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Capital Ships, Money sinks and player population rejuvenation, oh my!

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Feb 07, 2022 aaronund link
It is probably the least popular suggestion in VO and so it deserves a decent sales pitch that amounts to more than simple time envy or laziness. Making capital ships purchasable is, to many veteran players, an unpopular suggestion that is routinely brought up by new players who are not ready for the grind. A grind that I do not really necessarily want to disappear for many reasons. The manufacturing grind for the Goliath and Trident Type M is final goal of VO at the moment. These ships should be intimidating, profitable and hard to obtain, they should offer a clear advantage over sub-capital players and should never be trivialized into irrelevancy,

But as it is at the moment the fact that capital ships are farmed and not purchased removes an opportunity for a good VO money sink. The insurance ensures that these ships, and their innate value is never removed from play. But it is frankly too late to turn the Trident Type M and Goliath into those money sinks, they are farmed by players which generates wealth from nothing, and then purchased by other players who then devalue credits even more by being able to farm more efficiently. This cannot be changed, people have worked too hard on these capital ships that any change would be immensely unpopular.

And so I would put these small suggestions to the community and to the developers. Make the Trident Light Frigate and the TPG Goliath purchasable but not the Trident Type M or the Millanar Goliath. Let me elaborate. The Trident Type M is built from hive components and raw resources so that one can commission a capital class ship without permission from any of the three superpowers. Same goes with Milanar Goliath. However, the Trident Light Frigate and TPG Goliath can and should be purchasable with some obvious drawbacks. Allow me to present the stats for these new ships.

TPG Goliath - License 9/9/9/9/9
Armour: 48000. Shield: 28800. Cargo: 580 cu. Weapons: 1 Large and 3 Turret Ports. Mass: 2350000. Thrust: 15000n Max Speed: 40m/s. Spin Torque: 6000n. Turbo speed: 135m/s. Turbo Energy: 45/s. Turbo Thrust: 18000n. Grid: 55.

Trident Light Frigate - License 10/10/10/10/10
Armour: 800000. Shield: 32000. Cargo: 760cu. Weapons: 1 Large and 4 Turret Ports. Mass: 3000000. Thrust: 10000n. Max Speed: 40m/s. Spin Torque: 6000n. Turbo Speed: 135m/s. Turbo Energy: 45s.Turbo Thrust: 20000n. Grid: 125.

These purchasable variants have reduced armour and shields, by 20%, reduced cargo, by 6.7% and are 5m/s slower at max turbo than than the pre-existing variants. Allowing players who put in the hard work achieving VO's end game goal a clear advantage in combat, mining and trading. Furthermore.

In terms of access and cost. The TPG Goliath should be purchasable for 500,000,000cr, One-Hundred Million Credits minimum, should be uninsured and should come with an additional cost that its Millanar cousin does not. Crewing costs. The logic behind the TPG Goliath having crewing costs and the Milanar Variant not is simple, the Millanar variant is manufactured using semi-sentient drone parts, suggesting a degree of automation. Crewing costs for the TPG Goliath, Trident Light Frigate and any other future capital ship can be worked out simply by using the “souls” from Deneb as indication of how much crew a ship of that size would have. In the case of Trident Light Frigate the number of crew aboard would be twenty. And a reasonable weekly wage, I believe, would be 50,000cr. Fifty-Thousand Credits. Based on that assumption and guess work on my part the TPG Goliath would have at a minimum a crew of twelve. Working out at 1,000,000cr weekly for the Trident Light Frigate and 600,000 weekly for the TPG Goliath. These crewing costs should stack up to and stop at the total cost of the ship. Inability to pay would cause your ship to be seized whenever you next dock at a station.

The Trident Light Frigate should be purchasable for 500,000,000cr. Five-Hundred Million Credits. Also uninsured and as above (So below) require weekly crewing costs.

The TPG Goliath should be purchasable only from a nations capital. It should require the highest possible standing with that nation. Purchasing from Odia M-14 should be possible but only if said player is KOS with all three nations.

The Trident Light Frigate should be purchasable only from that nations capital. Should require the highest possible standing with that nation and as with the TPG Goliath should require KOS status with all three superpowers in order to be purchased in Odia M-14. An additional barrier for entry should be participation in that nations military for Serco and Itani. After all the Trident Light Frigate is indeed a military vessel. For UIT neutrality should be a requirement alongside POS status with both UIT and TPG.

