
Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2007.10.23 17:25:00 -
[1]
Long ago, year and a half maybe, I started a thread about what IÆd like to see, but I canÆt find it. Some of what is below has been suggested, so consider them votes for those ideas,
Letters of Marquee û A player gets his letter from the faction and after 24 hours he can shoot at or be shoot at by the opposing factions. A player can resign his letter and after 24 hours he is ôsafeö. Resignation of a letter results in the drop of a rank.
Ranks are awarded based ôkill pointsö. Kill points are determined by the difference in two things û the difference in ships used and the difference in skill points between the two pilots. A small ship killing a big ship is worth positive points. A big ship killing a small ship would be zero points. A low SP character blowing up a high SP character gives points. A high SP character blowing up a low SP character gives no points.
Podding is allowed, but podding costs a player half his kill points. If a player has more kill points than his victim, concord will blow up the attacker.
Kill points for individuals are public knowledge show right up there on the character info sheets, next to rank and medals.
Ranks require cumulative kill points. A rank one would cost say 1000 kill points on the record, rank 2 costs 2000, rank three requires 4000, 8000, 16000, etc. Note that this encourages players not to pod as podding will slow down rank gain.
Rank rewards û As a players rank goes up, the faction gives the player ships. These ships are special in that each is tagged with a unique ID and only useable by the pilot to whom the ship was awarded. If the ship is destroyed itÆs gone. At the next rank, the player will turn in his old ship and get the next ship. If the previous ship has been destroyed, then the player does not have to turn it in. These ships can NOT be insured, can not be sold, can not be traded and players can not eject from them. If they are factional ships, like a CNR or not, I donÆt really care.
NPCs, the kind we see floating around gates will shoot at anyone with a letter from an opposing faction. They will however not use that uber scrambler webber deal seems to exist today. The may web and maybe a frig or two will scramble, but that should be it.
Lettered players may NOT shoot at opposing faction pilots within 300 km (same grid) as a gate. LetÆs not have huge empire gate camps please. let the NPCs guard the gates, and as NPCs can spawn at a whim, they should be sufficient to stop a smaller group, but could be overwhelmed by a large group. A large group will not stick around long though because sentry guns will also get a nice factional warfare buff. They should be destroyable, but respawn. The idea is, let an invader launch a large attack, create a breach, move the fleet through and get on to the next objective as fast as they can before the cavalry arrives. Killing NPC gate guards/guns rewards zero kill points. They are nothing more than an obstacle to overcome, not the goal.
Opposing stations in factional space.(enemy stations in friendly space) û They will fire on any lettered player from an opposing faction. They will not have ships guarding them. They are a refuge in hostile space but the are not death stars. Their guns can be destroyed and take a long time to respawn, upwards of a few days. They may provide a refuge for a while, but not forever, they may likely become a death trap.
Faction stations in faction space (friendly stations in friendly space) û They will fire on any lettered player from an opposing faction. They are also guarded by the same kind of ships that guard friendly gates. Their guns and ships can be destroyed, but the respawn rate is just a few minutes and behave as gates do for all intensive purposes.
Docking û lettered Players of any faction can dock at any factionÆs stations, getting in and out of hostile stations will be the problem. Player wants to dock there, ok sure. Go ahead. Good luck to you however.
-AS |