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Yeep
GoonWaffe Goonswarm Federation
292
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Posted - 2013.03.08 13:20:00 -
[1] - Quote
Trebor Daehdoow wrote: My preference is for some sort of highsec conflict mechanic that actually delivers fights, instead of the current one that almost always delivers nothing but aggravation (to the target) and an occasional gank (to the aggressor). If the current mechanic can't do that, then attempts to make it do that will just waste resources, in which case CCP should just bite the bullet, rip it out, and replace it with something that works.
Why does the justification for a wardec need to be "deliver fights"? If your local highsec system is getting stripmined by a corp leaving you no rocks, hiring mercs to wardec them will give you what you want (stopping your competition from mining) even if there are no "goodfights" (ignoring the fact everyone will just jump ship to an npc corp). |

Yeep
GoonWaffe Goonswarm Federation
296
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Posted - 2013.03.11 13:35:00 -
[2] - Quote
Trebor Daehdoow wrote: My position is simply that the history and evolution of the mechanic raises red flags that make (2) an increasingly more attractive option, just as the history of CrimeWatch finally forced CCP to bite the bullet and go back to the drawing board.
See my personal take on this is CCP should be trying to encourage people living in highsec to value their corporations and to stay in them during wars. I had an interesting (if brief and offtopic) discussion about the possibility of corporation skillpoints which give greater benefits to pilots who stay in corp longer and allow corps to specialise over here. |

Yeep
GoonWaffe Goonswarm Federation
296
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Posted - 2013.03.11 15:09:00 -
[3] - Quote
Wescro2 wrote:Trebor Daehdoow wrote:Basically, there are two ways to go about it -- give people an incentive to stay in corp during the hard times, or penalize rats who leave a sinking ship. Personally, that's a little too hands on. If people quit corp when their corp gets war-decced so be it. It differentiates the loyal ones from the tourists. Do you really want to forcibly keep that deadweight, who would have otherwise bolted, in your corp through punishing game mechanics? He's better off leaving imo. FREEDOM WORKS!
The problem is most highsec corps are a glorified chat channel so leaving when you get wardecced is the optimal thing to do. Especially seeing as you can dodge the high NPC corp tax by just starting a new corp.
Trebor Daehdoow wrote: Basically, there are two ways to go about it -- give people an incentive to stay in corp during the hard times, or penalize rats who leave a sinking ship. The problem is that either one is just adding another bag on the side of the existing mechanic.
I'm not hugely attached to the mechanic either, it was basically stolen off the top of my head from WoW with a bit of Eve flavour added (customisation, passive increase and diminshing returns). However, rewarding people for staying long-lived corps through adversity has benefits beyond just discouraging people fleeing wardecs. Right now the best way to run missions is in your own 1 man corp. Imagine instead if a corp could skill into loyalty point gain. Now mission runners who want the optimal experience have to join a corporation and stay there through the hard times. They might even start talking to people. |

Yeep
GoonWaffe Goonswarm Federation
296
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Posted - 2013.03.11 16:27:00 -
[4] - Quote
Malcanis wrote: Rather than skillpoints, a better vehicle for conveying loyalty bonuses might be LPs earned and refine bonuses derived from corp standings.
This would only further reinforce solo play in single person corps. Corp standings get exponentially harder to maintain as your corp gets larger and its possible for one person to screw it up accidentally to the point where your only recourse is to kick them. |

Yeep
GoonWaffe Goonswarm Federation
296
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Posted - 2013.03.14 14:03:00 -
[5] - Quote
Prince Kobol wrote: If you had no timers on any sov structure then it would be a hell of a lot more difficult to control vast amount of space without having people constantly living there.
If you had no timers on any sov structure then it would be impossible for small alliances to control any space without having people constantly destroying their hard work. |

Yeep
GoonWaffe Goonswarm Federation
296
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Posted - 2013.03.20 13:47:00 -
[6] - Quote
mynnna wrote:Trebor Daehdoow wrote:
So: gold ammo, ads, stuff designed to force players to buy PLEXes/AURUM -- bad.
Now I'm actually curious about your opinion - what about cosmetic microtransaction type of stuff? Buy ship skins/decals/etc with aurum (which could then be sold for isk on the markets as well). Essentially the same thing as the clothes already in the NEx store, but for your ships.
This isn't anywhere near Eve-like enough.
There should be sections of the AURUM store gated by faction standings and only available in specific stations that sell pigments and solvents and paint BPOs (Colours like black and pink obviously come from pirate faction stores). Once you've made some coloured paint you sell it on (for ISK) to another player who has trained paint scheme design to V to be able to use 5 different colours in a pattern and bought a pattern BPO (obviously from another faction standing gated AURUM store). That player then sells the paint scheme on the ISK market to the end user who applies it (after training painting V for the 5 colour scheme and ship customisation I for the ability to add one customisation obviously).
You could make clothes the same way with added steps for making thread and cloth. |
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