I have so much more to write but this is already too long. Thank for reading. Many apologies,
Feb 07, 2022 biretak link
make them a little slower and weaker and purchase in USD, I'd love hunting them. otherwise, -1 edted to add -1 for not posting more concise suggestion.
Feb 07, 2022 Anewold link
tbh even with me having both i like this idea, say 30mil for a dent and 15mil for a goli, own faction u need +1000, odia only if kos all 3 factions.
half the shield regen of current player capships and keep rest of the stats same.
lvls same as above. many potential events like a capship war would be nice. make em for better versions like a type m, rename current goli to goli type m. also maybe cuz of being a credit capship have paid refils/repairs.
maybe some tweaks that could occur just after but it means people can acfually try out a capship in a weaker form before commiting to making.

and before anyine goes well its a end game thing. some people just dont want to manu capships so it offers way more potential to those people. instead of goin, well done 3 pews time to log or just sit on vo relay.

it also could help a lot later developments as more people would have access to capships of some sort and be able to see things that expand on capship content. people are not gona want to grind a goli or dent manu without seeing what they can do and offer with future missions. otherwise it ends up people just goin can i borrow your capship for r/r and the owner just sits afk.

granted this is just top of my head thoughts on the spot and there is probably gaps in my thought but i assume people here would point things out. Also making capships a pay to use is a bad idea, but weaker capship credit sinkholes good. tho i dont think costs should be too high as its uninsured so 30mil for each weaker dent and 15mil for each weaker goli. also one small note u could just call these weaker ones a Trident Prototype and Goliath Prototype.

so a +1 from me
Feb 07, 2022 dethtag link
Hmmmmmm, I'm on the fence on this, but leaning, towards this should be implemented. I'm speaking from the view point where I built a Goliath and am tired of hearing other players complain that I have a capital ship. I worked for it, and for them to say capships are useless is not accurate. And all the vets who look upon this and say this is a bad thing, then what is your solution? Do you have a solution? And what would your suggestion be? With that said I'll +1 this mostly because building my Goliath was a achievement for me I'd like to see more players with capships. Maybe PvP will get more interesting as well.
Feb 07, 2022 IonicPaulTheSecond link
+1, but I’d probably lower the purchase cost slightly and up the running costs significantly.

A big negative I see to this that I may have missed in your post is this: capships beget capships. By renting one out, you can build one a hell of a lot easier, even as a solo player, thus having somewhat “bought” a permanent capship. On the other hand, players this very moment are shelling out more for kits, so I’m not fully opposed on these grounds. Though it is a big reason I see for upping the running costs. If you have to pay 10-30 million a week, it suddenly gets a lot harder to rush down a capship build unless you have some serious bank (in which case you probably could have bought a kit anyway) or unless you work really, really hard (thus offsetting a good deal of the advantage gained, at least as far as manufacturing is concerned).

Lowering the purchase cost also would let some enterprising new players pay for a trial of sorts for their capships without truly allowing them to run away with it. Just another aspect I was thinking about.
Feb 07, 2022 We all float link
If i was to +1 this at all (BIG IF) then the build requirements for manu'd capships components would have to revert back to their original 2011 versions.

And the purchased ones can't have shields. Or be undocked from.
Feb 07, 2022 death456 link
VO ships should never be purchasable for $$$ biretak That makes the entire grind meaningless.

I appreciated the idea for more credit sinks in VO. I really don't have a stance on it until the devs announce more. It's a big balancing act.
Feb 07, 2022 womble link
An interesting idea. I like the differentiation between effectively "up-front work" to get a capship (the grind of manufacturing it) for essentially free operation, vs the lower initial work to get the cash to buy one, but you've got to keep working for the cash to keep it. In that vein, I disagree with the part about "These crewing costs should stack up to and stop at the total cost of the ship"; as long as you're operating the ship, you should still have to pay for the crew.

I could quibble around the edges with the exact values you've proposed, but I'd be guessing wildly to try and put different numbers on them. I expect it'll take a few iterations in the game to get to sensible numbers.

