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Hansei Kaizen
The Jackson Five
0
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Posted - 2014.03.06 11:27:00 -
[1] - Quote
I think the Idea is great. It would finally put the security status to some use (like I hear it has in EVE) and solve some of the extreme imbalance in the game. Maybe it would create new problems, but these can be adressed as they come up. Its very well worth the experiment.
The small player base could cause problems, but it could happen that more players actually play the game / stick to the game once they are not stomped into the ground in the first place.
Also the ISK payout could be reduced drastically in high sec battles, so the incentive to move to low sec would be given.
What could be a further refinement on the idea of making battles gear-dependant: Give battles a "class bias". For example: The Federal Defense Union hands out a scouting contract. An all scout team moves out against a mixed team (just a very rough idea to make my point) and gets maybe special rewards or something, that makes it worth the lots of dying involved ... just some rough ideas thrown out there: Increased WP for scanning / shotty kills / hacks.
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Hansei Kaizen
The Jackson Five
0
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Posted - 2014.03.06 12:51:00 -
[2] - Quote
I think the lore stuff is the least problem. With a little time and brains, in a sci-fi universe (or future-fantasy), you can come up with plausible reasons for almost anything.
The most common critique seems to be "small playerbase, dont fragment matches any further". You dont even have to have every sec-rating represented, you could bundle them to 2-3 security rating areas. I think anything helping the newbs to stay in game a little longer and having the sense of accomplishment that motivates them to play more, will only help dust being the great game it could be.
For everyone wanting the thrill to go up against overwhelming force and surviving only on his wit and ability, just run low tier suits in null sec to reap high rewards (high ISK payout in null sec) for high risk. The choice would be yours. The more I think about it, the more I like it. |
Hansei Kaizen
The Jackson Five
0
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Posted - 2014.03.06 13:15:00 -
[3] - Quote
The Robot Devil wrote:I know this isn't EVE.
In EVE I can fly through five systems in low or null and not see a sole, it is part of the experience of being in space. Maybe we should have to go looking for a fight. If it is ever going to be a sandbox then we need to be able to move around to different systems. My idea only goes to the sec stat level not the system level. Can't find a fight in a 0.6 then move up to 0.7 or down to 0.5.
Sounds viable. If there are currently no high sec battles ... well ur outta luck, go get wrecked in null sec. In this case you would just playing the game as it is now (for what I can tell) :) But you would have the option, if enough newbs are online, which shouldnt be much of a problem. especially if they introduce PvE when there are drone-buster contracts (maybe early next year?). Im afraid of no drones |
Hansei Kaizen
The Jackson Five
1
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Posted - 2014.03.07 17:46:00 -
[4] - Quote
Hey guys. Great development on the topic here. Love to read the thread (subscription tease).
Just had a complementive idea, a different way of adressing the same problem, if you will. What about if the public contracts display their overall ISK payout? Would'nt this deliver a "low governance" solution, fitting for a competetive environment?
Just a crude thought experiment here, feel free to adjust the payout increase as you will:
High sec pub contract: Overall Payout 500.000 ISK Low sec pub contract: Overall Payout 3.000.000 ISK Null sec pub contract: Overall Payout 10.000.000 ISK
Like already established in game the payout would be individually modified for each participant, via WP, time in battle, etc. Well there are no formulas around, so I can't go into any detail there.
So the participation is only regulated by the amount of ISK in the Pot (no Meta required). The bigger the Pot, the more serious the competition gets (reflected in maybe using the best gear available?). So Null sec would naturally attract the tryhardy players with high ambitions. High sec would be somewhat unattractive for them (no risk, no profits, no fun). There would be just not so much to get as elsewhere. And clever Players that can make a difference with mediocre gear have a great potential profit margin, while the Newbs would have a low profit, low investment area to get their skills up to par.
Still the choice would be yours, you even could get lucky in low sec. If there are no high SP players around, you could strike a great deal as a newb too.
Feel free to comment on this Idea / tear it apart and do it terrible violence in a dark corner ... I would be honored |
Hansei Kaizen
The Jackson Five
5
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Posted - 2014.03.11 10:38:00 -
[5] - Quote
Tebu Gan wrote:
Hmm, I like the idea. No physical restrictions, you can run whatever you want, yet running a high sec in proto isn't cost efficient. Well, if you don't die it is.
BUT, what's to stop a player from running standard gear in high sec, raking in the money with minimal losses. Then taking those winnings and playing proto in high sec.
Why would you even want to play in high sec, when you could run cheap fits in null sec and rake in the money. I see null sec being the most popular and played. But of course, I could be wrong. Just making assumptions of player actions that I can't know for sure.
Now, if the most of the payout went to the winner, with the losers netting a very small sum (like 50k), there would be a push to run more proto. But, at the same time proto is VERY expensive, so losing a battle means loosing a lot for a little. So running proto in high sec would be somewhat attractive.
What do you think eh?
Yes that could be a problem. I thought the payout would need to be very small in high sec relative to null sec. That could, like you say, make high sec a pretty unpopular gamemode. Which would be great by me. It's an extended academy with less security (possible proto users), after all.
Your second point is interesting. What would discourage the use of proto gear in high sec / encourage the use in null sec other than the sheer amount of the Payout, but still ISK-related? Maybe the Payout-Curve has to be even steeper, so that, if you are able to run proto, its very unattractive for you to even consider high sec matches.
High sec: 10 000 ISK maximal individual Payout (militia Bpos costeffective) Low sec: 100 000 ISK maximal individual Payout (basic gear costeffective. Advanced gear eventually) Null sec: 1 000 000 ISK maximal individual Payout (proto gear costeffective, eventually)
Plus the amount within the team has a steeper falloff, the lower you score (in null sec). So you really want to make a difference WP wise:
Finished 1st: 1000k ISK Finished 2nd: 700k ISK ... Finished 16th: 10k ISK
In high sec the falloff would be much softer, with the last one earning about 75% of the top player. What do you think of that? |
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