hauling ore and basic components from UIT and gray into nations border systems, then large convoys of military supplies leave those stations into GR/Deneb.
Example: (gray)--ion cores->-(nation factories)--blasters->-(GR/Deneb)
Once more into the breach...
+1000. Again
And keep it simple, no "mutual serco/Itani admire for UIT". +300 Itani means -300 Serco. Period.
And yeah, I've been uniPOS for years and I still want this badly. And maybe,you know...now-ish and not in 8 years?
Ricker
+1000. Again
And keep it simple, no "mutual serco/Itani admire for UIT". +300 Itani means -300 Serco. Period.
And yeah, I've been uniPOS for years and I still want this badly. And maybe,you know...now-ish and not in 8 years?
Ricker
Shut up Alloh. +1 to everything else.
I actually favor only allowing POS in your native Nation faction and set up a rock paper scissors relation among the sub factions so a POS in one faction will result in a KOS with 2 others.
The paper scisssors stone thing is probably the holy grail, as it would open up a whole world of corporate warfare shenanigans, but the itani-serco thing should be doable here and now.
And if a few things stop working because they demand high red and blue faction, they were never meant to work anyway,so good riddance.
<alloh>And if we might perhaps avoid the crutch of a pirated "'Corvus Prom" or "Corvus Valk" that would be a really pleasant surprise</alloh>
And if a few things stop working because they demand high red and blue faction, they were never meant to work anyway,so good riddance.
<alloh>And if we might perhaps avoid the crutch of a pirated "'Corvus Prom" or "Corvus Valk" that would be a really pleasant surprise</alloh>
The Rock Paper Scissors bit isn't really that hard to implement, providing the relationships between the entities remains constant. (this could be as simple as a standing multiplier for each faction in relation to the others. VegaStrike does this pretty nicely) Such a system would leave open story type missions which would allow for the wrecking or repairing of relations between factions, as well as some high level strategic AI which could direct some fleet actions and make other missions available.