07-14-2018, 08:50 AM
There has been a poll presenting only the options of either deleting or "trying to revitalize" empty systems.
There is a third way that will combine the good aspects of both options and not include the bad aspects. Here's a summary:
1. DELETE SYSTEMS
pro: Leaves less systems for players to be spread out in, thereby raising density and chance of player encounters
con: Removes unique content from the mod. Less to explore. Requires moving or removing ship/gear(commodity sale points, missions, codename wrecks, interesting content). Eliminates/retcons past lore and roleplay. Doing that requires much dev work. Blind jumps may end people up in the deleted systems.
2. KEEP AND "TRY TO REVIVE" EMPTY SYSTEMS
pro: Leaves more content for players to explore, and leaves the existing content of the systems.
cons: "revival" strategy not clear. Getting or forcing players to play/pass in now empty systems will drain other systems of activity, lowering the number of player encounters.
3. CHANGE JUMP CONNECTIONS SO THEY FOCUS PLAYERS INTO CERTAIN SYSTEMS AND ROUTES
as described here: https://discoverygc.com/forums/showthrea...tid=157354
pro: Raises the overall chance of encounters on the server. Makes routes/player locations more predictable for players looking for interactions. Leaves content to explore. Does not require moving/removing ship/gear/commodity sale pointss, missions, codename wrecks, or any other content. Does not erase/retcon roleplay or lore. Jumphole connections are already described as unstable in lore. Makes travel from now far away places faster by making connections farther, effectively moving Sirius to gether. Requires little dev work. The "unbalancing" of trade by the new/removed routes will have the overall effect of focusing players onto certain routes, making it easier to find traders. Requires minimal dev work.
cons: A little rebalancing of some trade routes (and maybe infocards) that end up OP after the jump overhaul is done. But much less work than deleting systems.
I guess fro option three, I guess there remains the option to remove SOME systems that nobody likes and really have no content, but overall interesting content can be kept.
There is a third way that will combine the good aspects of both options and not include the bad aspects. Here's a summary:
1. DELETE SYSTEMS
pro: Leaves less systems for players to be spread out in, thereby raising density and chance of player encounters
con: Removes unique content from the mod. Less to explore. Requires moving or removing ship/gear(commodity sale points, missions, codename wrecks, interesting content). Eliminates/retcons past lore and roleplay. Doing that requires much dev work. Blind jumps may end people up in the deleted systems.
2. KEEP AND "TRY TO REVIVE" EMPTY SYSTEMS
pro: Leaves more content for players to explore, and leaves the existing content of the systems.
cons: "revival" strategy not clear. Getting or forcing players to play/pass in now empty systems will drain other systems of activity, lowering the number of player encounters.
3. CHANGE JUMP CONNECTIONS SO THEY FOCUS PLAYERS INTO CERTAIN SYSTEMS AND ROUTES
as described here: https://discoverygc.com/forums/showthrea...tid=157354
pro: Raises the overall chance of encounters on the server. Makes routes/player locations more predictable for players looking for interactions. Leaves content to explore. Does not require moving/removing ship/gear/commodity sale pointss, missions, codename wrecks, or any other content. Does not erase/retcon roleplay or lore. Jumphole connections are already described as unstable in lore. Makes travel from now far away places faster by making connections farther, effectively moving Sirius to gether. Requires little dev work. The "unbalancing" of trade by the new/removed routes will have the overall effect of focusing players onto certain routes, making it easier to find traders. Requires minimal dev work.
cons: A little rebalancing of some trade routes (and maybe infocards) that end up OP after the jump overhaul is done. But much less work than deleting systems.
I guess fro option three, I guess there remains the option to remove SOME systems that nobody likes and really have no content, but overall interesting content can be kept.