- Joined
- Dec 18, 2014
- Messages
- 82
- Reaction score
- 50
I have a suggestion that brings a lot gameplay with fairly little coding effort.
This goes in line with suggested new Territority System http://starmadedock.net/threads/new-territory-system.8552/. I've also read suggestions on other uses for faction points, but I think it´s worth keeping it simple. I´ve also read a lot of discussion on how to build pvp and pve into game, how to cope with griefers, invulnerable bases and so on.
The core idea is to make invulnerability bought with faction points:
* paying fp-rent for homebase invulnerability (cheap)
* paying fp-rent for any other base invulnerability (expensive)
* paying fp-rent for ai-controlled defender ships that would spawn as fleets (medium cost)
These improvements would bring a lot of dynamic gameplay for multiplayer servers. There should still be a server config option for completely invulnerable homebases though.
To improve my core idea towards pvp-purposes, some people have suggested sieges with faction point economy. For simplicity, enemy ships next to a base would just increase the cost of invulnerability, and therefore defending faction would need to get rid of sieging ships or face losing faction points. The problem in this is that people play with different frequencies. Some might not play at all for a longer time, and it would be unfair to lose everything just because you are offline for a while. To solve this, perhaps fp costs would only increase after player of a defending faction logs in or it should take a fairly long time to deprive a faction of fp. Perhaps homebases could be kept invulnerable indefinitely even in a siege given that there is e.g. 1-2h of play on average everyday. This would also create a reason for joining together and living in bigger factions.
This goes in line with suggested new Territority System http://starmadedock.net/threads/new-territory-system.8552/. I've also read suggestions on other uses for faction points, but I think it´s worth keeping it simple. I´ve also read a lot of discussion on how to build pvp and pve into game, how to cope with griefers, invulnerable bases and so on.
The core idea is to make invulnerability bought with faction points:
* paying fp-rent for homebase invulnerability (cheap)
* paying fp-rent for any other base invulnerability (expensive)
* paying fp-rent for ai-controlled defender ships that would spawn as fleets (medium cost)
These improvements would bring a lot of dynamic gameplay for multiplayer servers. There should still be a server config option for completely invulnerable homebases though.
To improve my core idea towards pvp-purposes, some people have suggested sieges with faction point economy. For simplicity, enemy ships next to a base would just increase the cost of invulnerability, and therefore defending faction would need to get rid of sieging ships or face losing faction points. The problem in this is that people play with different frequencies. Some might not play at all for a longer time, and it would be unfair to lose everything just because you are offline for a while. To solve this, perhaps fp costs would only increase after player of a defending faction logs in or it should take a fairly long time to deprive a faction of fp. Perhaps homebases could be kept invulnerable indefinitely even in a siege given that there is e.g. 1-2h of play on average everyday. This would also create a reason for joining together and living in bigger factions.
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