Forums » Suggestions
@Kabuloso
I think the 15x15 is not a problem at all. The servers don't "run" the sector in memory unless a PC enters it, and you don't really travek across these sectors as you just jump over them, so it won't make a trip take less face time / make it less boring.
I think new systems and more paths are not good ideas. Dividing the playerbase by #sectors gives the average number of people you see in a sector. Most systems have around 5 interesting sectors (2-3WH's and 2+ stations), and people are in those sectors 90% of the time. So, more systems will increase the "empty space" feeling.
Similarly, more alternative paths to get from A to B means less encounters. It is sort of nice that you can camp on a wormhole and really force some conflicts. If every two systems had 5 routes between them, it becomes too easy to avoid all conflit.
The "green wormholes" proposed above don't really have that problem as the conflict is not in the paths that you avoid anyway.
[It also opens up opportunity to treat the "backwater" parts of nation space differently, e.g. have less turret defenses, maybe some more independent stations where you can dock as an enemy, maybe more hive infestation as you get further from the main route etc., but that's a different story ]
I think the 15x15 is not a problem at all. The servers don't "run" the sector in memory unless a PC enters it, and you don't really travek across these sectors as you just jump over them, so it won't make a trip take less face time / make it less boring.
I think new systems and more paths are not good ideas. Dividing the playerbase by #sectors gives the average number of people you see in a sector. Most systems have around 5 interesting sectors (2-3WH's and 2+ stations), and people are in those sectors 90% of the time. So, more systems will increase the "empty space" feeling.
Similarly, more alternative paths to get from A to B means less encounters. It is sort of nice that you can camp on a wormhole and really force some conflicts. If every two systems had 5 routes between them, it becomes too easy to avoid all conflit.
The "green wormholes" proposed above don't really have that problem as the conflict is not in the paths that you avoid anyway.
[It also opens up opportunity to treat the "backwater" parts of nation space differently, e.g. have less turret defenses, maybe some more independent stations where you can dock as an enemy, maybe more hive infestation as you get further from the main route etc., but that's a different story ]
One thing that bothers me about this type of conflict, forced by campers, is that one part is all up to fight, and the other isn't (most of the time). It's not a good type of conflict.
Yes, it's Vendetta, the loosing part is supposed to get a fighting rig and go back there to get his revenge. But if he doesn't want to try that at that time, he will probably logout and do anything else... because there is no way to avoid the camper(s).
The way it is, things are too easy for campers. I hope that with the promised expanded universe, some big changes comes into the game to change this.
Yes, it's Vendetta, the loosing part is supposed to get a fighting rig and go back there to get his revenge. But if he doesn't want to try that at that time, he will probably logout and do anything else... because there is no way to avoid the camper(s).
The way it is, things are too easy for campers. I hope that with the promised expanded universe, some big changes comes into the game to change this.
It's not easy blockading a wormhole. Anyone with a Warthog MkII and a Fast Charge Power Cell can run a player blockade without taking a scratch. Even the NPC blockades rely on the relatively cheap mechanic of railgun-fast capital ship weapons and the predictable motion of the warp-in animation.
Camping isn't really a problem, since there's only ever one wormhole per sector and you can jump to anywhere from anywhere else in a system just by flying out 3000m. If you can't escape you're too heavy or didn't try.
Camping isn't really a problem, since there's only ever one wormhole per sector and you can jump to anywhere from anywhere else in a system just by flying out 3000m. If you can't escape you're too heavy or didn't try.
Aaaand, Vanatteveldt wins this thread
+87 million
+87 million
I'm pretty sure none of the playerbase knows exactly how the server acts when someone does something, so stop speculating on that.
I'm pretty sure none of the player base knows exactly how much other players know of the servers, so please stop speculating on that.
The devs have said on multiple occasions that it works more or less like that.
Anyway, +1 to GreenPath
1+ vanatteveldt.
Also kierky recent bug reports indicate you can't even figure out what the client code is doing, thus oh snap you're a newb!
Also kierky recent bug reports indicate you can't even figure out what the client code is doing, thus oh snap you're a newb!
A lua problem with *your* code has nothing to do with client-server interaction. Get your head out of your ass.
.... but thats exactly the point, it does.
/me waves his hand over his head quickly to symbolize how much Azurea has lost the plot
/me waves his hand over his head quickly to symbolize how much Azurea has lost the plot
I'm not sure what would be the best way to do it but I think that travel around the galaxy can get pretty dull because there aren't many alternate routes. I think several of the options discussed here are good though, at least in principle. vanatteveldt's post illustrates it nicely, it does seem like we're flying around in circles a lot of the time.
Maybe add one new wormhole to each system (that currently only has 2) and connect them to alternate star systems to create multiple routes to any location that's more than 2 wormholes apart.
Maybe add one new wormhole to each system (that currently only has 2) and connect them to alternate star systems to create multiple routes to any location that's more than 2 wormholes apart.