-Reducing systems: The place needs all the space we can get for exploration and adventure, what we need is population. In the end its better to play the same mod and let it die as is, but I don't believe that's necessary. If we were to see layout changes, I stick by my map suggestions in the OP. Its not the number of systems that is the problem, its the lack of people.
Activity: Well why does no one log right now? Nothing to do. We need a system that allows for e players to do more in game, turn the game back into the playing field. but the siege idea is only one part of things to raise the population, like all the other quibs in the OP.
Story: Story is dead and almost every combination has been tried. Hence I suggest the faction driven system, so finally we can see developments within the game by actions taken by the players. Let the factions decide on where to go and what to do. Each faction can always be trying to add to its holdings. Do people really have better and more realistic suggestions for organized, fair activity expansion? You either take the chance it may work to straighten out the wobbly boards here, or you take the chance no significant changes will lead to no change in the decline.
Closed roleplay: I'd only favor bringing it back if population went back up on average. But yes this did in a way make things worse over time. During the Gallic War I could swear there were people purposely flying both sides and purposely watering down the experience to make a point they wanted it to mean nothing, and kill the immersion like it was doing us a favor to force it all to be meaningless. It just ruined the entire exoerience and was literally like having traitors in your faction that got to rub it in that the rules favored them. The Gallic war was practically a lesson on how to not have online space wars. it was a non war to avoid special people losing while doing nothing, and to avoid hurt feelings, which is just not good enough for me, thats letting the babies take priority. My feelings were plenty hurt by tons of shit for years and got I totally ignored. Had we used a system, no one would have been able to screw anyone else over that bad regardless of having real measurable battles.
So if they allowed some changes like allowing some multiboxing, JD4's to jump whatever, and CD's on all ships, even caps, (cuz why couldnt a capital mount a CD again? ) we'd see an immediate return in activity. Do all that and add a battle system, and we practically start new!
Combine it all and you never know, maybe all these players with the mod still installed will want to play instead of not.
I could also add 'recognize POB's inrp' and that would also change the value of our actions. If we allowed it we would add the option for having more depth to people's actions, more value to the use of a base for security, etc. Then like Karlotta said, maybe people will build bases to capture areas, and if JD's could be used for supply, that becomes much more feasible. Wouldn't you all prefer to see these ships online trying these crazy things, so you have something to check out, possibly get involved?
No one just logs in anytime for interactions anymore because its too hard. So the only people logging 24/7 are the few with jobs to carry out for the most part. We have to increase our in game activities and options to make it worth it for people to log (likely for a purpose of some kind) and THAT gets people online trading for something, and in turn means like back in the day, you could log on as a pirate, or cop, and actually have stuff to go check out, ships traversing a route worth checking out, etc.
With nothing more to do, not much more allowed, people just don't log to return, it got old and boring and not worth the BS that comes as well. We can make it worth it, we just need to get more use out of the game finally. Otherwise it all becomes a waste of time. Make the time put into this place worth it!
Example, if you threw a CD on the Democritus or Camara, I might just log and fly them just to try pirating in them for once for something new to do.
If I could log my Bustard and second ship at the same time, I'd use my carrier as a command ship and fly a snub out and about at the same time, maybe a miner (it would be cool if freighters could dock on ships too). In that case I'd spend my days for the next while just doing that alone because it would be cool and fun, and new! And others might try too, and something would just get people online. Then they become ships people might get to interact with while they're at it.
THEN if we could jump transports we could go back to offering jumps, and using them to set up bases. At this point folks, we're better off with 40 people online and 30 of them jump trading between a couple of jumpships, than 10-20 people online puttering around. Again, one simple measure balances out jump trade, like making finding them easier. I suggested the notice for opening a hyperspace breach be server wide, or system wide, and give a Grid Location of where you are jumping from. At least the activity could be tracked, even inrp, and used to try to catch them. There are ways.
Heck I'd log just to jump myself and a freighter around lots of places, if others would too, more people online for whatever means people see the player list go up, and will be more likely to jump in and check things out. So its like I said, we have a bunch of rules here that are (especially now) choking the place off from a lot of activity. Do all that stuff, and we might see 30 online become 70, if we added people that might add to the normal population, just from doing things previosly locked out. Make those changes devs, and in 3-6 months I'd bet we'll see player pop go way up!