One thing your suggestion has done is prompted me to write up my own capship-related money sink idea: weekly insurance payments (https://www.vendetta-online.com/x/msgboard/3/37819). I do think the two ideas are mutually exclusive, though.
Having to pay weekly for a capship that you've manu'd is a bit of an imposition if you could instead have skipped the manu and just pay weekly for a slightly different capship instead. I wouldn't be heartbroken if this idea got implemented instead of weekly insurance; I mostly wrote mine up now to provide another alternative for people to mull over.
Feb 07, 2022 Sid123 link
Very good idea. Purchasable cappies, but with less power. I actually propose an even more drastic nerf in the purchasable cappies stats. So they cannot compete on any grounds with manu'd cappies, but give people a decent capship experience. And increase the running costs. 50,000cr is peanuts. I can make that in an in system trade with a plain moth. And higher licence levels. Our licences get more or less irrelevant after 9 or trade 13 in some of the factional Maud variants or heavy 10 in the case of skyprom. Make the lics for the purchasable goli 12 on all, and for the dent 15 or 17.
Feb 07, 2022 womble link
> increase the running costs. 50,000cr is peanuts

It's worth noting that that figure was a "per-crewmember" number; it's multiplied by the number of crew required for the ship. So a dent, with "20 souls" on board (cf. Deneb) costs 20*50k => 1M/week to pay the crew.
Feb 07, 2022 Sid123 link
Oh yeah...didn't see that one. But still, 1m a week is too low IMO I mean with overstuffing it can carry what 1200 cu of cargo? That's about 3 mil on one good trade. And you could do many such trades. In one hour of trading with an XC I can make about 3-5 mil atleast.

In a recent hauling deal I did, I made 15mil hauling 4500 Silksteel from Verasi to Pel C12. That's a pay of 3333c per cu. If you remove the Silksteel cost it's about 3k per cu. Now this I could do with a dent in 4 trips with overstuffing, and 6 trips without. Easy money. Increase pay to 100-200k per crew member. And the ability to hire less than optimal crew, but accordingly suffer lack of functionality or control.
Feb 07, 2022 womble link
Well, it comes down to how much time you want capship owners to have to put in in order to simply fly their ships. Bear in mind that the time required to earn your weekly payment is more than just the time involved in making the trade; you've also got to know where the good trades are, and go and do the trades from wherever you're actually having fun. Also, as these capships won't be insured, there's the ever-present risk of losing them and having to pay the full cost of replacement in the event they lose it. That's actually one of the parts of the proposal I have the most concern with, actually; since they're so much money to replace, they won't be risked very often, which makes them less interesting than ships that are less expensive to replace.

As I mentioned in my other thread (about weekly insurance payments), the devs will have the data to be able to answer the question "what is a decent amount of money to charge someone for running a capship?", so I'm not particularly keen on trying to make educated guesses as to amounts, because I'm extremely uneducated on the subject.
Feb 08, 2022 haxmeister link
most people with a full time job and only a healthy amount of play time will not want to grind out a capship.. and will not want to grind out 750mil to pay someone else. I like the heart of the suggestion but I don't like the parameters because they are based on a number of old players that literally play several hours every day. This is not normal or healthy or realistic for a potentially larger player base. In it's current state the game inadvertently promotes the purchase of capships using real currency.

Rather than just be critical.. I would suggest that the amount of credits/time for a capship is just too high.. and I mean way to high for what you get. A goli can carry 4 XCs and it has a sheild. Why should it cost 750mil for a goli kit?.. because of the grind time, and that is evidence the grind is too long by a long shot. A goli should cost about 6 times the price of an XC and no insurance. That would put it on scale with the cost of other items in the game and create a money sink in proper scale. The same methodology could go towards pricing the trident and any subsequent capships. They are waaaaay over valued due to requiring waaaay to much time investment for the results.... "end game" content should not be "I got the biggest ship you can get".

