- Redistribution of PoB production resources to ensure all regions provide at least one production-essential commodity/item
- Redistribution of PoB production resources to ensure items require trading, mining, NPC-farming and Anomaly-Scanning
- Adding remote, high risk systems that provide high risk NPCs that drop those items (similar to Nomad Battleship Remains, which made the Core player faction capitalize on them)
- Removing all codenames/sci-data-weapons from drop pools, instead adding rare commodities to ship wrecks required to construct codenames/sci-data-weapons at PoBs
- Streamlining system connections:
- - - > a lot more snub-only jump holes for impatient snub players (alternatively snub jump drives, so snub players have a reason to buy jump coordinates that aren't outdated by months)
- - - > Trade Lane/Gate connections reworked to lead trading ships through unavoidable hub/home systems; each lane serves a specific purpose instead of connecting randomly placed stations (Lane A leads to House Mining System, Lane B leads to House Trading System A, Lane C leads to House Trading System B, Lane D leads to PoB Essential Commodity Providing System, Lane E leads to neighbouring house A, etc.)
- Ask Felsvar/Aerelm/etc. to provide more big asteroid models with different skins (lava, ice, ore, alien, etc) to add more unique system decorations and prop constellations (remember playing vanilla and flying through the Barrera passage?)
- Restore the Omicrons to look actually represent the green Edge Nebula (Omicron Delta had a regular Omicron star sphere and green nebulae in 2016 and it was extremely pretty, unlike the current version of Delta - it's almost as if there was a reason why the anomaly tunnel as backdrop was replaced)
- Adding safe/interaction zones around house capital planets with heavy NPC presence (I rather have people stay in space than insta-dock at the sight of Mr. funni PvP dude)
- Every system has a specific function (Hub/interaction system (usually capitals and crossroads), Mining system, Anomaly systems, Trading systems, Exploration systems, Connector/Transit/Buffer/Contestable systems)
- PvE combat areas should look like combat areas (debris, wrecks for loot in dangerous areas)
- Adding an optional heal zone (negative environmental damage) to Conn to repair Conn-damaged weapons
- Removing timers on regular "spoiling" commodities (they literally serve no purpose other than being inconvenient)
- Adding spoiling timers on special loot items in remote systems (to make sure ships don't just stay there but actually fly both ways)
- Adding systems that can only be accessed by jump drives that aren't just placeholders with one sun
- Re-adding public Player Faction Reports so that 1iCs can openly and publicly communicate their demands to the Devs/Admins while in return providing an absolute minimum of representative work (other than inheriting their 1iC rank from a friend and then adding "1iC of faction x here, I am going to say something that has more value than that of anyone else because I am 1iC and I claim NPC stations as my player faction assets, I should be in total control of the NPC faction)
- Replacing time requirement for official factions with requirement to file Player Faction Reports to list their valuable contributions they provided
- Smaller development steps in case of Battlegroup movements and NPC station changes to indicate that things have been thought through, planned ahead and don't just happen from one patch to the next. I like that New Berlin now has a torus, but I think it is a missed opportunity to switch from The Ring to the finished kilostructure in one step while we have enough props to show the process being done over the course of multiple patches (something for players to process, partake and hype for)
- Dev Checklist on whether a subjectively motivated change is absolutely necessary
- Stop cutting away/merging systems that people liked and instead checking whether there are better ideas to repurpose them without altering the looks of a system - this game thrives on nostalgia, people don't like changes and people like their little systems of preference
- Possibly patch-dynamic warzone developments that can be pushed back and forth by players (in-system dynamic of task forces of two factions with a permanent war (like a Liberty Navy cruiser with two gunboats and a Rogue destroyer with gunboats playing cat and mouse (micro-level-environmental storytelling that involves player factions to a degree, like chess (basically a low risk/reward story thing (I added a fifth pair of brackets)))))
- Turning Omicron Lost and other remote systems into unsettling places and off-map locations
- Generally making more use of local light sources and deployable effects (smoke, electricity, sun-wind indicators, pimpship-alike upgrades to specific stationary ships at stations or Battlegroup Battleships to make them optically stand out - we have all the means for that)
- Trade Lane maintenance ship solars to make long trade lanes look less boring
- Adding weaponized ship solars to a few mission spheres to add some "support" or "difficulty" to them (could be combined with the push/pull chess dynamic of small task forces)
- Reskin Battleship Harmony to wear a latex/maid outfit, blushing cheeks and an ahegao front to represent Battleship-chan
- Add something like a "Screenshot of the Week" to the forum main page
- Place some props on smuggling routes (aka the line from one jump hole to the next) to make them look more entertaining while adding little things to explore (vanilla did that exceptionally well, Discovery almost never does this)
- Nebula systems could use some big asteroid structures to spicen up the experience of flying through some dense areas with reduced vision
- Adding alternative skins of popular snubs and transports (either as separate ship entries or by ship-specific modules (like cargo pods) with ingame models (like an armor))
- Artwork contests (we have a lot of artistically talented people here and could really capitalize on that more)
(04-11-2022, 05:59 AM)Saronsen Wrote: *credit cost for the death of ships (YALL WANT MONEY SINKS?)
alternatively
*time limit on respawns for ships based on cost estimated from equipment (try to undock >"SHIP IS STILL UNDERGOING REPAIRS")
thank you wargaming and gaijin entertainment. I don't think I will.