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Yes, population is the issue. But no matter how often you say it, doubling (or tripling) down on the single worst mechanic our mod has to offer - base sieges - is in my mind not the solution Discovery needs, and certainly not one that would make me more inclined to log in, nor any of the people I commonly play(ed) with (you could call these people friends if you so desired).
At its core, Discovery is built to only really be fun when you're playing in an area of space with high player density. Playing LPI when I started out and having to filter the hundreds of tlagsnet lines per minute for potential Cardamine smugglers (people still bothered with that stuff back then, despite the pay being just as bad if not worse) was actually almost stressful, that's how much was going on in Liberty at the time. People would naturally fly patrols, knowing that they did not have to seek out players on the player list and could simply bump into them organically while playing their actual role as policemen or navy pilots, keeping the lanes safe.
The behaviour we see nowadays - people logging in for 30 minutes to get a quick fight and then log off again - is just a symptom, it's not the cause. The rather underwhelming level of roleplay I believe is also - unfortunately - mostly a symptom. Roleplay was bad "back in the day", too, there was just more of everything, which meant there was more "good" roleplay in that giant pool of garbage as well. You simply needed to ignore the BAF ID'd Humpback trading through New York while Rheinland and Liberty were at war and the Humpback was an illegal ship. Or try your hardest to explain, in roleplay, the laws and that their ship and ID combination was a little odd - if you had the patience.
So we do in fact need something to get people to log in in the first place. PoBs aren't a bad start, if their execution and integration in the game world was a bit better. Disconnecting their commodities from the economy was a mistake, in my opinion. There was something interesting about placing your PoB in a location that offered the necessary commodities close by and at a good price. Nowadays with the prices all being the same that bit of depth is gone. Discovery's also clearly screwed up by not somehow integrating ores and NPC drops into PoB factory recipes.
Making more things you can log in for and do solo or cooperatively that are fun is in my opinion the actual key to "Making Discovery Great Again", if you will. I don't think letting the Outcasts take control of the entire universe through silly conquest is the way, though. Maybe we just need space to be dangerous outside of the core House systems, letting people PvE it up a bit more organically than just grinding boring, trivially easy missions. Who knows.
However, all of these things take a lot of developer effort and unfortunately I don't think any one developer is really working on any of this.
Also, in regard to all this "PvP is still too hard for new players" stuff - it really is friendlier to new players than it's ever been, if you ask me. At least fighters are. There's a limit to how much you can simplify without making the game less fun, though, and I'll never consider that worth it. And again, I would argue this is yet again a symptom of our population and its composition. With more players playing, you will have more "average joes" and fewer "new player versus Connecticut Bot with 8000 hours" matchups.
..You also end up with more people who can accept not beating the best players unless they put in the same stupid amount of effort those players have, rather than playing victims on the forums in the hopes that they will be catered to.
Can we all agree on a consensus first? While some people can do fine RPing the server isn't exactly a good fit because of the PvP aspect which lolwuts purely depend on to farm the biggest caps and drive them on smaller ships.
And for the skill gap, it's perfectly logical for new players to learn. We've been taught that experiencing losses can help in further learning. While it's a stereotype for aces to take pride in their victories, they should also be capable of adapting to losses, so in this sense everyone is still learning.
And yes, I do RP. It's just that the mentality of some players are off. And that may be our downfall.
(06-26-2021, 09:46 PM)Haste Wrote: So we do in fact need something to get people to log in in the first place. PoBs aren't a bad start, if their execution and integration in the game world was a bit better. Disconnecting their commodities from the economy was a mistake, in my opinion. There was something interesting about placing your PoB in a location that offered the necessary commodities close by and at a good price. Nowadays with the prices all being the same that bit of depth is gone. Discovery's also clearly screwed up by not somehow integrating ores and NPC drops into PoB factory recipes.
Making more things you can log in for and do solo or cooperatively that are fun is in my opinion the actual key to "Making Discovery Great Again", if you will. I don't think letting the Outcasts take control of the entire universe through silly conquest is the way, though. Maybe we just need space to be dangerous outside of the core House systems, letting people PvE it up a bit more organically than just grinding boring, trivially easy missions. Who knows.
