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menacemyth
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Posted - 2010.05.17 08:16:00 -
[1]
I understand that most people think PI will be about whoever clicks the most wins. I also believe I understand why CCP has made it that way. They want to make it like they envisioned it, players who better manage their planets reap rewards for it. So they've made resources move and made maintenance necessary. But so far, it's more like the player who manages their planet more reaps rewards for it.
But honestly that makes gameplay kind of flat. You know, blah. The market aspect might be interesting, but maintaining PI operations will eventually be very tedious.
We need some creative thinking on the part of you guys at CCP. It's so true this is like a minigame. I recommend approaching it that way.
So I'd like to propose adding Events to the mix. Random events that add some complexity and allow it to be more simple otherwise. Realistically, just how complex could resource gathering get? And wouldn't a prudent engineer make it simple?
I'm not saying this should necessarily stop tyrannis, but throwing some gameplay dynamics found in Total War or Civilization(which both gather resources and build) would definately make it more challenging, and perhaps help generate ideas about how Eve and dust54 will interact.
Just an idea, but I thought I would propose it earlier rather than later.
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Murnock Loran
Caldari School of Applied Knowledge
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Posted - 2010.05.17 10:50:00 -
[2]
Originally by: menacemyth ...
So I'd like to propose adding Events to the mix. Random events that add some complexity and allow it to be more simple otherwise.
...
While watching the patch tool lately, you might have noticed the files
resDX9PlanetsThunderstorm.stuff
resDX9PlanetsSandstorm.stuff
It makes you wonder. Perhaps one day when you log in, you will notice that your command center was hit by a sandstrom 
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Catari Taga
Centre Of Attention Rough Necks
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Posted - 2010.05.17 11:14:00 -
[3]
Originally by: menacemyth So they've made resources move
They don't.
Originally by: Murnock Loran While watching the patch tool lately, you might have noticed the files
resDX9PlanetsThunderstorm.stuff
resDX9PlanetsSandstorm.stuff
It makes you wonder. Perhaps one day when you log in, you will notice that your command center was hit by a sandstrom 
Nice tinfoil hat you got there. Those files contain the textures for Storm and Barren planets and are on TQ already.
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Illectroculus Defined
Chooch Inc. Twilight Federation
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Posted - 2010.05.18 13:53:00 -
[4]
Edited by: Illectroculus Defined on 18/05/2010 13:53:06 A while back I wrote a blog entry for a Blog Banter competition regarding Tyrannis - I suggested that at the very least NPC pirates should spawn on grid with the orbital transfer points, and that they would stop you offloading materials until they were cleared. This would be trivial to implement.
But for more awesomeness I'd like to see planetary installations generating mission requests, much in the same way that research agents generate missions. Everything from simple courier (we urgently need reactor parts/medicine/exotic dancers!) to full on epic NPC encounters (The Evil El Guapo and his gang of scoundrels have kidnapped our women, we are but simple farmers, can you help us?) could easily fit into this model. With bonuses to colony production being offered, as well as the chance for some mission based pew pew for those deep in 0.0
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Snabbik Shigen
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Posted - 2010.05.19 12:21:00 -
[5]
Originally by: Illectroculus Defined Edited by: Illectroculus Defined on 18/05/2010 13:53:06 A while back I wrote a blog entry for a Blog Banter competition regarding Tyrannis - I suggested that at the very least NPC pirates should spawn on grid with the orbital transfer points, and that they would stop you offloading materials until they were cleared. This would be trivial to implement.
So, in order to grief you, I would just wait for rats to spawn, aggro them, then lead them a few thousand km away from the orbital transfer point. (Which extends the grid quite nicely and we're still on the same grid as you.)
You can see this when rats spawn outside the station and slowly move off. They can easily get a few thousand km away in a quiet system.
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