
Lord Wing
Battlestars GoonSwarm
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Posted - 2009.11.07 13:37:00 -
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Edited by: Lord Wing on 07/11/2009 13:38:55
Originally by: CCP Soundwave
Originally by: Hertford Cosmic Anomalies (CAs) require a number of changes and improvements if CCP wishes them to become the defacto 0.0 income stream.
The Aims
- At a base level, every 0.0 system can support 10 players (See: High Sec Missions) - With better systems, and system upgrades, more and more players can be supported. (See: High Sec Missions) - At no point should a player end up with nothing to do (See: High Sec Missions) - At no point should a player be better off running High Sec Missions. - Provide a mechanism that can seamlessly replace belt ratting - Keep PvP options open and available for CAs (this is 0.0 after all)
How Many CAs?
If a system is to keep 50 players busy (See: High Sec Missions), there needs to be enough CAs for 50 players (See: High Sec Missions). CAs need to respawn the moment they are completed or timed out, in the same system (See: High Sec Missions). A CA will time out after four hours after someone warps to it, or two hours after someone shoots a rat. Completion counts as killing all the rats, or if asteroids are present, by destroying a no-bounty no-loot marker/beacon/structure.
By having a system along these lines, the system will not end up logjammed with no CAs, and people in system can continue running CAs (See: High Sec Missions)
Rating/Level/Difficulty
Every CA is rated from 1 to 10 or some other nomenclature that makes it abundantly clear what the difficulty of the CA is (See: High Sec Missions).
A bottom level CA should cater for a newbie in a frigate. A top level CA should cater a team of veterans in BS/Logistics. A mid level CA should be aimed at a single battleship using full T2 gear. There should be no hard Level 5 CAs, nor easy Level 6 CAs (See: High Sec Missions).
There is no reason why a newbie in a frigate should not be able to generate income in 0.0. In fact, this is probably the most important part. By allowing a newbie to enter a 0.0 alliance, they are immediately of value.
Scanning
When engaging the built-in ship scanner, results should be clear and automatic. If a CA is within range, you get a perfect result you can bookmark and warp to. Each result should list:
- Difficulty of the CA - Number of Players inside the CA - Estimated Completion Percent - Estimated Time-out - Any Special Attributes (asteroids, one-shot, etc)
Each of these should be explicitly and clearly displayed. No vague 'hard' or 'easy' rubbish.
Content
All NPC ships inside a CA should NOT be mission/deadspace types, but standard belt types. At a minimum, a CA could consist of a normal asteroid belt spawn. Multiple waves are possible, as is having a chance of a faction spawn at the end (and very very rarely an Officer).
Deadspace/mission rats could be used, but the CA should ensure there is loot/bounty/reward at 'the end', either from an overseer spawn, officer spawn, or overseer structure. However, this starts to interfere with plexes and exploration sites in terms of loot options.
Reward/Loot
The primary wealth of a CA should be from bounties on rats, loot from rats, and salvage from rats, just like current 0.0 belt ratting. Deadspace Plex loot should not drop from CAs, faction items should drop but at the same rate as in normal belt ratting, and officers should be just as rare. As there is no agent behind the CA offering additional ISK, as well as LP, the value needs to be firmly kept in the NPCs, hence the emphasis on using normal belt rats.
Except for replacing the NPCs, this is pretty much what we're putting in, which is being conveniently ignored in favor of angry theorycrafting. We could replace the NPCs, but at the top tier the sites seeded wil make it financially viable without changing the npcs.
vOv
no. Level 4's are created on a per-person bassis so it can support huge amounts, a static number, like 3, does not support huge numbers. |