Yeah I agree there, and that POB's should be able to be integrated into the economy better. You should be able to set up shop and make a business out of it, a for profit business if you like. I should be able to build a POB and set it up to buy ore at $999 a unit and sell it for $3000-3500, and let the base make money on its own just by being there.
Base sieges though are one of the fun and unique aspects to the game that made this place great, even if it wasn't perfect. It can still be refined. And you say disco is best when you can log and find many players in a smaller area, yet sieges where ultimate control of that base is at stake (or like POB's, its very existence), are the most likely place to find people. For an NPC base, there is the opportunity to create a supply run as well for repair materials or ammunition, which could get suppliers moving in and out. escorts to help them, etc. The point of my system wasnt to only work around base sieges, but the option for factions to use real force to get stuff done as long as they do a bare minimum to make it happen, and creates all sorts of spin off activity. It lets us do stuff we never have been able to do before! That will make people think seriously about this place again. If the community embraced it, announced it, many would come back to try again I think. Especially since a system guarantees more fairness than ever before.
I would imagine NPC bases under siege to become the very focal points of acitivity we'd like. We can both fairly try to keep things rolling and get a good battle scenario each time it plays out, The most important part of it was that even if your side loses a battle, the base will always be vulnerable to counterattack if a qualifying faction has the ability to buy a siege. You may lose the battle, but its never over.
Faction A sieges a base for Faction B, and captures it. Maybe faction B can't retake it, not as many players at the time, but Faction C, who couldn't attack the base when Faction A owned it, who is enemy to Faction B, can now try to capture the base instead. The game would never get boring or stagnant, never not have a reason to log. You can either log to work towards a siege attempt, or log to prepare to thwart one. The game would not be only sieges but more would happen than now, and if done right, could be a big hook for this place.
Meaning, slowly we could have some organized and fair change, regular meaningul battles, and stir some side activity. Its all about doing whatever it takes to make putting all of these years into here even as a player worth it in the end.
(06-26-2021, 12:31 PM)Karmotrine Dream Wrote: I've been here about a month and a half and I can't seem to recall any such topic...
its usually on discord, and a month and a half isn't exactly what i would call a lengthy stay, considering codgers like myself have been around since 2007
(06-27-2021, 03:33 AM)Binski Wrote: Yeah I agree there, and that POB's should be able to be integrated into the economy better. You should be able to set up shop and make a business out of it, a for profit business if you like. I should be able to build a POB and set it up to buy ore at $999 a unit and sell it for $3000-3500, and let the base make money on its own just by being there.
This is already available, actually. You just need the suppliers and the clients.
(06-27-2021, 03:33 AM)Binski Wrote: Base sieges though are one of the fun and unique aspects to the game that made this place great, even if it wasn't perfect. It can still be refined. And you say disco is best when you can log and find many players in a smaller area, yet sieges where ultimate control of that base is at stake (or like POB's, its very existence), are the most likely place to find people. For an NPC base, there is the opportunity to create a supply run as well for repair materials or ammunition, which could get suppliers moving in and out. escorts to help them, etc. The point of my system wasnt to only work around base sieges, but the option for factions to use real force to get stuff done as long as they do a bare minimum to make it happen, and creates all sorts of spin off activity. It lets us do stuff we never have been able to do before! That will make people think seriously about this place again. If the community embraced it, announced it, many would come back to try again I think. Especially since a system guarantees more fairness than ever before.
I would imagine NPC bases under siege to become the very focal points of acitivity we'd like. We can both fairly try to keep things rolling and get a good battle scenario each time it plays out, The most important part of it was that even if your side loses a battle, the base will always be vulnerable to counterattack if a qualifying faction has the ability to buy a siege. You may lose the battle, but its never over.
"I think" and "I would imagine" are not the most convincing punchlines. Since you keep insisting on your ideas in every thread, I would suggest running a survey. If you manage to get a lot of potential returning playerbase to agree with you in a solid empirical way of evaluating public opinion, then your ideas would have a punch with changing the things. "If", that is. Good luck, tho!
(06-27-2021, 03:33 AM)Binski Wrote: Yeah I agree there, and that POB's should be able to be integrated into the economy better. You should be able to set up shop and make a business out of it, a for profit business if you like. I should be able to build a POB and set it up to buy ore at $999 a unit and sell it for $3000-3500, and let the base make money on its own just by being there.
You could already do this with 2 pobs with you hauling ore from the buying to the selling one.
