|
Author |
Thread Statistics | Show CCP posts - 38 post(s) |
Ukiah Oregan
Lithomancers
13
|
Posted - 2014.10.10 05:23:00 -
[1] - Quote
CCP Greyscale wrote:
For players less than thirty days old, once per player corporation joined, or For all players greater than thirty days old, once per year:
You may push a button in your corp interface (while a member of a player corp and docked) that: GÇóMoves your medical clone to a station designated by your corporation, and GÇóThen moves you to the (new) station containing your medical clone
Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status. This seems to us like it solves the "I want to recruit people to Nullsec" concern, and also gives non-Nullsec recruiters an easier way to get genuinely new players to the right location easily.
Is anyone concerned about the idea that a pilot can become more or less locked into a corp for a year?
How does this allow a player to realistically relocate - change corp or alliance in a timely manner?
Personally i would think this should be given a second thougth and revise the wait to a 15 to 30 day wait limit
having to wait 15 to 20 days would help eliminate the "immediate" force projection factor while allowing for a better player movement as they search for a permanent home
i would think this could be a hard sale to pitch to a recruit if you're in deep NULL with no way out for year..... |
Ukiah Oregan
Lithomancers
13
|
Posted - 2014.10.10 05:25:00 -
[2] - Quote
BTW - thanks for the response - and rethinking the original proposal!!
that's cool all by itself!
|
Ukiah Oregan
Lithomancers
13
|
Posted - 2014.10.11 06:54:00 -
[3] - Quote
JC Anderson wrote:As a side note... Look on the bright side people.
INFINITE SKILL QUEUES!
|
Ukiah Oregan
Lithomancers
13
|
Posted - 2014.10.11 07:20:00 -
[4] - Quote
A No Timer Interactive Game Mechanic Idea:
Hull Decay Factor
Each hull would have a decay factor
Each time that Hull jumps the decay value increases
--insert fancy mathematical calculation for rate of decay versus LY traveled divided by Hull class decay ratio
--insert fancy mathematical calculation for determining FATAL decay value for each Hull class
When decay value reaches Fatal limit ship crashes and burns - literally
--generate killmail that would explain the pilots negligence to maintain his/her ship properly because its internal sub system failed allowing environmental radiation to cause an overload of the core breaching the core safeties and triggering an catastrophic failure of the core. this was contributed to the stress and over use of the ship..
Hull Decay Factor would be a non repairable, persistent value
If Hull is sold,contracted, traded or borrowed the Hull Decay Factor remains and will continue to increase as warranted
This would allow the Pilot to decide how, where and when to use his/her ship
--The decay factor could also contribute to an overall reduction to structure and hull hit points also decreasing the value of the ship over time prior to total melt down
Theoretical Outcomes:
All jump capable hull will have to be replaced based on their decay value over all (unless they are never jumped)
This may result in an increase in ALL jump capable hull production
This may result in a "used" Jump capable hull market - with varying cost based on the hull decay ratio
Players get to continue to decide how to play when and how they want to play
causes a long term ISK sink for owning and operating a Jump capable hull
May increases the cost of frequently far flung "Force projection" over time
-- force project could still happen but with a consequence - it allows the players to make that decision instead of CCP
Environment
Space is hostile - does it really make sense for a specific hull that was produced 10 years ago to be able to continue to function as if it was brand new today ?
I've gotten tired of spreading hate......wanted to pitch an idea instead.......
JUST SAY NO TO TIMERS!
No More Timers Please |
Ukiah Oregan
Lithomancers
13
|
Posted - 2014.10.11 07:55:00 -
[5] - Quote
Amanda Orion wrote:
This idea is actually a lot worse than Greyscale's already spectacularly bad one.
^^
didn't say it was perfect
and admit as it is written isn't perfect by no means
it's more of a kernal of thought
such as
Decay increases when used repeatably to the point where if u traveled from Wicked Creek to Deklein your ship might not be able to make the return trip due to the decay factor
or every hour a hull is in space a hull decays .... etc.... no timer but s consequence for playing none the less - the player decides to play - CCP doesn't decide you can't play
unlike timers which punish game play
this wouldn't deny game play but still some time of consequence for the play
i think that's what is at the heart of my idea:
how do u not punish the player and allow the player to continue doing what he/she wants while at the same time creating a consequence that the player will have to contend with at some point - but not immediately and not by seating in a station spinning ship cause a TIMER says you can't play
|
Ukiah Oregan
Lithomancers
13
|
Posted - 2014.10.11 08:11:00 -
[6] - Quote
Phoenix Jones wrote:You are deciding you can't play.
It depends on the perspective of what one thinks of "play"
Like playing chess:
you make a move then you wait (time limit) for the other player to move (time moved is scored) then you make your move
Are you playing Chess 100% of the time?
or are you waiting for an external entity to make a decision before you can move again ?
Time Based Strategy games come to mind |
|
|
|