G
GDPR 302420
Guest
You yourself said that you would never play on a PvP server because you prefer to turtle and PvE. Why are you so interested in playstles that you have no intent to ever participate in?is seems like a well thought out idea but as it stands, I cannot support it as it disproportionately favors PvPers who group up in large numbers at the expense of anyone who is unwilling or unable to group up.
Also, this is incorrect, this system favors groups no more then current game mechanics do.
This sounds like a personal issue, it isnt difficult to set up rank based access to structures, you can use docked doors with set permission levels and faction permission blocks to lockdown any factioned entity or parts of it to certain ranks.One-man factions are not "a problem" but rather a symptom of a much larger issue with StarMade multi-player. The real problem is and always has been that factions are broken. The rank system doesn't hold and one little screw up on your permisions will allow a dishonest player to bleed your resources dry, steal blueprints and ships and otherwise ruin your faction from within.
If you do not do this and your resources are bled dry from within, that is the fault of the faction leadership, not the fault of this mechanic.
Risk can be eliminated by setting up actual permission based access. This isnt an issue with the proposed system, this is an issue of leadership ability.1) Run the risk that your faction mates will steal, sabotage, be incompetent or otherwise, betray the faction.
While there is no shortage of well established multi-player factions, not everyone has trusted allies who can join their faction; therefor, not every experienced player is going to want to deal with having a bunch of un-proven rookies running around in their base doing who knows what. On the other hand, some players may not feel comfortable joining another unfamiliar faction; lest they get overly restricted or hung out to dry by their recruiters. Lastly, some people just want to call their own shots or simply operate better solo than with others around.
A motivation to group up or work hard, this isnt an issue with the system, this is an issue with the player.2) Get pushed off the server (probably through force) for failing to come up with enough quality teammates to maintain home base invulnerability.
I would be wise to consider what may happen when too many quality players quit when they can't find any good faction mates or simply opt out of having to extensively vet new players so they don't get screwed. You may end up with one giant server-wide faction with no enemies to fight because everyone else either quit or is too weak to offer a challenge.
As I said above, the mechanics are already in place to allow for trust. You should make use of the tools that are already in place.A true solution; fix factions (specifically the rank/permissions system) so that people are more inclined to trust each other and cooperate. Once factions work as intended, we should focus on adding incentives for players to explore,expand and fight rather than punish them for failure or refusal to do so. You know the deal; Flies, honey, vinegar and all that jazz...
**** Edited by alterintel to be less inflammatory ****
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