(04-11-2022, 05:59 AM)Saronsen Wrote: *automatic payouts for BHG
I wish this was a thing. Having to do paperwork for doing what your character should do is whack. Also seeing bunter having to beg to be hired just to shoot is laughable.
- bring back Toledo
- make Omicron Lost outer system + a jump holes leading to unknown dangerous systems - some of them with very hard npc's, Titans with huge armor and heavy loadout dropping rare items, the others with destructuble respawning platforms and hazardous invironment guarding a rare "boss" huge ship that need a whole fleet to be killed.
-make that Shamash nomad planet destroyer a stationary spawned npc with big hull , nasty long range weapons that can be engaged and destroyed by players
- make use of all the cap ships sitting under old ships , admin ships and ships prototypes (those who are not imported)
- give Freelancers more freedom that they can buy cruisers and battleships - some of you will say how? They don't have the resources or whatever, bear with the old 2003 game and do it.
- give more ZOI to factions
- stop pretending that some factions don't have the resources to build capital ships, cause this game is 17 years old and it doesn't really matter- this is only a drawback
Fork Discovery from 4.85, but simplify certain things like guard systems and weird connections that used to exist, but also hang on to the mystery that Gallia had when only half of it existed. Think of all the cool things that used to exist in Disco that have been changed or removed, but also still having the flexibility of adding cool new things like we have over the years but in different ways with different balances and such. Hindsight is 20/20 and all.
I know I've said it heaps of times in the discord but really Misfitlancer could be the next big thing if I wasn't too lazy to actually make it.
- I would reconsider the physical size of the barge and fix it
- I would rebuild the POB system and rules so there are no broken codes or abuse of authority
- I would reform the discovery main rules in a better form and fix the gaps
- I would implement a new system for admins' commitment and diplomacy
- Many other things but my head is not clear at the moment.
Excellent thread! The first thing I'd do is form a new events team comprised of admins and devs who's job is to process a new events system and implement changes based on the outcomes of faction earned sieges.
The second thing I'd do is make an official addition of an Official Faction 'challenge system' to allow for factions to conduct (earn) organized challenges over control of select locations/objects. From then on, that new team's #1 job would be processing OF requests to begin event sieges as they come in, and release sub-patches to activate the sieges or to update after we have an outcome. An example of such a system can be found in my threads list. This would shift most story changes to player [faction] driven outcomes, limited to an adjustable set of rules. This system would ensure that story changes occur as regularly as players earn them, hinging on actual in-server activity to propel the system.
Some things I think should change ASAP:
-Remove PVE zones, bring back older style NPC spawns (gunboats/cruisers)
These pve zones are the new economy, and it sucks. They make it far to easy to make fast cash, people can power grind for hours and make hundreds of millions without any interactions, or even leaving a single system. It has killed the economy and seems a drag on performance.
-Remove Multiboxing ban
Time to get as many ships online as we can. Fighting with more than one ship at a time is pretty much hopeless, so who cares if they come across a few ships hauling ore? More to pirate, or more to blow up. Plus we could make more use of carriers.
-Remove Techcompat plugin
If you think about it, by barring a huge amount of crossover equipment/ship combos, we remove a huge amount of reasons to roleplay and enforce RP consequences the entire time...on a roleplay server. It never made much sense, just let it all play out inrp. If someone wants to try using illegal weapons, and make super cool combos, let them, it will only stimulate more to do in game during encounters. Not to mention, any processing that goes on to enforce against mismatches gets removed and we may get a more smoothly running server.
-Add a completely Neutral atmospheric docking point (allowing transports) to the back side of every populated world. (Bring back smuggling).
This would also make it possible for unlawfuls to say they have been visiting lawfully controlled worlds. Basically, if even unlawful transports have one place to dock at on a capital planet, they will try to smuggle again. Even if it's legal cargo, an unlawful transport is still a smuggler. Having the extra option open to all will increase traffic on both sides, and warrant law enforcement to keep a watchful eye more.
-Introduce consumable ammo for defense platform respawns
Base placement rules are fine to me, the risk comes from defense platforms. I would make it a top priority to change the mechanic to require 100 units of some kind of ammo commodity (munitions/armaments) to respawn a defense platform. Technically, a POB could be reduced of its potency just by attacking the defense platforms first, depleting the base's stores of ammunition. The other benefit, would be an addition to the 'real' economy of useful commodities that would generate more need for player supply efforts/economizing.
-POB core 1's need a bump in starting HP and to start with greater storage capacity, better turrets, but much higher build cost.
