Forums » Suggestions
Player bound items
Create a formal system for player-bound items.
Currently, we have items that are bound (un-tradeable) in the form of "liveries" and also "capital class ships". However, this isn't quite the same as this suggestion, though it could be changed to fit into this suggestion.
Benefit:
This would create a way to provide awards and rewards to individual players that can't be given away or lost and thus cannot be economically exploited.
Possibilities:
1. Awards for certain statistical accomplishments ex.. fancy mining beam for mining accomplishment
2. Awards for long-term subscribers ex.. law enforcement neutron blasters
These two examples might start a conversation about the broader idea.
Why are these two examples different from what we already have?
1. The player would not need to purchase the item again if their ship is destroyed. It would be readily available at no cost from any station because it is "bound" to the player.
2.These items are not dropped as loot when the player ship is destroyed.
3. These items are not tradeable and cannot be sold to stations.
Player-bound items are intended to be valuable and are a trophy for individual accomplishments.
Currently, we have items that are bound (un-tradeable) in the form of "liveries" and also "capital class ships". However, this isn't quite the same as this suggestion, though it could be changed to fit into this suggestion.
Benefit:
This would create a way to provide awards and rewards to individual players that can't be given away or lost and thus cannot be economically exploited.
Possibilities:
1. Awards for certain statistical accomplishments ex.. fancy mining beam for mining accomplishment
2. Awards for long-term subscribers ex.. law enforcement neutron blasters
These two examples might start a conversation about the broader idea.
Why are these two examples different from what we already have?
1. The player would not need to purchase the item again if their ship is destroyed. It would be readily available at no cost from any station because it is "bound" to the player.
2.These items are not dropped as loot when the player ship is destroyed.
3. These items are not tradeable and cannot be sold to stations.
Player-bound items are intended to be valuable and are a trophy for individual accomplishments.
"The player would not need to purchase the item again if their ship is destroyed. It would be readily available at no cost from any station because it is "bound" to the player." -- This seems like a problem balance-wise, the player would be receiving essentially free equipment and take no risk by using it. Both of which are counter to the design philosophy incarnate has mentioned.
If we exclude the idea of it being free permanent equipment, and instead look at 'what if there were equipment that were only obtainable if you've earned them?' it also seems like incarnate has opted against that since the only 'exclusive' equipment is essentially ships, all modules can be jettisoned and therefore traded between players. Though making modules that can't be jettisoned may not have been explored before.
If we exclude the idea of it being free permanent equipment, and instead look at 'what if there were equipment that were only obtainable if you've earned them?' it also seems like incarnate has opted against that since the only 'exclusive' equipment is essentially ships, all modules can be jettisoned and therefore traded between players. Though making modules that can't be jettisoned may not have been explored before.
-1.
I like the idea of black market goods we already have, its more realistic, it lets us trade them and people need to maintain good standing with the players who trade them to access them short of achieving things themselves.
Some traded items behind achievements are very very time consuming considering the minor benefit the items give in return and having them early isnt really going to make achievements all that much faster since at least half the time consumed doing work is in the finite speed of travel or your ships hold volume.. ie, adv scanner to accelerate prospector, hd beam to accelerate bhm2 and so on.
Counterintuitively, its 100% faster to rapid fire rep beams than it is to charge them so "regular" ineubis rep beams are actually better than using mk2 "mentor beams", ultras are less desirable as they increase jump time and if you need more energy for farming youd just use an ihdpc, and so on and so on.. items just arent desirable or OP enough to bother with bound. (We're struggling with reasons to even want items which could be bound.)
We have gear which is faction locked, standing locked, achievement locked, ?tech/blueprint locked (ihdpc, furies, etc).. combinations thereof, and ?finally inventory capped items such as the extreme drain.
Come to think of it, I suppose furies and squadrons are sort of bound "items", so perhaps more things like this rather than a whole new category of objects, which dont require inventory space and arent really an item at all. They are limited use and destructible. Careful consideration would need to be made in the mission creation or we just end up with even more stuff no one uses. (miner furies anyone?) heh!
History has shown we will argue over risk related to drops, even the most common items (such as a scrap of ore) in the forums and 100 let alone something good that would require that level of restriction.
Lastly, I figure if someone is going to create 1000 characters to get a stack of VNA's or Prototype Scanners they deserve them.. its way more effort than simply playing the game. (those would be examples of early game gear rewards that could have be bound)
I like the idea of black market goods we already have, its more realistic, it lets us trade them and people need to maintain good standing with the players who trade them to access them short of achieving things themselves.
Some traded items behind achievements are very very time consuming considering the minor benefit the items give in return and having them early isnt really going to make achievements all that much faster since at least half the time consumed doing work is in the finite speed of travel or your ships hold volume.. ie, adv scanner to accelerate prospector, hd beam to accelerate bhm2 and so on.
Counterintuitively, its 100% faster to rapid fire rep beams than it is to charge them so "regular" ineubis rep beams are actually better than using mk2 "mentor beams", ultras are less desirable as they increase jump time and if you need more energy for farming youd just use an ihdpc, and so on and so on.. items just arent desirable or OP enough to bother with bound. (We're struggling with reasons to even want items which could be bound.)
We have gear which is faction locked, standing locked, achievement locked, ?tech/blueprint locked (ihdpc, furies, etc).. combinations thereof, and ?finally inventory capped items such as the extreme drain.
Come to think of it, I suppose furies and squadrons are sort of bound "items", so perhaps more things like this rather than a whole new category of objects, which dont require inventory space and arent really an item at all. They are limited use and destructible. Careful consideration would need to be made in the mission creation or we just end up with even more stuff no one uses. (miner furies anyone?) heh!
History has shown we will argue over risk related to drops, even the most common items (such as a scrap of ore) in the forums and 100 let alone something good that would require that level of restriction.
Lastly, I figure if someone is going to create 1000 characters to get a stack of VNA's or Prototype Scanners they deserve them.. its way more effort than simply playing the game. (those would be examples of early game gear rewards that could have be bound)