If you made it more convenient you'll only encourage more pob scans with porrly placed poorly named pobs trying to undercut each other, with the associated drama, sieges, and ragequits.
(06-27-2021, 03:33 AM)Binski Wrote: Base sieges though are one of the fun and unique aspects to the game that made this place great, even if it wasn't perfect.
The only people who find them fun are people who like to stomp on other people's sandcastles and laugh as they see their work destroyed, and possibly people who enjoy pvp but don't really care if the pob lives or dies because they put no effort into it themselves. Or the kind of people who rent their siege cannons to the attackers while cashing in huge bounties and wp+repair commidity bonuses provided by the desperate defenders, until the point they cant pay them anymore and have to give up. If we can do without certain kinds of people in disco, it's those kind of people.
(06-27-2021, 03:33 AM)Binski Wrote: It can still be refined.
Then say exactly how you think it can be refined instead of saying over and over again that you imagine it can be.
(06-27-2021, 03:33 AM)Binski Wrote: And you say disco is best when you can log and find many players in a smaller area, yet sieges where ultimate control of that base is at stake (or like POB's, its very existence), are the most likely place to find people.
If house governments and unlawful warlords wouldnt specifically avoid that from happening because they are more interested in having complete control over an empty system instead of giving others and themselves the chance of creating an activity hub that gives themselves and others something to do, that would already be happening. And unless staff tells them that their job as "official entities" is to promote or at least tolerate activity also for their "adversaries" a fair chance on "their turf", and stubbornly stick to the rules and procedures of 4.85/4.86 as if its holy scripture, this will never happen.
(06-27-2021, 03:33 AM)Binski Wrote: For an NPC base, there is the opportunity to create a supply run as well for repair materials or ammunition, which could get suppliers moving in and out. escorts to help them, etc. The point of my system wasnt to only work around base sieges, but the option for factions to use real force to get stuff done as long as they do a bare minimum to make it happen, and creates all sorts of spin off activity. It lets us do stuff we never have been able to do before! That will make people think seriously about this place again. If the community embraced it, announced it, many would come back to try again I think.
Hey guys!
Now, you don't only have to non stop feed and defend your POBs around the clock!
Now, you have to do it for NPC bases too!
(06-27-2021, 03:33 AM)Binski Wrote: Especially since a system guarantees more fairness than ever before.
I would imagine NPC bases under siege to become the very focal points of acitivity we'd like. We can both fairly try to keep things rolling and get a good battle scenario each time it plays out, The most important part of it was that even if your side loses a battle, the base will always be vulnerable to counterattack if a qualifying faction has the ability to buy a siege. You may lose the battle, but its never over.
Faction A sieges a base for Faction B, and captures it. Maybe faction B can't retake it, not as many players at the time, but Faction C, who couldn't attack the base when Faction A owned it, who is enemy to Faction B, can now try to capture the base instead. The game would never get boring or stagnant, never not have a reason to log. You can either log to work towards a siege attempt, or log to prepare to thwart one. The game would not be only sieges but more would happen than now, and if done right, could be a big hook for this place.
Meaning, slowly we could have some organized and fair change, regular meaningul battles, and stir some side activity. Its all about doing whatever it takes to make putting all of these years into here even as a player worth it in the end.
No matter how many times you randomly throw the word fair in there, it's never going to be fair. Cliques of winning-team-joining manchildren who love the awesome feel of the "power" to spread mayhem and misery will steamroll everything vulnerable to them, and trying to keep them at bay will become a full time job for everyone else. People will bad mouth the other side in order to convince more people to join theirs. It's already bad enough as it is, and its one of the primary causes of drama and people leaving. I dont want the "battle to last for ever". There are other things to do in disco, and the reason I and 90% of people I talk to about it are not logging is precisely the kind of thing "your system" will increase tenfold. Those who DO want it can build POBs in places where they dont bother the rest of the community and have them sieged by their friends or enemies, and stimulate the rest of the economy that way. Why dont they do that? Because nobody really enjoys having to defend their stuff. Nobody wants to go to work and think "geeze I the pixelscastles my chars and ingame projects revolve around doesnt get steamrolled while I'm offline". Nobody wants to schedule their private and professional lives after a game. You want the battle to last for ever? Build a POB in a place where someone doesnt want it and see for how long you enjoy that.
