Jump Gate Wars - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Jump Gate Wars (/showthread.php?tid=175526) Pages:
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RE: Jump Gate Wars - Binski - 12-18-2019 (12-18-2019, 07:42 AM)SnakThree Wrote: So in essence, unlawfuls have nothing to lose while houses, lawfuls and corporations are pressured. Seems pretty one sided. Lawfuls have activity to gain. Purpose is a thing too, for both sides. Again, if repair ships could work, maybe Agiera or DSE would have more things of actual purpose to do too. I imagine House navies contracting gate maintenance out to corporations like that if it were made possible. I'm all for making them very strong, 1-1.5 billion HP would mean no gate would just drop off that quickly, everyone willing and able could get involved, or contribute in other ways, like funding others who will fight! Agiera and DSE run BB's! (12-18-2019, 07:59 AM)Maltz Wrote: Are there non-nomad jumpgates in omicrons? Actually that's my bad, I was thinking maybe in OC territory but I suppose Nomads would at worst only go as far as the Omegas, but that would still be pretty cool. And then perhaps every so often they could allow Noms a temporary event to go elsewhere and shake things up at random. Bounce it by house, like for a month Noms could be allowed to attack gates in Liberty, then the month after change it to Kusari, etc. (12-18-2019, 09:46 AM)Markam Wrote: While a novel idea, people are not all that fond of POB sieges. They are, they're just scared off by the way those situations go. POB's should probably be built with 100 mil HP to start and it wouldn't be so bad if they get sieged early on and you have to start over. In this case, people get the object to siege or fight over but no one's personal work is lost, and there would be plenty of opportunity to choose how to get involved. To me this harnesses the best part of sieges. Even if they don't give it a red HP bar, why not a blue one like its shielded? If a wreck can be done, a trade lane, a POB...why can't we pull it for other NPC objects? Would no amount of time or effort figure it out? If it takes 3 months, or 6, its worth it! (12-18-2019, 10:09 AM)Thunderer Wrote: The reason this patch that's supposed to happen is taking so long is that economy is hard to dev. We're all waiting for Xoria to adjust prices. Jump gates impact the economy. Since we don't have dynamic economy, the prices would have to be reset when every jump gate is deactivated. I don't think this would make Xoria happy. My take on that is to deal with it in game. The value behind the gamble is that it may certainly effect the economy. The point is that if you don't want a longer route or to need to go around a critical route, you can get more involved in the battle! In theory I'd only support it if we could get repair ships working on them. if a critical gate fell in danger, group up and build a Core 1 with shield and a couple of WP's to help keep it secure! It would be a good reason to own a capital ship. So to me, no need to worry about adjusting the economy. Or do it inrp, if the NY-Cali gate was actually knocked out for weeks or months from unlawfuls constantly targeting it, maybe then enact a change. The whole point is that the risk to the economy is what entices unlawfuls to bother attack. Maybe they could make big demands? Like if a Corporation wants unlawful factions to lay off a jumpgate...pay them off! Maybe the Rogues would abandon their attacks for a lump some every so often. That's one way to deal with the situation. I figure there would be more RP to come out of the whole thing. Besides if houses get to work monitoring their gates, it will be hard for unlawfuls to fully crack one, and only once one finally starts to get weak would any be in danger of going dead. (12-18-2019, 10:36 AM)Groshyr Wrote: No offence but do you have nothing to do? Nothing in game to do. Nothing to trade for, nothing to fight for, no one left to escort or pirate because nothing is driving our economy enough. Player activity like real battles/wars get people grinding, which solves plenty of other small issues on the server. It may be an RP server but we use a space shooter game as our medium, it should be no surprise that conflicts with a gamble are always a good driving force for activity. (12-18-2019, 12:28 PM)Vitoniz30 Wrote: From technical standpoint, we have a specific issue: Every damaged/disabled solar object is subject to be restored after every server reboot. It can be set on timer aswell. I have wondered about that but POB damage carries over so perhaps the answer lies there. Figuring out how to translate that over to other solars would open us up to plenty of long term action. I envision a place like Aquintaine, but with Enclave destroyers blocking every jumphole with CD's on them, and battleships