In my opinion two things really killing survival server game play are the economy and the current faction set up. It would be nice some time could be spent focusing on these two areas.
- Factions needs
- Better internal security so new members can't simply walk off with everything in the faction. Its a serious deterrent to forming large factions or inviting players as it stand.s
- A way to control / claim a star system and all the static objects in it. Statics being stations / planets. Also this would include a way for other factions to come in and break control of the star system. Even allowing them to start a prolonged siege of the system, definable by the admin to take over a faction home. Ex. give players a week by default to retake the system or abandon their home before loosing faction home status.
- Alliances as actual groups rather than flags in the faction hub. An alliance should function just like an extended faction that has other faction instead of players as members.
- Personal locking/control of ships, stations and planets. Not with the sort of protect faction home has, but one that would prevent people from building, using cores or containers without first breaking a personal lock of some sort. This goes back to my first point of faction internal security.
- Better internal security so new members can't simply walk off with everything in the faction. Its a serious deterrent to forming large factions or inviting players as it stand.s
- Economy needs
- A shop system were we place buy/sell orders. The current shop block leaves us buying stuff we don't want and not being able to buy things in the quantities that we do want.
- A rebalance of salvage beams vs. build blocks. As it stands the only advantage beams have is they can be used on asteroids, but asteroids are bugging out on a lot of servers and have no minerals anyway. I suggest changing salvaging beams so a single beam mines random blocks from the object and increasing the cannon size increases the blocks / cycle mined. This makes a large salvage cannon with minimal profile on the ship, and minimal graphics lag equal to a build block.
- A mass limit ( not block limit ) on inventories and cargo containers. This will force players to actually make use of plex-storage boxes for freighters. As it is even if you catch a miner or someone attacking pirate bases the server might not be set for players to drop blocks on death.
- Better pirates and shops.
- Current pirates bases currently can just be out ranged by most small ships. In fact a spawn of isanths is more dangerous than the station itself. These things need better turrets, more shields, and a should spawn with a permanent flight of pirate ships near them. The turrets need enough shields to take a large missile strike and reach out to 1 km at least. The station needs some internal turrets to give players walking in a nasty surprise. And station itself needs better shields, and maybe a orbiting mine field.
- Pirates currently spawn at complete random, the server admin's should have the option of setting up some means of scaling difficultly related to distance from spawn, ship could, and ship value.
- Shops as it stations look nothing like any other station or structure in the universe. Also they resupply magically. Shops need to look more like abandoned stations do currently, and they should spawn freighters that move in and out of loaded sectors to resupply them with items and credits.
- Current pirates bases currently can just be out ranged by most small ships. In fact a spawn of isanths is more dangerous than the station itself. These things need better turrets, more shields, and a should spawn with a permanent flight of pirate ships near them. The turrets need enough shields to take a large missile strike and reach out to 1 km at least. The station needs some internal turrets to give players walking in a nasty surprise. And station itself needs better shields, and maybe a orbiting mine field.
- More sanity to the item blue print system. Things as they stand are insanely random. Manufacturing goods require ore but give the part if you turn the print back in. Its not unheard of for the print to require its output as its input on things like hulls.
- A compromise between instantly creating ships for credits and having to hand build the ship. On survival servers without prints trying to produce a stock line of ships is too time consuming. While on with blueprints we can instantly make massive war ships.
- A police faction ( not actually called that ) That hostile anyone who attacks a neutral player with in X, configurable by server admin, sectors of spawn and then spawns a flight of ships from the same list as pirates. It would give new players a running chance from pirate camps and griefs near spawn. They would also allow you to de-hostile them for a sizeable fee configurable by the admin's. Maybe even make this an extended function of the trade guild.
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