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Savet's Faction Fixes

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Dec 15, 2014 Savet link
Everyone else is creating a faction thread, so here's mine.

NEW PLAYER SAFETY

Nation Space

Capital Systems:
--Remove all damage restrictions except in the training sector
--Any kill of a player above dislike (not using /duel) is a faction hit, including self defense.
Non-Capital Systems:
--Existing rules remain

Grey Space
--Existing rules remain

Logic: Space should be scary. The further you go from “home” the less safe you are. New players can sit in their capital with the knowledge that if they die someone is taking a faction hit. The guaranteed faction hit will keep most out. For the ones it doesn't, they don't stay out now so nothing is lost by the above changes. Because unaligned players cannot be greater than dislike in nation space, there is no penalty for killing an unaligned player in any nation monitored sector. Mission text and notifications will need to be updated to advise players of this limitation.

THE UNALIGNED NON-FACTION

Factions:

No reputation limit:
--Corvus
--Ineubis
--Xang-Xi
--Tunguska
--Aeolus
--Orion

Limited to dislike:
--UIT
--Serco
--Itani
--Biocom
--TPG
--Axia
--Valent

Ships:

Add the following “sanctioned personnel only” ships to the following factions for unaligned players:
---Corvus
------Valkyrie Vigilant Replica (Same stats as Itani Valkyrie IDF Vigilant) – 250,000cr
------Prometheus MkIII Replica (Same stats as Serco Prometheus MkIII) – 250,000cr
---Aeolus
------Behemoth XC-LE (Same stats Light but with 200cu) – 250,000cr
---Alternative
------Make the above 3 ships purchasable only from the conquerable stations with the same limitations and price to encourage unaligned players to assault conquerable stations.

Make the following existing ships “sanctioned personnel only” to the following factions for unaligned players:
---Corvus
------Marauder Mercenary

Logic: Unaligned players need to be able to fulfill the game's basic play-styles, which includes mining, manufacturing, pirating, queen hunting, skirmishes, etc. There should be a reason to drop you faction allegiance and it should be a unique benefit not available to the existing factions. It should compliment the play-style of someone who spends all of their time in grey space.

The ship changes allow unaligned players the benefit of high-end ships without giving them “best in class” and while adding a significant price increase to the acquisition of such ships.

The XC-LE creates a Light-Enhanced Behemoth capable of picking up large volume items with minimal defense capabilities. The tradeoff of not being able to fly safely in nation space justifies the ability to equip a weapon on such a large volume transport.

The Marauder Mercenary change gives unaligned one ship to call their own.
Dec 15, 2014 cellsafemode link
my only real squabble with Savet's unaligned faction is that UIT is the unaligned faction already.

So this basically makes another UIT, though less focused on trading with serco and itani, and seems to exist soley to annoy anyone trying to manufacture while providing tradeoffs that dont really affect that style of gameplay at all since they can get practically all the ships and stuff they want in the stations they can get good standing in.
Dec 15, 2014 Savet link
My thought process is:

UIT: Trade oriented, more and safer trade routes. More opportunities for profit and ship purchase.

Serco/Itani: Focused nationalist ships, with top-tier access and under my revisions able to trade safely in the UIT capitals.

Unaligned: No safe harbors outside of grey stations where they have good reputation. More diversity in combat ships but not top tier and reduced safe trade opportunities.
Dec 16, 2014 Pizzasgood link
+1

You forgot Orion, though.
Dec 16, 2014 Savet link
So I did...I have added them to the no limit group, but was tempted to put them in dislike.
Dec 16, 2014 Kierky link
cellsafemode: do you even play this game?

Savet: +1
Dec 16, 2014 cellsafemode link
Yup. One of the 20% serco that make up the average playerbase.
Dec 16, 2014 joylessjoker link
savet: +1

cellsafemode: I really can't tell if you're trolling. Assuming you're not trolling, you're exhibiting autistic traits. You incessantly make TL;DR posts and seem oblivious to the fact that 95% of the playerbase dislike 95% of what you have to say. Why waste your time and breath here? Wake up and smell coffee. Go do something productive for yourself.
Dec 16, 2014 Pizzasgood link
Actually, cellsafemode's problem seems to be that his concept of game design doesn't extend to sandboxes. His posts make a lot more sense if you stop looking at VO as a sandbox and instead view it as a more traditional RPG with a limited assortment of highly differentiated character classes. Those kinds of games are fun, but VO is not one of them and the design principles involved don't always apply here. That's why so many of his posts go against the grain; he's working out of the wrong toolbox and with a skewed interpretation of the blueprints.
Dec 16, 2014 SkinWalker link
+ 1

Bravo.
Dec 17, 2014 Serious.Person link
Intetesting approach.
How is the tranformation to Unalignment and leaving of your former home nation done then?
Dec 17, 2014 Savet link
I would propose a mission called "cutting ties" in which the game explains the benefits and that there is no going back. We have a lot of options, and it could even be a follow up to the difficult choices mission tree.
Dec 17, 2014 Darth Nihilus link
This is by far the beat suggestion on the matter that I've ever read. /me steps in line for the new Unaligned faction ..

on a side note..has anyone noticed under the population tracking graph on the website there are supposed to be 4 colors...Serco, Itani, UIT, and yes, Unaligned...maybe they have been waiting for an idea that made sense
Dec 17, 2014 vskye link
Actually the Unaligned part of the graph represented one or so of the devs and it's been there for quite sometime.

+1 OP. Likes the name of the mission also, "Cutting Ties".
Dec 17, 2014 abortretryfail link
Honestly, I think this is way too complicated, but I do agree very strongly with at least one point:
There should be a reason to drop you faction allegiance and it should be a unique benefit not available to the existing factions. It should compliment the play-style of someone who spends all of their time in grey space.

^ This needs to happen.

There should be big incentives to being a scoundrel. Maybe hated-only missions available at enemy factions or convoy ambush missions as a counter to the escort ones we already have.

As far as I know, there's only a couple mission trees from the PCC that do this.
Dec 17, 2014 Savet link
It's only "complicated" because it is a complete solution.

It's not even my idea. It's a culmination of all of the ideas people have had over the years and all of the discussions we've had in-game and distilled into this balanced approach in the hopes that we can all find a common ground and motivate the developers to add it to the pipeline.

Even though it's complicated, would you be ok with this implementation? If not, what would you remove or change so that you could stand behind it?
Dec 18, 2014 wolfman40 link
+1 lol
Jan 04, 2015 Savet link
Since this is almost universally accepted, and no improvement suggestions have been made, can we get a developer opinion on:

1. Is this suggestion compatible with long-term game vision?
2. Do the developers support this suggestion?
3. Assuming 1 and 2 are affirmative, what amount of money contribution could the player base commit to that would put this implementation on the development pipeline for the current fiscal year?
Jan 04, 2015 greenwall link
Question: how does this help overall player retention?
Jan 04, 2015 biretak link
-1 to the suggestion of making uit more trade oriented... to quote greenwalls quote of the diescription..."UIT space a haven for pirates, unscrupulus merchants, and the results of autonomous technological experiments gone awry"