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Axelay
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Posted - 2003.06.24 02:16:00 -
[1]
It's sad that CCP forces us into slavery (piracy) by changing the rules of the game so that we are not able to redeem ourselves and walk a different path.
Sure the masses rejoice at this, but there are innocent people (such as Molly) that are now caught in the roach motel of piracy.
Personally I find it easier to remain a nasty pirate than to wait 100 days to be redeemed. Honestly the only thing I'm missing out on is mining in 1.0 space with n00bs to avoid being attacked. But really, I can just make an alt to do that.
I think they should not bother with turrets anymore, just code it so that anyone with a negative security status will immediately self destruct his ship and his escape pod the very instant he/she attemps to activate any module.
That should make everyone happy _____ m0o
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Axelay
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Posted - 2003.06.24 02:47:00 -
[2]
No.
I admined a UO server for over 4 years, so I know all sides of the debates (in general of course) related to PvP. Here is what _I_ would do if I were CCP.
1. Give a 1 week warning to all players that some rather drastic changes were being made to smooth out the issues with sec ratings and PvP and such.
2. After the week expired I would change all of the sec ratings for 'empire' space so that they formed concentic rings of security from the center of the empire outward. The sec status would start at 1.0 and dwindle in .1 gradually as you approached the edges of the empire space. I would have lower sec areas in between all empire regions, a kind of a nuetral zone where blockades would occur. This would make sure that new players have a steady progression in to low security areas, and still provide risk for cross empire travel. Also provide good staging grounds for RP type wars between races.
2. I would put the tough gate pirates back in. The ones that absolutely eat frigates alive.
3. I would rais the security gain for killing the top end pirate cruisers to .01 for -8 to -9.9 .02 for -7 to -8 .03 for -6 to -7 (you should get the pattern by now :))
4. I would add a 'tracking device' module to the game with 'tracking ammo' so that bounty hunters could shoot pirates with them and track them for hours/days based on the ammo and the players skills involved.
5. I would add more NPC station to the low sec areas to provide a bit more room for people to spread out, or if possible get the station platforms out there in greater amounts for players to build their own.
6. I would create an 'interstate' type system connecting regions by their capitols. This would allow for quicker travel through regions you really don't want to be in, but still keep travel long enough that you couldn't just get from one side to the other in 10 minutes.
7. Add really tough pirates for people to hunt to give people something interesting to do besides pick fights with other players.
That and a few other things, but I'm tired of listing them and no-one really gives a rip what I think anyway cuz I'm m0o :)
_____ m0o
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Axelay
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Posted - 2003.06.24 03:21:00 -
[3]
The problem with the game dynamic right now is that the 'kill zones' are poorly placed.
Pk's want high traffic areas to make sure they get the most action. "Blues" want to be safe wherever they go. This is where game design has to step in to do what is possible to make both happy.
This is the reason why I mentioned that the changes to security zones working like they do.
This places the 'kill zones' in the border regions between empires. It will have a steady flow of traffic to keep the PK happy, but be out-of-the-way enough to keep the "blues" from whining excessively.
The mean gate pirates were horrid when first implemented because at the time the security zones were totally senseless. New players had no-where to go explore that wouldn't lead them to gate death at some point. Now that the security zones are ALMOST the way they should be, it would make sense, especially if they put in the sec changes exactly as I suggested. New players would know for a fact that they are in a dangerous area if they were getting owned by NPC pirates, and it would keep the 'unworthy' out of 0.0 space. The same way the police keep us out of 1.0 space.
I have some seriously good ideas for awesome NPC setups as well that would keep even the most hardcore battleship pilots on their toes. Lemme know if any of you are interested. :)
Edited by: Axelay on 24/06/2003 03:22:22 _____ m0o
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Axelay
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Posted - 2003.06.24 03:41:00 -
[4]
Basically I think that they should set up the NPCs to act just like the NPCs in RTS games such as C&C or Warcraft etc.
