Creating interaction requires these two things: money makers and places to be a money taker. All else is dressing on the salad of life.
Vanilla FL had the noob run, and the bottleneck of s13. other incarnations of disco have had different activity hubs (sadly killed off in favour of dispersed activity), and the tech-toys we've received recently have promulgated this (cloaks and JDrives).
Activity hub suggestions:
Bring back regular mining (discussed elsewhere)
remove tractor beams from npcs (solo miners group together n create activity organically. pre-grouped mining takes organisation)
random commodity hikes (changing once a week through DSace)
treasure hunts (spawn a wreck somewhere with a 100m credit card/equipt on it)
bring back barges
reduce the number of restarts. (time was, you had to spend a while prepping a character - this created activity. now we can have our cake and eat it too).
Bottle neck suggestions:
Superjumpgates (parked way off the plane, with no npc spawns, that lead from bret - kusari, and rhein kusari)
delete empty systems like chester
delete guard systems and insert the assets into the home system, but with increased npc patrols in that area
reduce the number of restarts. (time was, you had to spend a while prepping a character - this created activity. now we can have our cake and eat it too).
Re-introducing an OORP process to create "activity" seems like a bad idea. "Activity" should be roleplay, not necessarily time spent in game. If anything this lets us get to the "activity" of roleplay even faster.
(02-05-2014, 07:10 AM)Coin Wrote: Creating interaction requires these two things: money makers and places to be a money taker. All else is dressing on the salad of life.
An oversimplified outlook to the point it becomes woefully inaccurate.
(02-05-2014, 07:10 AM)Coin Wrote:
treasure hunts (spawn a wreck somewhere with a 100m credit card/equipt on it)
Randomly spawned wrecks is an interesting one.
reduce the number of restarts. (time was, you had to spend a while prepping a character - this created activity. now we can have our cake and eat it too).
I'm afraid lengthy setup process never added for actual activity really. Server rules actually had them as non-combatants, most often they were just left alone and that's it. It may have added to average number players online, but not to meaningful interaction between said players.
Bottle neck suggestions:
Superjumpgates (parked way off the plane, with no npc spawns, that lead from bret - kusari, and rhein kusari)
Abysmal idea as it will create more harm than good. While it's true that choke points can provide a focus for activity the idea of such jump gates is extreme. Good solutions don't sit at the ends of the spectrum.
delete empty systems like chester
May be, but it's not a buffer system in any paths between points of activity. Removing it would not affect anything.
delete guard systems and insert the assets into the home system, but with increased npc patrols in that area
Most guard systems are rarely visited anyway, so they neither make activity nor take it away from elsewhere.
delete deadend systems
Deadend systems are fine. Some systems have roles other than everyday activity generators. For example far places to discover, serving as a material to provide for their roleplay activity, which in the end benefits overall activity too. Forms of interactions aren't limited to traders, pirates and spacecops.
remove a few jumpholes to limit travel choices
Depends on which ones you'd consider to be removed.
(02-05-2014, 11:08 AM)Birdtalon Wrote: Super jump gates would be a power traders dream.
Indeed, especially because traders can use BS scanners. And sometimes there are 30 people online, no pirates, who can be bothered pirating when there aren't enough players on?