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Argus Kell
Gallente Global Economy Experts Stellar Economy Experts
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Posted - 2010.12.08 13:48:00 -
[1]
Hi,
I think that your base idea is a solid and well thought out proposal but your optional stuff is more complicated than the system requires and affects too many game mechanics at once to warrant being an addition to your first suggestion. Therefore I donÆt really rate the optional bits and will be talking about the core of your suggestion only.
I think we donÆt need to remove local, just remove the player list. That way you can still chat over local, you just wonÆt know people are there unless they literally broadcast themselves. I think that your Role Bonus of +100% targeting speed on pods is excessive and unnecessary, probably best to either massively reduce it or remove it altogether.
Your bounty system is clever and could really work. However, to utilise more existing game mechanics why not just ditch the Signature Tracker entirely and stick to the directional scanner? I know you have the idea of loading contracts into it, but why not just have those as a special type of bounty kill right that delivers cash on completion? Without the signature tracker thereÆd be no need for a unique type of ship.
IÆm at work at the moment so I hope I donÆt sound too short with my answers. In a nutshell, if you trim away all the bits that may not be æleanÆ (that is efficient and effective), the core idea of your Bounty System could be implemented with even more minimal changes than you originally considered. It would be a revamp of the Bounty Screen and an addition to the Kill Rights system.
How do you feel about that?
Argus
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Argus Kell
Gallente Global Economy Experts Stellar Economy Experts
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Posted - 2010.12.08 17:04:00 -
[2]
Oh I see. I re-read your original post and I can see now that when you say ôwill show which direction to goö you are referring to which gate to take (as an example). Well then yes I can see it being a worthwhile tool. With that understanding in mind I can see why loading scripts into the module would be useful as well. The fact that it takes up a slot also makes Bounty Hunting something you have to be dedicating yourself to. Maybe the explanation that their æsignatureÆ lingers on gates for a set period of time or something like that?
In that case I would suggest that rather than having ST related abilities deciding how much information it gives (its not like Eve to have at level 1, at level 3, etc) instead have Tech 1 and Tech 2 ST. The Tech 2 having higher CPU/Powergrid costs and the more specific feedback.
Yeah, the more I think about it the more I really like it. I think it would be worth making it so that the ST does not render an agent with the location service obsolete but instead complements them (either by improving the agents or carefully designing the scope of the ST).
As for my concerns about the optional stuff; youÆre adding a lot of on-the-face-of-it-ôcoolö-ideas but their complexity and that the base system hasnÆt been implemented yet means that they are unpredictable beasts. IÆve made a few games in the past and genuinely I think before giving serious consideration to the idea of complex systems of spying and espionage and trickery itÆs important to just get the solid base system in, play with it and see what feels like its lacking. Also, as a pitch for change your base suggestion is simple, elegant and easily understood. The implications of that system are also easy to predict and understand. The optional stuff does not have the same simplicity and clarity and you risk the æextraÆ stuff turning people away from your base idea which is really, really good.
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Argus Kell
Gallente Global Economy Experts Stellar Economy Experts
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Posted - 2010.12.08 18:27:00 -
[3]
Edited by: Argus Kell on 08/12/2010 18:28:15 I see where you're coming from. What I meant though was that even as a bounty hunter, having a strong network of contacts to locate an individual should be a bonus not entirely negated by the ST module. So being a bounty hunter is as much about the skills and ability to use the ST module as it is the NPCs that you have tight bonds with.
I think that CCP wouldn't develop an item that has an "at level 1" "at level 2" design as it stands out against all other items. I think that something like the following might be better:
Tech 1: Argus Kell located in 3 jumps (where maximum range to be found is decided by skill level [like trade range] Zachary Crow not locatable Jason Bourne in system
Tech 2: Argus Kell located in 3 jumps via Fricoure Zachary Crow not locatable Jason Bourne located in system
I also reckon that loadable scripts should be more like 3 * skill regardless of tech. So skill level 1 means only loading 3 scripts, 2 = 6, etc.
Argus
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Argus Kell
Gallente Global Economy Experts Stellar Economy Experts
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Posted - 2010.12.09 09:09:00 -
[4]
I am 100%, wholly and utterly behind your rewrite of your idea. I think it's a truly solid suggestion.
*two thumbs up* lol :)
Argus
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