I try not to post OORP often, but I've decided I'll post here just for the sake of improving Discovery.
Before I get into Zentor's points (which are all good ones) I want to say that I'm saddened that there hasn't been many events of the past month or so since the last one became an absolute dumpster fire towards the end due to a few bad actors. While I didn't always participate in them due to scheduling or personal reasons, I did enjoy seeing the activity on the server rebounding. With that being said, let me get into the weeds on this:
(08-11-2022, 06:26 AM)Zentor Wrote:
I'm curious of the community's input in our Events plugin functionality and activity scope. I am currently working on code implementation of adding these options to Events, but would like input on these and other ideas players may have:
Let me just say I appreciate you bringing up these items to the community on feedback. It means a lot for one of the developers to regularly post asking our thoughts. Don't forget to sleep though, brother.
(08-11-2022, 06:26 AM)Zentor Wrote: [Trade/Mining Event] - Pirating Bonuses: Allowing specific ID's a bonus for pirating the haulers of the Event commodity (according to lore etc) once sold back at specified bases. Could even give "vendetta" bonuses atop these bonuses if x pirate faction has a particular vendetta or hatred for the "main" trading faction
In theory, I like this idea. However, in practice I can see some people abusing the crap out of it. I think it's important to learn the lessons from the last event we had where "certain people" were taking advantage of the system to gain an absolutely disgusting amount of credits in a short period of time. Yes, @Garrett Jax caught them doing so and dolled out appropriate punishments for all involved, however I think it's important to remember the amount of damage it did to people even wanting to run the events. This isn't to say that we shouldn't be afraid of change and new ideas, but it's important to keep the thought in the back of our mind when developing or changing things.
(08-11-2022, 06:26 AM)Zentor Wrote: [Combat Event] - Scaleable Combat Bonuses Allowing specific faction ID's different tiers of combat bonuses (based on implied lore).
I like this idea. It builds on the already developed bounty system.
(08-11-2022, 06:26 AM)Zentor Wrote: [Combat Event] - Ship Class specific Combat bonuses Making kill bounties customized to ship class or event ship classs vs specific ship class. i.e. Dreadnought killing snub gets less than Dreadnought killing Dreadnought of enemy
or Friendly kills grant 0 money or subtract moneys
or snub kills transport grants xx money ( allowing us to tailor the confrontations to either moderate ganks or just align better with the lore situation )
Again, I like the idea. It gives punishments for those players who are ganking transports in cruisers and above.
(08-11-2022, 06:26 AM)Zentor Wrote: [Trade Event] - Ship Class specific Trade Bonuses Making bonuses customizable by specified ship classes, allowing for events to be x ship-class only or just tiered bonuses, leaning in to the RP.
i.e. Freighter-only Trade events
or Passenger Liners make xx more profit per unit than transports
or literally Snubs making king profits for something that align with the story ("reconnaisance" or whatever)
This has been something I've been interested in a long time. For the smuggling aspect, (as you know I'm a huge Smuggling nerd) I think it could be made even more interesting in later patches with the re-introduction/re-design of unstable jump holes. Still allowing them to only allow Freighters and below, but with the chance that coming out the other side might cripple or destroy your ship. Place them around but with the distinct risk that your ship can become crippled or destroyed and you lose all of your cargo.
This does two things: One, offers freighters the chance to escape from pursuers in Gunboats and above. Two, allows those chasing the smuggler to follow them if they're in snubs which makes the scale a little more balanced.
You could even add Freighter only systems. An uncharted/undeveloped system where only Freighter class and below ships could enter. Maybe that system has gravimetric disturbances in the system that are invisible to sensors, or crazy high radiation, but allows the smugglers to cut a bit of travel time off of their journey with the possibility of going around a dangerous system where pirates or lawfuls tend to exist.
I could go on, but this is about feedback on your post, not a place to dispense my ideas.
(08-11-2022, 06:26 AM)Zentor Wrote: [Either] - Peak hours bonuses Suggested by Slappy a whiles back of having higher bonuses during peak Server hours.
As someone who is in a place 180 degrees reversed from the time zone the server exists in, I'm sort've against this. I get why it exists and I support it's reasoning, but as someone who plays outside of peak hours, I'm a bit biased.
Thanks for posting these feedback posts and getting some ideas from the community. You know me @Zentor, I'm always coming up with hairbrained ideas for you to look into to see if they're possible.
~Leo
You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark. Roleplay is dead. Long live Powertraders and PvP I guess.