(08-05-2013, 02:46 AM)Wulven Wrote: remove capital ships
Pretty sure you can't do that without making, oh I don't know, 90% of the community leave.
There are many things I would change:
1) Make up your mind on whether bases should be PVP combat targets or permanent fixtures. If they're pvp targets, they should be significantly easier to destroy, and significantly cheaper and faster to build. If they're permanent fixtures that are supposed to require a lot of effort and dedication, they should be as permanent as any other base. In this case, remove or weaken base turrets so they can't be used to clog up a jumphole.
2) Make the stuff made at player bases more useful. Cloaks in particular are too energy hungry.
3) To compensate for 2, give every major faction a recon cruiser that is capable of detecting and exposing cloaked ships within a certain range. In fact, if possible I would add multiple new types of caps; a repair cruiser, for example. This will, while not reducing the number of caps being flown, reduce the number of ganking caps and open up new roleplaying opportunities, as the captain of a repair/recon cap would roleplay differently than your standard military officer.
3) Rebalance heavy battleships. I think heavy battleships are too weak defensively; they should have the power to defend themselves against a bomber or two. Therefore give them a weapon for this purpose, such as a 'web-ifier' beam that slows the movement of a targeted ship up to a certain size within a certain range. Or npc combat drones that the player can store in their docking modules. Both of these items would be -useful- things to be built at player bases.
To compensate for this, make these larger ships slower, and unable to use tradelanes. If this sounds like it's borrowing from EvE, that's because it is.
4) Rebalance trading and piracy. Make it more like APB's cops and robbers system, where robbers get rewarded for bringing in stolen goods and cops get rewarded for returning the goods that were stolen.
Make freighters+smaller transports faster, and possibly reduce the amount of cargo they can hold. Significantly reduce gunboat cargo hold size. Make it so that all pirates can demand is cargo, not money. Use ID restrictions to determine whether the pirate can demand more cargo than they can carry back with them, for purposes of shooting it because inrp the pirating faction considers it contraband/aiding the enemy's war effort.
Therefore, pirates and police will have to cooperate and bring loot ships to carry back the haul. If possible, make it so that the items that change hands in this manner are marked as 'contraband' somehow, and therefore pirate and police bases offer much higher prices for these items. Make abusing the system (intentionally dropping cargo to a pirate and then sharing the profits) a punishable server offense.
5) In order to better facilitate cooperation between members of a faction, in particular between indies and official factions and also between indies, automatically add everyone who joins the server to a group based on their ID. I.e. all LPI, LN, LSF go in the liberty lawful armed forces group. You're free to leave the group after you join and make another group. Therefore when you join the server you have a global chat channel that goes out to everybody in your faction. This will make it easier for indie KSP pilot Fghwghwghads to find indie KNF pilot Herpaderp and cooperate, instead of looking through the player list and trying to guess at who's in your faction.
6) Rebalance Zoners thus:
Code:
Zoner ID:
Pilot carrying this ID is a member of the Zoners, who:
- Is alllowed to do things besides float around and be bored
- Is not mocked on the forums on a daily basis
- Is still subject to server rules and faction rights penalties based on ingame actions.
- May dock on any station with any ship (again, subject to faction rights). However when buying and selling commodities, may only participate in three transactions:
1) You may buy commodities from a non-house base, and sell them on a house base.
2) You may buy commodities from a non-house base, and sell them on a non-house base.
3) You may buy commodities from a house base, and sell them on a non-house base.
(So you are free to trade edge/border worlds goods to houses/other edge/border worlds, and you are free to bring house goods out to the edge/border worlds. But you may not trade between bases in a house, or between houses, no matter what ship you're flying.)
E.G. You may NOT buy commodities from a house base and sell them on another house base.
Another thing I would change, I would do more admin events, kinda like what Agmen did a couple years ago. A Starflea with 10,000,000 hull, battleship shield, infinite powercore, and mounted with three SNAC's, and a special prize to whoever kills me, with some lesser consolation prizes for the other participants.
(08-05-2013, 10:42 AM)SMGSterlin Wrote: Another thing I would change, I would do more admin events, kinda like what Agmen did a couple years ago. A Starflea with 10,000,000 hull, battleship shield, infinite powercore, and mounted with three SNAC's, and a special prize to whoever kills me, with some lesser consolation prizes for the other participants.
Those were fun times.
Yes, please.
+1
Wouldn't be too hard to come up with RP behind it, even.
(08-05-2013, 02:46 AM)Wulven Wrote: remove capital ships
Pretty sure you can't do that without making, oh I don't know, 90% of the community leave.
There are many things I would change:
1) Make up your mind on whether bases should be PVP combat targets or permanent fixtures. If they're pvp targets, they should be significantly easier to destroy, and significantly cheaper and faster to build. If they're permanent fixtures that are supposed to require a lot of effort and dedication, they should be as permanent as any other base. In this case, remove or weaken base turrets so they can't be used to clog up a jumphole.
2) Make the stuff made at player bases more useful. Cloaks in particular are too energy hungry.
3) To compensate for 2, give every major faction a recon cruiser that is capable of detecting and exposing cloaked ships within a certain range. In fact, if possible I would add multiple new types of caps; a repair cruiser, for example. This will, while not reducing the number of caps being flown, reduce the number of ganking caps and open up new roleplaying opportunities, as the captain of a repair/recon cap would roleplay differently than your standard military officer.
