(01-17-2015, 10:04 PM)Garrett Jax Wrote: We already had a call out for perks that might interest Official Factions. They pretty much ran the gamut of what we expected. I would caution against too much speculation on what these perks might be. I don't need wild speculation bringing player's expectations up so high that we'd have to start handing out Admin shields and Banhammers to meet up with them. I believe Official factions will be pleased with them, but if you are expecting CAU 9's or .beam commands as had been asked for in the thread below, your going to be disappointed. I will also tell you, free credits are not part of the perk. Sorry to disappoint. Go out there and earn your own damn credits.
Thanks for the update, looks like I missed the boat for suggestions when I had a break a few days before the thread started and returned the day after the last post Yeah, .beam, CAU9+, are pretty unrealistic. At any rate, looking forward to hearing more about what's been decided on.
-making an effort to deliver quality RP. Whether it really is quality or not is subjective so it shouldnt be rewarded with andything else than expresions of admiration and respect.
-organizing events that are fun for the participants but don't ruin the fun of non-participants. The later would be events such as "kill all zoners" or "lock down Manhattan and yell at everyone there who doesnt follow your script".
-helping others learn about RP and learn to fit in. Simply helping people make money isnt really useful for he community
-helping to develope game mechanics that do that.
Perks should not be given if you:
-simply hold a position where you are intended to do that.
-use that position to mess up or block other people's RP and contributions.
-use that position as authority-hammer or for schlong-waving in discussions or ingame.
Perks should:
-give small advantages in PvP.
-give small advantages in making money.
-give small advantages such as unlocking the best snub, cap, and transport in your faction.
-be obtainable by anyone who is willing to do the work, without that work being for the benedit of certain individuals, but it should be for the benefit of the community
Perks should not:
-be a win-all PvP advantage.
-be a 100% safe or effortless way to make credits.
-be an advantage that gives you authority over other players, or more rights during interactions with other players.
-be obtainable only if the people who distribute them like you.
-be removed or blocked in sanctions
Perks should be given to players for their own actual behavior, and not for being part of any particular group.
Forming groups is in itself already a perk and an advantage: You gain friends and people who can help you. You help people help you. You gain friends to have fun with. You gain activities that you wouldnt be able to do alone.
What is really broken about groups and factions now is that winning through numbers is not considered permissible. If it was considered permissible, people would be recruiting like mad, would be be nicer to other people so they make more friends and less enemies, and the problem would solve itself.
How to achieve a working perk system:
-simplicity
-game mechanic tools that allow easy unlocking of perks by admins
-easy access for players to lore and simliar tools
-sole use of objective criteria
-transparency
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(01-17-2015, 10:04 PM)Garrett Jax Wrote: We already had a call out for perks that might interest Official Factions. They pretty much ran the gamut of what we expected. I would caution against too much speculation on what these perks might be. I don't need wild speculation bringing player's expectations up so high that we'd have to start handing out Admin shields and Banhammers to meet up with them. I believe Official factions will be pleased with them, but if you are expecting CAU 9's or .beam commands as had been asked for in the thread below, your going to be disappointed. I will also tell you, free credits are not part of the perk. Sorry to disappoint. Go out there and earn your own damn credits.
It still leaves open buffs and mission related supply tasks. As well as destroyable battleship POBs.
Beams, extra equipment should never be in. I'm also a bit cautious about money handouts because in general it seems to reduce trade incentive which reduces encounters.
At least we now know what sort of realm we can have discussion in.
Factions can shape lore I suppose, but developers tend to make the final call so I'm not sure how that works.
An idea to be implemented into the official factions perks; Mining and salvage officials getting an additional, say... 0.5 modifier value on their primary mining drop. So, Niobium for IMG, Gold for Mollys, premium scrap for Junkers, etc...
And as for battleship bases, I'd reckon they should have about as much armor as a CAU 8 battleship- This might seem like overkill, but realize the battleship POB couldn't use nanos, or actually move around to dodge incoming fire.
Sucks to be a weight on the wrong side of the brilliance-insanity scale.
Quote:Battleship POBs - official military factions can construct stationary battleships at key locations to keep conflicts dynamic, giving some tangible impact to organizing activity in contested regions. This will probably require extensive review, but after years of POB review and feedback, the admins have a pretty good handle on what's sensible.
