Forums » Suggestions
My own issues with the status system and levels (not a rant)
I just find it wierd that killing someone who is +600 drops you majorly, while killing someone who is -1000 only bumps you up a few points.
Pirates are now using this to their advantage. If you try to kill them, they just hide behind their status and you're ****ed out of that sector.
My thoughts: if someone who is loved in a sector fires first, killing him should yeild no drop in status
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The level system is messed up. That simple. People with no skills can bot forever and get valks then try and kill everyone, with tri flares, while people who dont bot are left at lower levels.
My thoughts: Botting should no longer yield points past level 4, with the exception of major targets like frigates. Killing players should yeild more points in all areas.
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Pirates are now using this to their advantage. If you try to kill them, they just hide behind their status and you're ****ed out of that sector.
My thoughts: if someone who is loved in a sector fires first, killing him should yeild no drop in status
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The level system is messed up. That simple. People with no skills can bot forever and get valks then try and kill everyone, with tri flares, while people who dont bot are left at lower levels.
My thoughts: Botting should no longer yield points past level 4, with the exception of major targets like frigates. Killing players should yeild more points in all areas.
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No. This forces a style of play on me that I don't choose to participate in. Why should I be forced into player killing to rise in levels to recieve necessary equipment to make trading more effiecent or safer? "Space Quake" just doesn't hold any allure for me.
>My thoughts: Botting should no longer yield points past level 4, with the exception of major targets like frigates. Killing players should yeild more points in all areas.
Well, the system is already kind of set up in a way; that killing low-lvl bots doesn't really work once you get to the higer levels, because you need so many skill points. So you'd end up killing higher level bots anyway. (you aren't really skill-less if you can kill A3s in a med/med vulture..) Also, killing players should be an option; not a requirement (imho). What I do think tough is that killing players who are wanted should give lot's of XP. This to encourage people to kill the 'bad guys' and to prevent too many people from switching to the 'dark side' - only the skilled and/or stupid would become a pirate, not every 1337 valkj0ck.
> My thoughts: if someone who is loved in a sector fires first, killing him should yeild no drop in status
Maybe more like, anybody with a positive score; instead of just 'loved'. Killing anybody with a negative score should give you a increase depending on how much the person is loved/hated etc.
Well, the system is already kind of set up in a way; that killing low-lvl bots doesn't really work once you get to the higer levels, because you need so many skill points. So you'd end up killing higher level bots anyway. (you aren't really skill-less if you can kill A3s in a med/med vulture..) Also, killing players should be an option; not a requirement (imho). What I do think tough is that killing players who are wanted should give lot's of XP. This to encourage people to kill the 'bad guys' and to prevent too many people from switching to the 'dark side' - only the skilled and/or stupid would become a pirate, not every 1337 valkj0ck.
> My thoughts: if someone who is loved in a sector fires first, killing him should yeild no drop in status
Maybe more like, anybody with a positive score; instead of just 'loved'. Killing anybody with a negative score should give you a increase depending on how much the person is loved/hated etc.
First comment:
For the umpteenth billion time the faction system is in an extreme state of "NOT DONE" in fact it really doesn't look anything like what the devs are going to put in. They have said that there will be no "Shoot first" clause since it would always be exploitable in some way that devs/testers wouldn't think of. (In you example of whoever shoots first does that mean if I fly in front of your shots at a bot I can grief you with impunity while you'll be locked out if you fight back?) This feature is just so completely unimplemented that it's really not worth making suggestions on, or complaints about until we see what the actual implementation looks like.
Second comment:
I agree with you, except I would change one thing. Make the PvP XP mission based (which the devs are planning on implementing) that way you don't just get levels by type killing, griefing, etc but instead you get XP from fighting other people who are on the reverse side of the same mission as you. This will reward skill instead of underhanded excessive PKing.
Sheean,
Killing A3's in a med/med energy vult (with homers or flares not really) does take some skill (assuming you don't use the fact that they can't find you hiding in the station area) but killing them in a med/med hog doesn't.
