(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.
i disagree. within every narrative, there has to be conflict. Here, the conflict is multi-modal: traders are attacked by pirates, who are attacked by lawfuls, who are attacked by other lawfuls,everyone is attacked by terrifying terrorists, and everyone is attacked by nomads.
what we have at present is decreased piracy, meaning less activity for lawful players, meaning that the server is generally empty.
(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.
Noted
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.
adding to player numbers online is my intent. Time was, server was full of people, most of whom were not actually interacting but were repping, and it was a grind. now that there is no grind, the whole activity of the server has suffered. Im not saying DELETE, im saying REDUCE the number, but i take what you say on board. Perhaps instead of reducing the number of restarts, we reduce the amount of rep given, so it gives you 85% of full rep. this way, the repping process is complete with 4 missions, and the server activity is boosted
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.
how is a supergate different to a jumpdrive? should we nerf jumpdrives so that are limited to a 2 system range? - gets you out of trouble, but has 24hr/server restart cooldown
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.
except the size of the mod, and the dilution of players wandering off into empty systems
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.
see above
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.
see above
remove a few jumpholes to limit travel choices
Depends on which ones you'd consider to be removed.
we could talk about this. skype?
i didnt mean to pass water into your porridge, i think that the work done on this mod is amazing. in fact, its too good. disco mod would be a rival for eve, anyday of the week, if only we could get the beschmorging game to run on more than one beschmorgenung core.
in fact...
i think i've had a brilliant idea. how much of the mod could be exported to the unity engine that BSGO uses?