
Cornwalace
Den Industrial Partners Dissonant Harmonics
4
|
Posted - 2013.10.27 18:24:00 -
[1] - Quote
I originally posted this on an alt in another thread that was looking for idea's. I haven't exactly read all the idea's in this thread, but, I'll just list mine and let CCP sift through the idea's accordingly. I've adapted it to what's already changed.
First of all, Thank you for doing what you guys do.
As far as changes, here they are.
1.) My First payout idea: Payouts needs to be more when the Sansha Influence is high. It's more work and more of a drain on player resources and simply - more risky. The Risk for the Isk is part of the fun! It will also help in getting players to the site as fast as possible to have the best fun/isk/risk ratio. In a Lore sense, it doesn't make sense for Concord to continue the way of their payout if things are much easier. The Influence bar becomes much more important to manage. I love these kinds of challanges.
2.) My Second payout idea: Increase payouts exponentially. For example, if a bunch of scout sites are completed, make the higher sites pay more, but, to counter the payout, make the sites have an increased number of ships. Somehow create an algorithm where the more activity on the lower end (Scouts/VG's), the higher the risk/isk on the higher end (HQ sites). Just to be clear, here is the example I'm referring to -- if I ran a scout site once, have payouts remain the same. If I ran 50 scout sites, increase vanguard payouts slightly, but also increase the amount of ships or DPS coming out of those ships, since - in essence, we stirred the hornets nest that is called Sansha. It would balance out in the sense that the communities would be forced to come together, such as two 80-man fleets being required to take out a Mothership site, contest be damned. I would even suggest including another BPC to make it even more tempting to pop the Mothership site because the increased risk/reward.
3.) My Third payout idea: Just like LP's, don't pay anyone until the Mothership site is done.
4.) There are lots of gate npc spawns in low/null, just like there are spawns in the belts of hi-sec sites. I believe there should definitely be more prevelance in hi-sec. It doesn't make sense (in RP) that the spawns will only show up at the gate at the start, and nothing else show's up, even though there's an influx of Sansha coming in.
4a.)The longer that the incursion is in an area, I would suggest creating more spawns at the acceleration gates. (Example: let's say it's been a week and an incursion spawn has been around, and has been withdrawing for day's, the suggestion would be along the lines of having Deltoles at all of the acceleration gates. The Sansha are trying to leave, but, they keep getting killed, so, the deltole's can be the the escorts to get everyone else out of there.) The desire to pop the mom will be much greater as the incursion gets more difficult/intense. Granted, with the 2 hour incursions taking place, this doesn't seem like a good idea, but, I'm all for shooting Sansha, and making the grind for isk be more entertaining / risky.
5.) Double the payout in low-sec. Nobody wants to do it because of the opposite issue with hi-sec. Too much risk for the reward. Increasing the reward may bring more people into low-sec and make everyone much happier.
5a.) I know it's not the greatest idea, ubt, have the HQ system (and HQ system only) spawn in low-sec with appropriately increased rewards every now and again. It's not like Sansha care if they're in hi-sec or low-sec. Only Concord payouts matter in that sense. It's quite easy to predict where the HQ sites will be, and yes, it's more annoying, but, so are hi-sec pockets. We adapt. I'm all for making it more interesting and this will definitely make it interesting..
6.) It's been suggested before, and I'll say it again - respawns should be no longer than the next down-time. It doesn't make sense that Sansha will wait 24 hours before trying again. When a site is withdrawing, the Sansha can be "planning" to go to a new site. I would even suggest having 1 or 3 scout sites (and scout sites only) spawn elsewhere while a system is withdrawing. When the mothership site is popped, vanguard/assaults/hq sites in to the scout site that has the least amount of activity from player interaction will be the new incursion area. It will make the scout sites in other places, worth doing, especially if a group wants a scout site to escalate in their system. It increases the player control aspect of it, and ties into the role-play aspect as well, since Sansha will go the path of least resistence.
7.) Slow down the progression of the influence rate, and have the penalties be more severe, such as higher rate of respawns when there is a high penalty, and slow rate of respawns when there is low penalty. Quite Simply, let's say that the influence bar is 100% in Sansha favor. More Sansha would want to come out. New sites would pop up much faster than they are popping up now. On the other end, if there is 100% influence, let the amount of time it takes for a respawn, take more and more time. Right now, there isn't any noticable affect of respawn related ot the incursion bar, as far as I know. There should be though, in my opinion.
8.) Make incursions affect faction warfare. I'm not in FW to suggest anything, but, I'll leave that to those of you that do FW to come up with some great idea's. |