They also could use some serious default turrets. Too many core 1's go down too fast for players even to notice. They come, lose their POB, and only get driven away by the extreme uphill battle an open POB has to establish itself. The balancing factor should then become the value of a base construction. Base building is too easy for new arrivals. The pitfall for new players is that they can do it too soon after just starting. Add the need for 1 unit of one additional commodity (could be added to capital planets) to build a POB, and give it a 100 million credit cost. So in this new mode, a POB core one could start with 200 million HP (not 20) start with more powerful base turrets, get 60 000 units of starting cargo space, but cost at least 100 million just to build. Then people will need to earn a bit before building, and really give it some thought before risking that kind of expense.
-Set a rule that you cannot siege POB's unless at least one of the declaring individuals/factions also owns a
POB at core level 2 or higher.
It would not need to be public but claimed by at least one individual or faction as an 'HQ' base. Building and maintaining a POB to allow an individual or group to lay siege to other POB's would become standard procedure, and allow for fair battles. No POB attack would come without the ability to counter it with a return attack, or harassmet, if you know where the other side's HQ POB is. If you don't you can get scouting/spying.
-Bring back NEMP's (less potent, lower value)
Everyone loses it at the concept of fighting uneven battles, or the possibility of their faction's bases being sieged and captured by other factions via a challenge system. Yet this can be easily countered by re-introducing a less potent, yet still highly advantageous NEMP weapon. It would only need to be programmed to inflict high damage, not instadeath. Instead of instakilling, just give it like a 500000 hp damage. It may kill smaller ships, but only highly damage large capital ships. Anything would do, and at least all factions would have the ability to build up their arsenal to help compensate for times they are outgunned. Smaller factions like unlawfuls would make the most use of these during attempts to capture lawful stations. Yet smaller corporations defending against unlawfuls may also find they want to keep NEMP's to help ward off waves of attacks. They won't totally win a battle but may help slow down an attack's momentum. It was also really cool to have these to work towards earning, dealing/selling on the market.
-Bring back jump trading
JD4's went totally worthless and it was a huge waste. Jump trading never hurt anyone, it took a huge effort to get that far. I would support (if possible) blocking jumping while containing ores, gases, scrap, salvage, etc. That would mean you couldn't jump the most valuable commodities, we could say they are too difficult to jump when unrefined due residual radiation/ high density, or whatever. But, then, we could still jump trade lesser valued commodities and POB supplies, without effecting major trade routes. That way we could still have a specialized industry for jump supply of bases, and allow for the ability to build far outlying bases.
-Add a system of earnable development options
The one thing that will keep the server functioning is ensuring progress won't be blocked more than encouraged. We need to prevent bias and favoritism by laying out some basic moves players can make to develop changes based on in game achievements and commensurate RP. Options could be added so players can earn bare minimum, yet challengeable changes. Such as,
Building a Jump Gate
Building a trade lane
Building a Mooring Fixture
Building a docking ring (in these cases, on existing planets/moons, or into new ones to signify new colonization). (Costing X units of scidata, or X units of industrial grade ore to purchase)
And keep in mind that with a new challenge system, NPC bases that are built into planets/moons, etc, may be subject to capture by faction challenge. All such changes could be also earnable 'moves' whereas building an object could simply require filing a request for one of the listed 'RP projects' which could cost saved units of ore or scidata. That way, players and factions can always be at work building up materials or currency to keep their options open. When they have enough to spend, they 'buy' the change. Under this mode, the best way to counter player efforts, is in-game. It could be called an 'Official Faction Construction System'.
For these options, most factions would be in the market for the materials to get their new object/station. Technically, there would be a variety of options work towards these goals, or to counter a faction's efforts. The OF challenge system would mean challengers could capture someone else's new docking ring, and after holding it long enough, self destruct it. Or, keep it for themselves. Either way, both systems being linked to OF's give much more perks to maintaining OF's, where currently it can actually be a detriment to bother with officialdom. In both systems, the main driving forces on the server will undoubtedly be OF's that can maintain themselves. With any luck, we may even need to raise the standards for officialdom, not lower them.
There's probably a few more things I'd get to, but this would be an epic start!
Make POB run on credits, so regular trade routes are used for usual trading. POB "special" items to be obtainable in admin-supervised POB in Conn at set prices. Remove POB weapon platforms.
I don't like how unprocessed ore is more valuable than processed material. I think that ore should be a short route low profit commodity meant for newbies that can't afford lucrative cargoes yet. From mining field to local smelter, perhaps in the same system. On the other hand, processed commodities should be very expensive to buy, but also turn a good profit when sold. For example, buy a unit for 10K of today's credits, sell it for 15K at the other end of the map. Pirates will like this a lot because of the high base price.
I would also delete all money currently on the server, but of course, with a month's warning for players to prepare -- to either spend the money on what they've always wanted, or stockpile assets to sell them after the change if they wish to retain at least a small portion of their wealth. This will restart the economy. Call it an economic crisis due to warfare everywhere, have the warning appear in-game. With the help of this, I would also increase the value of the credit by 10 times, so a ship that now costs 2 mils would then cost 200K. Call it the new Sirius credit, founded after the old currency crashed. This should help with the money limit problem on characters.