And for christ sake, there are PLENTY of other things that can be done, some of which 95% of people can agree on but staff isnt doing them out of pure stubbornness. How about we push for those instead of squabbling over this all the time?
(06-27-2021, 03:33 AM)Binski Wrote: Yeah I agree there, and that POB's should be able to be integrated into the economy better. You should be able to set up shop and make a business out of it, a for profit business if you like. I should be able to build a POB and set it up to buy ore at $999 a unit and sell it for $3000-3500, and let the base make money on its own just by being there.
This is already available, actually. You just need the suppliers and the clients.
Have I missed some update on the way POB shops work? You can't have low price buy and high price sell at the same time.
Afaik the only way to achieve this is to alternate between buying (only buy, for low price) and selling (only sell, for high price) modes.
If miner comes and the base is in sell mode, he can't sell his ore and work.
If trader comes and the base is in buy mode, he can't buy ore and can't trade.
Of course you can have 2 POBs, one for buy and one for sale, but that comes with a lot of other issues.
(06-27-2021, 12:09 PM)Karlotta Wrote: You could already do this with 2 pobs with you hauling ore from the buying to the selling one.
If you made it more convenient you'll only encourage more pob scans with porrly placed poorly named pobs trying to undercut each other, with the associated drama, sieges, and ragequits.
You can try the undercut war already, it is happening in Dublin/London and Frankfurt for example. There is nothing wrong with it.
POB shop convenience has nothing to do with poor POB naming and placement.
Speaking about POBs and ore, it would be nice to have a refinery module. Input ore, output refined material.
Should be really easy to make, it is the same thing as factories.
(06-27-2021, 03:33 AM)Binski Wrote: Yeah I agree there, and that POB's should be able to be integrated into the economy better. You should be able to set up shop and make a business out of it, a for profit business if you like. I should be able to build a POB and set it up to buy ore at $999 a unit and sell it for $3000-3500, and let the base make money on its own just by being there.
This is already available, actually. You just need the suppliers and the clients.
(06-27-2021, 03:33 AM)Binski Wrote: Base sieges though are one of the fun and unique aspects to the game that made this place great, even if it wasn't perfect. It can still be refined. And you say disco is best when you can log and find many players in a smaller area, yet sieges where ultimate control of that base is at stake (or like POB's, its very existence), are the most likely place to find people. For an NPC base, there is the opportunity to create a supply run as well for repair materials or ammunition, which could get suppliers moving in and out. escorts to help them, etc. The point of my system wasnt to only work around base sieges, but the option for factions to use real force to get stuff done as long as they do a bare minimum to make it happen, and creates all sorts of spin off activity. It lets us do stuff we never have been able to do before! That will make people think seriously about this place again. If the community embraced it, announced it, many would come back to try again I think. Especially since a system guarantees more fairness than ever before.
I would imagine NPC bases under siege to become the very focal points of acitivity we'd like. We can both fairly try to keep things rolling and get a good battle scenario each time it plays out, The most important part of it was that even if your side loses a battle, the base will always be vulnerable to counterattack if a qualifying faction has the ability to buy a siege. You may lose the battle, but its never over.
"I think" and "I would imagine" are not the most convincing punchlines. Since you keep insisting on your ideas in every thread, I would suggest running a survey. If you manage to get a lot of potential returning playerbase to agree with you in a solid empirical way of evaluating public opinion, then your ideas would have a punch with changing the things. "If", that is. Good luck, tho!
You can't set it up like I said though, you have to change the price manually between buying and selling, it can only have one price at a time, and it needs two to actually be practical.
"I think" and "I imagine" because the only simulation I can do is in my head so far, since it hasn't been allowed to be tried so the issue could be totally put to rest. You really want me to walk into the quicksand that is a poll or survey here? Its not really necessary, its pretty scientific about how to increase activity, its just terribly difficult for some players to judge the game without the bias of their involvement. Since the devs never really ask or run by changes to the community, I don't actually say to change that. How about we try it for 6 months and then I'll conduct some polls and surveys? You can't blame me for inaction, I'm hitting the ceiling on what can be done without help from admins or devs.