So I would endorse the idea of player purchasable capships or components but with the qualifier that cost and grind required currently is economy breaking for the game and always has been.
Feb 08, 2022 krazyxcdriver link
having either built or assisted in building multiple cap ships and consequently burning out on VO multiple time (im a sucker for punishment it seems) i +1 this suggestion and Haxmeisters as well tho i think making it 100 million a bit much for the Goliath due to the fact that outside of rare drops like the data agg and the samo the average goli build can be completed with a investment of about 100mil credits 200 mil at most. the only thing i might add to this is make a maximum number of each ship type you can purchase so do it via a mission or some-such. that way people don't just forget all about manufacturing thier own as that is as others have said basically the end game.
Otherwise +1
Feb 08, 2022 aaronund link
I'm actually very happy with the response to this suggestion. There appears to be two main "camps" those who would prefer the purchasable capital ships to be cheaper and those who wish for them to be weaker. I'll write a response soon for now I'm banning myself from the suggestion forum before I spend more time here then in-game.
Feb 08, 2022 haxmeister link
adding functional and also license modularity could give depth to a capship build and make it not only more approachable but still continue to reward endgame content to older players. Right now the margin of difference in price and time between the last normal ship a person can buy vs the first or smallest capship is just too massive as I've suggested before. In terms of modularity, perhaps a capship could be purchasable but all additions including the sheild must be manufactured. So maybe you can buy a goliath at a reasonable price.. sbut it has no sheild or useable weapon/turret ports. Then a player could get a large capacity craft which is exciting (even getting the XC felt like quite an accomplishment back when I was new). .. but then you can use that ship at great risk to manufacture/enable one turret at a time, or the shield or any number of features the goli and dent already have. Tie these also to license requirements for each item, and then you have a stable steady grind with rewards leading up to a maximally functional capship instead of a grind that has no reward for months before finally recieving a capship that is done.

1. barebones cap ship(no sheild or turrets or ports) at significantly lowered cost comparable to size/price ratio of other ships
1a. tied to license levels
1b. no insurance
2. Modularity of features (shield, turrets, ports) these things must be enabled by licenses or purchase.. then the license or price of something to put into those spots... (yes why not pay for a sheild as well).

does anyone else think this is crazy? I can't help drilling the point that the cost of a capship is too dramatic and doesn't fit not only into the grind pace of the rest of the game, but also doesn't fit the economy of ship purchases. This problem has had symptoms like players complaining and getting an "insurance mission".. and players sitting on large sums of money because there is essentially a cap on how much their expenditures will be, and also the burden being so insurmountable that most players are getting someone else to do the work for them.

P.S. I also really like the honesty of this discussion.. turns out the old vets all understand and agree that something should be done with this to improve the game. I have read and believe also that the other suggestions on this thread have merit and hope that perhaps incarnate could chime in and perhaps help us align our ideas with his goals and intentions.
Feb 08, 2022 Sid123 link
I really like this suggestion but I also have an alternate suggestion

Make all manufactured capships available to all players, regardless of sub. But make manu for both cappies doubly as hard for free players. For lite players, they will have easier manufacturing for goli, but for dent it'll be same as for free players. Premium players will have it easier to manu both. But here the problem is, that once the free players have manued their cappies, they and the subbed players are on equal ground in terms of cappies. And we don't want that. Subbed players should have an advantage over free players, although not enough to make it pay-to-win. So, we allow multiple cappies for subbed players. Lite subbed players can own 1 dent and up to 5 goliaths, although all of them have to be manufactured seperately. So to reach max capacity they'll be manuing a dent at 2x current difficulty, and 5 golis at current difficulty. Premium players can own up to 5 golis and 5 dents. So to reach max capacity, they manu 5 golis and 5 dents at current manu difficulty.

All cappies owned by a player have built in teleportation between them provided the current cappie and the target cappie are in the same sector. So for eg. In Anewold's case, they can jump from Pinkus Shipus to Phantasm of Pinkus, but only if both are in the same sector.

Parallelly there will also be the purchasable capship system as in the original suggestion, but with higher licences, higher operation cost and a more drastic nerf as compared to manufactured capital ships.

I know that making capital ships available to free players is a very controversial topic, since it seemingly reduces the advantages of subbing. But my personal experience has taught me, and I may be wrong, that when you see someone get more than you do, you tend to aspire for reaching that level, even if you are better off than before.
Feb 09, 2022 We all float link
Why would anyone ever sub in then?
Feb 09, 2022 Sid123 link
They would sub because subbing makes it easier to build a cappie and also gives them the ability to own multiple. And the crystal factor as well.
Feb 10, 2022 We all float link
Here is the thing. Many players in this thread are asking for a short cut around farming 3000-8000 (and change) SSS. That is all this is. And letting players buy a capship outright would need to take this sss factor into account. Otherwise those players buying this kind of capship would be, frankly, cheating.

So a hard -1 for me