near the planet and shipyard, and a few more cruisers scattered about. We could have battles to go in and try to disable the cruisers, take down the battleships, stuff like that. Bretonian side could have the same thing in Leeds and Dublin, CR could have the same thing in Tau-31 and elsewhere. So every side would have something to defend all the time, and stuff to try and take out. If we did that we'd have some decent wars, this might change based on the action, at most factions would lose ground within their claimed systems and be reduced to stations/planets unless they had players working on keeping up with things. As long as we got repair ships working, every side has equal chance to repair a ship before totally being taken out, unless enough players gather for big attacks. At the same time, if players can do that, I say let them! After the dust settles in some cases, make changes to the story based on that stuff. Combine all of that with jump gate's being vulnerable and there would be plenty to divide attention, allow for counters and balancing moves. Repair ships would be key to balance if it actually became reality. For the problem of bases thinking the repair turrets are hostile, maybe the answer lies in reputation. Lawfuls can usually fire on a base they are in great rep (or same ID as the base) to a few times before it turns hostile, so maybe we can link it to rep and say you must be allied or friendly in rep to the object you want to repair, almost like taking bounties. Freelancers could join in as FL repair ships, but need to make sure they get good rep with the gate you want to repair first. Either that or make repair ship tools simply add hp to whatever it hits, even enemy players/objects, so that it comes down to them being treated as friendly by anything, and it'll just be a matter of what you use it on. RE: Jump Gate Wars - Groshyr - 12-18-2019 I recommend you to try forum RP as I did few months ago. It's much more interesting than this damn boring gameplay of the game itself. RE: Jump Gate Wars - Jeuge - 12-18-2019 simply NO RE: Jump Gate Wars - Binski - 12-19-2019 (12-18-2019, 05:56 PM)Groshyr Wrote: I recommend you to try forum RP as I did few months ago. It's much more interesting than this damn boring gameplay of the game itself. (12-18-2019, 07:04 PM)Jeuge Wrote: simply NO Did plenty of RP over the years! When it comes to events taking place and RP over things happening in the game, its better when it has some depth. Real in game situations create better RP. RCR's seem to be how the rest can be handled, when it comes to more detailed faction development. I can't believe you'd find it boring to have the ability to effect the game environment and story by doing stuff in the game! To me when major developments are decided by conversations its more boring. Treaties are one thing, but changes to territory and bases in wars should always have corresponding situations, encourage players to get involved in them, and be set up to be open ended so there is some point/chance for each avenue played. Sounds like crazy fun to me! Each one of my own suggestions would create more actual jobs for players to fill, give more value to our ships and equipment, more value to the game environment itself. Its funny because for a role playing game that uses a video game as the medium for its common world, we've had to leave quite a bit up to the imagination still. Just a few simple things could change that drastically. If the focus were to shift towards setting up these systems and let them generate scenarios on their own, players could contribute based on what they can do, and we'd have a really exciting and opened up world here. Situations like with jump gates, and those that arise from the battle system I put forward will create some things to do for players to play and RP around. If we nailed down a system for these scenarios, they could apply to all equally. Players would need to follow it to make progress, and Devs would need to defer to it to ensure fairness. The real question is, will people find it worth the effort to do these extra things to bring more life to the server? The focus is only going into short term one time events, and not helping things for the rest of the time. The part about this game that I always thought was amazing was that it was connected and ongoing 24/7. If we undertake more of these longer unfolding situations with real goals and consequences, there would be more do the rest of the time. If there was more to grind for than just ships or POB's, like territory or a threat of a cut connection, lost bases or systems, people would be happy to get moving over those issues, and not be stuck with dead end grind for almost no reason. Give us more real reasons to collect the best equipment, use those ships and bases, and see what people are capable of. |