Worst idea I've heard last month. Each stationary object with guns will be used to kill interactions.
Quote: Stipend - monthly allowance of credits (eg. 500mil, but can be raised/lowered based on faction, so trade factions get fewer credits) for the sole purpose of purchasing ships for members, paying out bounties, fines, fees, etc. To prevent abuse (eg. embezzling funds for personal use), factions will need to do some basic accounting. Funds are use-it-or-lose-it and not carried over to prevent embezzling and extreme accumulation for factions with few expenses.
• Gear - Eg. Armor, CODENAMES, etc. to a preassigned ship of choice to avoid selling/transfer, especially to reflect work done on reinforcements, innovations, blooded crews, etc.. Alternatively, this can take the place of a stipend, so factions choose whether to mount or liquidate them based on their needs.
Most official factions have nearly unlimited funds. Quite pointless, but if that's just one of options, might be useful for some.
Quote: Commodity events - current system is unstructured. Official factions will have the ability to choose commodities to receive a buff. Some possible duration and frequency: monthly for entire month; monthly for 2 weeks; monthly for 1 week; bi-weekly.
• Supply events - use of the event plugin to arrange for supply events (# of goods sold to an NPC station are actually tracked by a counter). Rewards TBD. Like commodity events, duration and frequency might need some trial-and-error.
Quote:Battleship POBs - official military factions can construct stationary battleships at key locations to keep conflicts dynamic, giving some tangible impact to organizing activity in contested regions. This will probably require extensive review, but after years of POB review and feedback, the admins have a pretty good handle on what's sensible.
Worst idea I've heard last month. Each stationary object with guns will be used to kill interactions.
I don't think you'd have a lot of reasons to qq about it in case they get implemented in the form of easy-construct/easy-destroy bases some people (including me) have been anticipating for long by now. If not, oh well, we already have PoBs, so in what way will it be different? Oh, the model, of course... right...
(01-18-2015, 11:24 AM)Zayne Carrick Wrote:
Quote: Commodity events - current system is unstructured. Official factions will have the ability to choose commodities to receive a buff. Some possible duration and frequency: monthly for entire month; monthly for 2 weeks; monthly for 1 week; bi-weekly.
• Supply events - use of the event plugin to arrange for supply events (# of goods sold to an NPC station are actually tracked by a counter). Rewards TBD. Like commodity events, duration and frequency might need some trial-and-error.
Useful for trading factions mostly.
Not just trading factions I'd say. I've been trying to communicate with Widow in the past about supply events like the Westfalen one, no results back then, may worth an other try now.
Sure, such situations as threating people with sanctions and FR5 because someone in Rogues came back, is something we should avoid. I mean, come on. Liberty Rogues are barely one group. Provided by some comms, Padua LR threatened the other Rogues who were not happy with return of so-called warlady and it makes 100% valiable roleplay. But FR5 is something that should be avoided, given specific situation with Liberty Rogues, as I don't believe Buffalo Rogues would follow Padua Rogues, asking "what the hell those arses think!?"
Liberty Rogues aren't disciplined fleet. They are gangs, gangs fight each other, they form allies against other gangs. Why not allow unlawfuls attack other unlawfuls of same affinity, without silly sanctionlancer and FR5? They aren't disciplined Military after all and leadership changes with each backstab and blackmailing, if not simple taking by one's head and banging it against wall, until the brain comes out.
With all respect, you are -just- Padua Liberty Rogues, not Liberty Rogues as a whole. It is like Bundschuh told to other Rheinland unlawfuls "we reign here, listen to us, you must obey us." Who gave you right to decide what Rogues would do, eh? You did it yourself? Then you should expect, in RP, hostility from other sub-factions and some crusades against PLR.
In roleplay, Moka after return would be assassinated for her disrespectful behaviour, just saying, because not everyone agrees over being "Supreme Warlady" and I wouldn't feel right if some arse just said "hey, listen to me, boors!" Most of situations like that, provided Liberty Rogues are gangs, ends up with dagger in your back, your head shot off or your throat slit. Just pointing out how real Liberty Rogues are meant to be.