3) Rebalance heavy battleships. I think heavy battleships are too weak defensively; they should have the power to defend themselves against a bomber or two. Therefore give them a weapon for this purpose, such as a 'web-ifier' beam that slows the movement of a targeted ship up to a certain size within a certain range. Or npc combat drones that the player can store in their docking modules. Both of these items would be -useful- things to be built at player bases.
To compensate for this, make these larger ships slower, and unable to use tradelanes. If this sounds like it's borrowing from EvE, that's because it is.
4) Rebalance trading and piracy. Make it more like APB's cops and robbers system, where robbers get rewarded for bringing in stolen goods and cops get rewarded for returning the goods that were stolen.
Make freighters+smaller transports faster, and possibly reduce the amount of cargo they can hold. Significantly reduce gunboat cargo hold size. Make it so that all pirates can demand is cargo, not money. Use ID restrictions to determine whether the pirate can demand more cargo than they can carry back with them, for purposes of shooting it because inrp the pirating faction considers it contraband/aiding the enemy's war effort.
Therefore, pirates and police will have to cooperate and bring loot ships to carry back the haul. If possible, make it so that the items that change hands in this manner are marked as 'contraband' somehow, and therefore pirate and police bases offer much higher prices for these items. Make abusing the system (intentionally dropping cargo to a pirate and then sharing the profits) a punishable server offense.
5) In order to better facilitate cooperation between members of a faction, in particular between indies and official factions and also between indies, automatically add everyone who joins the server to a group based on their ID. I.e. all LPI, LN, LSF go in the liberty lawful armed forces group. You're free to leave the group after you join and make another group. Therefore when you join the server you have a global chat channel that goes out to everybody in your faction. This will make it easier for indie KSP pilot Fghwghwghads to find indie KNF pilot Herpaderp and cooperate, instead of looking through the player list and trying to guess at who's in your faction.
6) Rebalance Zoners thus:
Code:
Zoner ID:
Pilot carrying this ID is a member of the Zoners, who:
- Is alllowed to do things besides float around and be bored
- Is not mocked on the forums on a daily basis
- Is still subject to server rules and faction rights penalties based on ingame actions.
- May dock on any station with any ship (again, subject to faction rights). However when buying and selling commodities, may only participate in three transactions:
1) You may buy commodities from a non-house base, and sell them on a house base.
2) You may buy commodities from a non-house base, and sell them on a non-house base.
3) You may buy commodities from a house base, and sell them on a non-house base.
(So you are free to trade edge/border worlds goods to houses/other edge/border worlds, and you are free to bring house goods out to the edge/border worlds. But you may not trade between bases in a house, or between houses, no matter what ship you're flying.)
E.G. You may NOT buy commodities from a house base and sell them on another house base.
I had a couple thoughts, that I promptly shot down myself. But, as this is in the flood, thought I would share a couple.
-Bring back Guard ID's for Caps ships. I know some places you need guard rep in order to purchase weapons, but idk. I kinda miss having to work harder/longer for a shiny cap.
-Reduce the size of Gallia
-Make powertrading/smuggling a bit more lucrative. I know this has been discussed before, so not trying to beat a dead horse, just sharing what I personally would like to see. I enjoy mining, but there are times when no miners are around, and I want to smuggle, but the cost versus time doesn't make it worth it all the time (Granted, I did/do like the buff that happened with Cardi and Artifacts, since that did make it somewhat more profitable)
Anyway, just my two cents. Keep on flyin' and drinkin'
(08-05-2013, 05:17 PM)Drrobe Wrote: So many barges...
I had a couple thoughts, that I promptly shot down myself. But, as this is in the flood, thought I would share a couple.
-Bring back Guard ID's for Caps ships. I know some places you need guard rep in order to purchase weapons, but idk. I kinda miss having to work harder/longer for a shiny cap.
-Reduce the size of Gallia
-Make powertrading/smuggling a bit more lucrative. I know this has been discussed before, so not trying to beat a dead horse, just sharing what I personally would like to see. I enjoy mining, but there are times when no miners are around, and I want to smuggle, but the cost versus time doesn't make it worth it all the time (Granted, I did/do like the buff that happened with Cardi and Artifacts, since that did make it somewhat more profitable)
Anyway, just my two cents. Keep on flyin' and drinkin'
smuggling, yes.
powertrading? wrong word to use if you meant something else.
disco has enough silent powertraders, it doesnt need more.
(08-05-2013, 05:17 PM)Drrobe Wrote: So many barges...
I had a couple thoughts, that I promptly shot down myself. But, as this is in the flood, thought I would share a couple.
-Bring back Guard ID's for Caps ships. I know some places you need guard rep in order to purchase weapons, but idk. I kinda miss having to work harder/longer for a shiny cap.
-Reduce the size of Gallia
-Make powertrading/smuggling a bit more lucrative. I know this has been discussed before, so not trying to beat a dead horse, just sharing what I personally would like to see. I enjoy mining, but there are times when no miners are around, and I want to smuggle, but the cost versus time doesn't make it worth it all the time (Granted, I did/do like the buff that happened with Cardi and Artifacts, since that did make it somewhat more profitable)
Anyway, just my two cents. Keep on flyin' and drinkin'
The second two are dev controlled, not admin controlled.