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I didn't read the op in detail (too complicated) =) Question:In order for this to work, you require motivations to expand in the first place.
However, rather then costestng random stations, why not allow players to deploy their own?
Perhaps contesting of these territories could be done with timer mechanics similar to the ones I proposed awhile back.
Buying contestable stations seems like a lazy, band-aid solution to a much bigger problem.
Giving players another way to PvP won't solve this problem, we need to address why PvP is stagnant in the first place, turtling is one of the biggest issues that needs to be a addressed, the other is lack of reaons to expand and the fact that the current game mechanics punish you for expanding.
This thread is about pure pvp servers, or for servers where we want to mix up base building (creative part) and pvp teritorial gameplay?
I mean it's important to clarify this...If you want to have base and outpost building as part of the pvp, there are many ways to encourage people to - a lot imo. If we want pure pvp servers (definition: here we built bases too, but they are meant to get contested and thus destroyed, so the players know that using creativity on the bases might be not very fun to do), the gamemode is kinda different.
I personally like the mix of pvp and protected base building.
My underlying thought is: Booth playmodes define different goals from the start. And those goals are the driving encouragements to make more pvp/player interaction (trading/rp/aso.).
A mix server, to give one example goal of the many that such a mix server should give, can encourage pvp by giving players better places to build (you start at the rim, and if you are good in pvp, you can build near a lifely area, like near a wealthy trade station, and get a magnificient skyline, and can watch many trade ships passing around each day - you then actually feel like near some center of society and life), or by giving players more space to build (limitted station size).
A pvp server, on the other hand, could encourage pvp with ranking lists, teritorial maps, sides where faction get grouped together (good example: HWS for empyrion, this server had 4 sides (each new hws-version changed the config, now there are only 3), traders, alliance (the good guys), lawless, freelancer (bounty hunters)), maximum outpost count and main station size/main station ship docking limits depending on fought battles/won battles...
But it must be differentiated, because the encouragments are indirectly connected to the universe setup. You don't have to limit ressources (less asteroids) on servers, it could solve the problem, yes, but you can also give other encouraging goals, that don't even depend on ressources. =)
Another reason why it must be differentiated between mix and pvp is, that I, as Starmade-player, join server because I seek a certain game: Either I join a server for pvp, and don't care for building taht much, or I join a server for pvp and building, and then I need to know how station protections work. You have to choose, because pure pvp, and mix, work different in the way players can get encouraged to then interact or fight.
And it helps to brainstorm, as it can help approaching the problem for only the pvp side for example, and then only from the creative side, and then mixing the different encouragements. I mean for me it's really just brainstorming. I know that I might not come up with the solution to get people to interact more, that is also suitable for the Starmade-game as whole.
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