Forums » Suggestions
War and Economy
Modest suggestion about the world of VO. I have seen bits and peices of this suggestion before, but I can't find anyone putting like this, so here it is.
http://www.duvally.org/vendetta/econo-suggestion.html
I made a seperate webpage 'cause its long.
Please don't flame if you don't like it, it's just a suggestion. I know it's a lot, but I thought, what the hell.
I know Guild is busy, that's why I included a one paragraph summary. :/
I updated some stuff at the end, too. :)
http://www.duvally.org/vendetta/econo-suggestion.html
I made a seperate webpage 'cause its long.
Please don't flame if you don't like it, it's just a suggestion. I know it's a lot, but I thought, what the hell.
I know Guild is busy, that's why I included a one paragraph summary. :/
I updated some stuff at the end, too. :)
I updated examples. Hope it makes more sense.
Some good thoughts Wubby. I read the whole thing, I don't think it would be too long to post here. Permit me a little constructive criticism:
A little too easy to take over stations imo. You could wake up one morning and the whole universe would have gone to Serco, or Itani. Taking over a station should be *hard* and should take a *long time.* I'm talking on the order of months, and hundreds of successful missions:
http://www.vendetta-online.com/x/msgboard/3/6352
It's all about finding a balance between status quo and dynamics in a persistent universe. You don't want things to be too static otherwise it's boring, but you don't want things to be too dynamic because it brings up a host of problems in a persistent universe (including the fact that anything you may accomplish will be gone in a day. Just look at planetside or shadowbane).
A little too easy to take over stations imo. You could wake up one morning and the whole universe would have gone to Serco, or Itani. Taking over a station should be *hard* and should take a *long time.* I'm talking on the order of months, and hundreds of successful missions:
http://www.vendetta-online.com/x/msgboard/3/6352
It's all about finding a balance between status quo and dynamics in a persistent universe. You don't want things to be too static otherwise it's boring, but you don't want things to be too dynamic because it brings up a host of problems in a persistent universe (including the fact that anything you may accomplish will be gone in a day. Just look at planetside or shadowbane).
I agree. That was one of the problems I envisioned. What would stop a determined group from getting together after most have logged off for the night (morning) and painting the whole map red (or blue or yellow)?
Placing it in mission context would certainly solve this, but would it take away some of the user initiative?
Your post in http://www.vendetta-online.com/x/msgboard/3/6352 is much more involved and complex (a good thing). I just think that a marriage of the missions with shifts in the economy make it a boon for the whole nation, not just the harcore players who get the huge reward for a station capture. Even the basic trade-players would want to assist in some manner, since the success of the fighters benefits them, too.
Placing it in mission context would certainly solve this, but would it take away some of the user initiative?
Your post in http://www.vendetta-online.com/x/msgboard/3/6352 is much more involved and complex (a good thing). I just think that a marriage of the missions with shifts in the economy make it a boon for the whole nation, not just the harcore players who get the huge reward for a station capture. Even the basic trade-players would want to assist in some manner, since the success of the fighters benefits them, too.
Maybe we could make it possible for transport ships to pick up "space marines" or something similar at the Barraks stations, and move them over to the contested station. The stations would also have their own garrison for defence. If enough transport ships can unload enough marines onto a station to overwhelm the defenders, then they can capture the station.