Set a spawn point in the system for a pirate station, have it spawn once a day or something along those lines. (A destructible station)
Have the station spawn some mining frigates, the frigates head off and start their thing, mining 24x7. As they collect the required resources, more frigates are spawned. As the resources permit, cruisers are spawned to guard the frigates/station. Once things really get rolling they start spawning battleships etc.
The more time elapses the more fortified the system becomes.
It is important that this all be realtime. No cheating etc.
The more they build up, the GREATER the amount of rare ores are. I know that technically this flies in the face of logic, however, greater risks should bring greater rewards.
A 0.0 system that goes unchecked for a few weeks would be one helluva fight to claim from the pirates, but think of the rewards.
And a system that has not been cleared out for months.. would be quite the challenge...
:)
There would have to be caps on the number of units in space at any time, but it would be easy to store the number of ships in 'reserve' and spawn them as the ones in space are destroyed. _____ m0o
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Axelay
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Posted - 2003.06.24 03:56:00 -
[5]
Gate pirates are different than belt pirates in every system.
There is no reason to have battleships at the gates.
And yes, it would be dangerous, but I promise you that once people caught the sparkling rocks of ark glittering in the sun, they would find a way to clear the system.
And it would also be wise to put a max on the level that the pirates can grow to so that even if a system hasn't been touched in a year it will still have the same level of pirates as thouse that have been untouched for a month or so. _____ m0o
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Axelay
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Posted - 2003.06.24 04:10:00 -
[6]
The way I described it the frigates would mine. I don't think they would be using cruisers to mine because the cruisers would be fighting.
A month was just a suggestion, the amount of detail they go in to about how much is mined would be what determined the proper amount of time to say, "enough". and halt their development.
As for the rare ores, I already said that it is a bit illogical, however, the greater the risk, the greater the reward should be.
Good idea about hitting their transports and such, while they haul the ores back to the station. But I never really considered them using an indie, far to complicated to program that level of detail. I'm going with the 'simple' AI here. The NPCs are dumb enough as it is, to get them to the level I am describing would require some tweaking but it's not impractical. To get them to the level you describe would take months of coding/testing. _____ m0o
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Axelay
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Posted - 2003.06.24 04:39:00 -
[7]
Yeah, I guess there are a number of ways to make it work.
After all you are mining fake ore to put it in a fake cargo and use your fake blueprint to fake the construction of a battleship.
hehe
The details don't really matter much, it's the concept that is important.
The code-monkeys can worry about sorting out the details. _____ m0o
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Axelay
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Posted - 2003.06.24 05:55:00 -
[8]
Exactly.
The NPC pirates aren't going to attack themselves.
They have a really good faction with each other ;) _____ m0o
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Axelay
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Posted - 2003.06.24 11:18:00 -
[9]
I appreciate all of your support. I know it must be difficult to listen to someone from m0o about this. After all, we aren't the nicest bunch in the crowd. :)
But I doubt very much that the devs will read, or heed any of what is said here. I have been telling them this stuff since beta. Pann has never responded to any of my suggestions, and the boards seem to go unread.
I just wanted to show you all that we are really close to a workable system, if they would only provide the finishing touches....
My years as a shard admin also taught me that players are usually not worth paying attention to since they rarely see the 'big picture' (read: Admins are*****y self righteous bigots).
At any rate, thanks for at least giving my ideas a fair reading.
Edited by: Axelay on 24/06/2003 11:19:06 _____ m0o
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Axelay
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Posted - 2003.06.24 21:30:00 -
[10]
That would be interesting... :) _____ m0o
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Axelay
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Posted - 2003.06.24 22:38:00 -
[11]
This is not about gate camping. This is also not about accusing m0o of using containers to lag people. There are hundreds of threads to choose from if you wish to discuss those topics.
Please refrain from changing the topic of this thread. There are many people who like the ideas presented and to see it degenerate into yet another 'm0o is ebil' thread would be a shame. _____ m0o
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Axelay
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Posted - 2003.06.25 03:11:00 -
[12]
Hopefully we are back on track now.. :\ _____ m0o
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