(06-27-2021, 12:09 PM)Karlotta Wrote:
(06-27-2021, 03:33 AM)Binski Wrote: Yeah I agree there, and that POB's should be able to be integrated into the economy better. You should be able to set up shop and make a business out of it, a for profit business if you like. I should be able to build a POB and set it up to buy ore at $999 a unit and sell it for $3000-3500, and let the base make money on its own just by being there.
You could already do this with 2 pobs with you hauling ore from the buying to the selling one.
If you made it more convenient you'll only encourage more pob scans with porrly placed poorly named pobs trying to undercut each other, with the associated drama, sieges, and ragequits.
Thats ridiculous though, what a waste of time to get two separate prices for one commodity. I find it funny how you all seem to think a horde is waiting to jump on this place with too much of anything. We need to stop being babies about trivial things and let life play out normally in game. Use real life as a guide as much as possible. Let your business have two prices for each commodity you deal in. You realize how ridiculous that sounds to the outside world?
(06-27-2021, 12:09 PM)Karlotta Wrote:
(06-27-2021, 03:33 AM)Binski Wrote: Base sieges though are one of the fun and unique aspects to the game that made this place great, even if it wasn't perfect.
The only people who find them fun are people who like to stomp on other people's sandcastles and laugh as they see their work destroyed, and possibly people who enjoy pvp but don't really care if the pob lives or dies because they put no effort into it themselves. Or the kind of people who rent their siege cannons to the attackers while cashing in huge bounties and wp+repair commidity bonuses provided by the desperate defenders, until the point they cant pay them anymore and have to give up. If we can do without certain kinds of people in disco, it's those kind of people.
Its dead though. We need something. Yet again people ignore the main feature of the proposed system, that the NPC bases used don't get lost, just change IFF. People want something worth wild to chew on. If anything, I expect the majority of sieges after that would be of NPC bases, and shift away from POB sieges, except for when actually important, not because its the only option of anything to siege/attack in real time (on our own, making it pve).
(06-27-2021, 12:09 PM)Karlotta Wrote:
(06-27-2021, 03:33 AM)Binski Wrote: It can still be refined.
Then say exactly how you think it can be refined instead of saying over and over again that you imagine it can be.
I have, many times, over and over. Check my posts in the POB change suggestion thread. First, make POB weapons platforms take ammo to respawn so they require a consumable commodity, and become no longer infinite, unless kept supplied.
Make core 1 bases start at half strength, give real turrets to the base model so its not starting helpless. Add extra storage capacity to core 1's, maybe extra constuction mods so lower level bases have better chances. They may not guarantee success but it feels less dirty to lose when you got to put up a good fight easier.
(06-27-2021, 12:09 PM)Karlotta Wrote:
(06-27-2021, 03:33 AM)Binski Wrote: And you say disco is best when you can log and find many players in a smaller area, yet sieges where ultimate control of that base is at stake (or like POB's, its very existence), are the most likely place to find people.
If house governments and unlawful warlords wouldnt specifically avoid that from happening because they are more interested in having complete control over an empty system instead of giving others and themselves the chance of creating an activity hub that gives themselves and others something to do, that would already be happening. And unless staff tells them that their job as "official entities" is to promote or at least tolerate activity also for their "adversaries" a fair chance on "their turf", and stubbornly stick to the rules and procedures of 4.85/4.86 as if its holy scripture, this will never happen.
Ah but the system removes the ability to do nothing, and its not so easy to suppress it. A base under siege won't always have a fleet on one side attacking, it may be activated so the attacking faction can make attacks or strikes to make damage in droves. People are going to come to defend it, sit and guard it, etc. Suppiers could be running repair materials in, or repair ships could be used to sit there and try to make repairs while its safe. There are a lot of unpredictible outcomes, but that is the beauty of it. Many different things could happen. But bottom line, some stations would be hopeless to try, but it would be possible. Most coveted stations would be highly contested, meaning each fight would naturally balance out equally between defenders and attackers. Maybe as one wins, it becomes the defender for another week. Maybe a base would be so contended it would be sieged every couple of weeks. So yes I'm sure sieged bases would actually become good focal points while they last.
(06-27-2021, 12:09 PM)Karlotta Wrote:
(06-27-2021, 03:33 AM)Binski Wrote: For an NPC base, there is the opportunity to create a supply run as well for repair materials or ammunition, which could get suppliers moving in and out. escorts to help them, etc. The point of my system wasnt to only work around base sieges, but the option for factions to use real force to get stuff done as long as they do a bare minimum to make it happen, and creates all sorts of spin off activity. It lets us do stuff we never have been able to do before! That will make people think seriously about this place again. If the community embraced it, announced it, many would come back to try again I think.
