
Julius Rigel
181
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Posted - 2014.07.15 11:39:00 -
[1] - Quote
Eminito wrote:So it inspired me to ask this in ideas forum. Great story, and I commend you for getting together to actually do something interesting and player-driven rather than churning rats in a mission or whatever. You're my kind of guys!
However...
Eminito wrote:What do folks think about being able to 'warp to' anyone with a criminal flag. What I'm intending is to add further emergent policing game play. I'm sorry, I completely disagree. I think you misunderstand what "emergent" means, as this is the exact opposite of emergence. "Emergent", as the sound of the word implies, means gameplay which naturally emerges from the circumstances of players interacting with the game rules in unpredicted ways.
What you are doing already is emergent gameplay - a freighter is being ganked, it's something that's happening in the game, perhaps there's an opportunity for us to do something about it? Well, we have remote reps, they could potentially be used on a freighter, right? And thus emergent gameplay is born, and it is beautiful, and it is you.
But what you are proposing is the polar opposite - you are proposing to take the game rules (criminal flagging) which are already tool-oriented (designed like a hammer - a blunt object, the shape of which does not dictate that it must be used to hammer nails into wood, and only nails into wood, but simply suggests that it might be useful for hitting stuff. You could just as easily turn the hammer around and lodge it under something to use it as a lever, or tie a rope to it and use it as a counter-weight for hoisting something up to the top of a ladder.) and put a more result-oriented mechanism (like a mold - you pour stuff in, it comes out a certain shape. Pour other stuff in, it comes out the same shape, but a different color).
Your idea is like saying "hey! Over here! Gameplay is happening, and this is the way in which you are supposed to participate!", rather than letting it happen in an emergent fashion.
I think this is a case of "every problem can be solved with more player involvement, not less". Have one of your crew jump in an interceptor to scout ahead, spread out and put smaller groups of reppers in hot-spots, so that they can buy time for the rest of the fleet to warp in when it goes down, and so on. In fact, a beacon would be completely unecessary if you could teach freighter pilots to contact you, or simply broadcast their location in local. It should be just as effective, considering this is something that most often takes place near a celestial, right?
I think your activities are great, but why ruin their emergence by making them into a feature? Do YOU like to undock? |