Paedric,
I agree with you that you shouldn't have to do PvP to get good trade stuff... but you shouldn't have to kill lots of bots either. The solution to this isn't to make it easy to get lots of combat levels for people who aren't good at anything but trading. The solution is to make it so that people can get good trade outfits. For example there could be a battery that had the same charge rate as the FC, but only held a max of somewhere between 10 and 50 energy. This would make it fairly useless with any engine except the efficient, as well as making it completely useless for any energy weapons, but for a trader it would still be useful. Also there could be a efficient II engine at say lvl 12 trade which had a turbo speed of 160-170. This way traders could get good ships (still no mauds) and engines/bats for trading without getting combat bonuses.
For the umpteenth billion time the faction system is in an extreme state of "NOT DONE" in fact it really doesn't look anything like what the devs are going to put in. They have said that there will be no "Shoot first" clause since it would always be exploitable in some way that devs/testers wouldn't think of. (In you example of whoever shoots first does that mean if I fly in front of your shots at a bot I can grief you with impunity while you'll be locked out if you fight back?) This feature is just so completely unimplemented that it's really not worth making suggestions on, or complaints about until we see what the actual implementation looks like.
Second comment:
I agree with you, except I would change one thing. Make the PvP XP mission based (which the devs are planning on implementing) that way you don't just get levels by type killing, griefing, etc but instead you get XP from fighting other people who are on the reverse side of the same mission as you. This will reward skill instead of underhanded excessive PKing.
Sheean,
Killing A3's in a med/med energy vult (with homers or flares not really) does take some skill (assuming you don't use the fact that they can't find you hiding in the station area) but killing them in a med/med hog doesn't.
Paedric,
I agree with you that you shouldn't have to do PvP to get good trade stuff... but you shouldn't have to kill lots of bots either. The solution to this isn't to make it easy to get lots of combat levels for people who aren't good at anything but trading. The solution is to make it so that people can get good trade outfits. For example there could be a battery that had the same charge rate as the FC, but only held a max of somewhere between 10 and 50 energy. This would make it fairly useless with any engine except the efficient, as well as making it completely useless for any energy weapons, but for a trader it would still be useful. Also there could be a efficient II engine at say lvl 12 trade which had a turbo speed of 160-170. This way traders could get good ships (still no mauds) and engines/bats for trading without getting combat bonuses.
Agreed, Eldrad. Everything, at this point, is just "functional"...and that is about all. By all means, make suggestions as to how things should be balanced out but don't expect anything to be implemented until the upgrades that are planned "SOON".
When we get the word from the DEVs that the faction system is in place as it is intended to remain, then, we can poke holes in it.
In the mean-time, ACES, please pick on someone your own levels. :-)
When we get the word from the DEVs that the faction system is in place as it is intended to remain, then, we can poke holes in it.
In the mean-time, ACES, please pick on someone your own levels. :-)
>Killing A3's in a med/med energy vult (with homers or flares not really) does take some skill (assuming you don't use the fact that they can't find you hiding in the station area) but killing them in a med/med hog doesn't.
Why doesn't it take skill to kill A3's in a hog? I thought it took more skill; I think it's more time consuming too. plasma cannon doesn't get you incredibly far. *promotes vulture*
Why doesn't it take skill to kill A3's in a hog? I thought it took more skill; I think it's more time consuming too. plasma cannon doesn't get you incredibly far. *promotes vulture*
"Why doesn't it take skill to kill A3's in a hog?"
-A gemini to stop them and jack to finish them off is all it takes. Personally, I find the Defenders to be the toughest bots simply because they take soooo long to kill that I get bored and don't notice the assault bot sneaking up behind me.
-A gemini to stop them and jack to finish them off is all it takes. Personally, I find the Defenders to be the toughest bots simply because they take soooo long to kill that I get bored and don't notice the assault bot sneaking up behind me.
[moved to suggestions]