Hey guys!
Now, you don't only have to non stop feed and defend your POBs around the clock!
Now, you have to do it for NPC bases too!
But thats not happening really. Plus, some of us want to defend bases anytime of the day. Not many people are suffering that bad. Time to face the facts, they only punk POB's because they are the only option. Plus, typically, gaining control of a base and claiming control of its area is more important inrp than most POB's. POB's become secondary, and may have the heat taken off them. Only POB's built near valuable bases or planets to add to defense would likely be more engaged, but that's what makes disco awesome! People can build bases to defend their turf! And RP around it from actually doing it.
(06-27-2021, 12:09 PM)Karlotta Wrote:
(06-27-2021, 03:33 AM)Binski Wrote: Especially since a system guarantees more fairness than ever before.
I would imagine NPC bases under siege to become the very focal points of acitivity we'd like. We can both fairly try to keep things rolling and get a good battle scenario each time it plays out, The most important part of it was that even if your side loses a battle, the base will always be vulnerable to counterattack if a qualifying faction has the ability to buy a siege. You may lose the battle, but its never over.
Faction A sieges a base for Faction B, and captures it. Maybe faction B can't retake it, not as many players at the time, but Faction C, who couldn't attack the base when Faction A owned it, who is enemy to Faction B, can now try to capture the base instead. The game would never get boring or stagnant, never not have a reason to log. You can either log to work towards a siege attempt, or log to prepare to thwart one. The game would not be only sieges but more would happen than now, and if done right, could be a big hook for this place.
Meaning, slowly we could have some organized and fair change, regular meaningul battles, and stir some side activity. Its all about doing whatever it takes to make putting all of these years into here even as a player worth it in the end.
No matter how many times you randomly throw the word fair in there, it's never going to be fair. Cliques of winning-team-joining manchildren who love the awesome feel of the "power" to spread mayhem and misery will steamroll everything vulnerable to them, and trying to keep them at bay will become a full time job for everyone else. People will bad mouth the other side in order to convince more people to join theirs. It's already bad enough as it is, and its one of the primary causes of drama and people leaving. I dont want the "battle to last for ever". There are other things to do in disco, and the reason I and 90% of people I talk to about it are not logging is precisely the kind of thing "your system" will increase tenfold. Those who DO want it can build POBs in places where they dont bother the rest of the community and have them sieged by their friends or enemies, and stimulate the rest of the economy that way. Why dont they do that? Because nobody really enjoys having to defend their stuff. Nobody wants to go to work and think "geeze I the pixelscastles my chars and ingame projects revolve around doesnt get steamrolled while I'm offline". Nobody wants to schedule their private and professional lives after a game. You want the battle to last for ever? Build a POB in a place where someone doesnt want it and see for how long you enjoy that.
And for christ sake, there are PLENTY of other things that can be done, some of which 95% of people can agree on but staff isnt doing them out of pure stubbornness. How about we push for those instead of squabbling over this all the time?
You of all people pushed bigtime for tranparency in development and policy discussion. To me, RP should not be the the only thing needed to change control of a base, planet, system etc, and those that believe that participate in killing the game. Unless given away, a base shouldnt be destroyed or changed without a commensurate battle in the game. Not doing do throws away opportunity to keep the game alive, and throws away fairness!
So basically if a base or area changes hands, its because a faction saved up thousands of units of scidata, exercised their OF right, which comes from keeping an active and populated faction. That seems to ensure fairness better than anything thus far to me. You see a change coming in advance, you see who is reponsible, you see game activity to make it happen, you have a chance to get involved and help or hinder it by gameplay. We have none of that, so yes to me its that important. 95% of what there is to do sucks when you've been here many years and no one's online anymore. We need an open ended activity generator, or the place will fade away, and what a waste. You won't have to worry about your base around the clock if no one logs. Who's still gonna be here in 2 years? Another 5? Flying around between dockpoints hoping for quick pvp or supplying your dreaded POB?
Maybe its time to stop squabbling against it and accept its as good a place as any to try to breathe much needed life into the place before it becomes too dead for too long to save.