Forums » Suggestions

Item availability curve

Aug 14, 2004 Phaserlight link
Let me begin this thread by saying I do not doubt the devs have good reason for setting things up the way they have, and I also understand there are Much More Important things they are working on, some of which no doubt include the subject I am bringing up.

That being said, I have to question the number of items currently available to new players at the beginning of the game. At level 0/0/0/0 a player has the option of buying (aside from cargo widgets) A) an EC-98 or B) a plasma cannon mkII. The list is very short, and considering it takes an experienced player at least an hour to progress to the first new license level, a newbie with less experience might appreciate a little more variety at the start of the game.

Right now money is practically no object when compared to license levels, which is as it should be since there is only so much you can spend on a short-lived fighter class craft. But consider this, a veteran player already addicted to the game will work for hours and hours just to gain access to one brand new item, whereas a newbie may get frustrated and quit within their first hour of gameplay. When a new player starts the game, they should be like a kid given 15 cents to spend in a candy store... lots of enticing options, but not much money (or experience) at the moment.

The way the game is set up now, a newbie starts out with basically only one ship setup available with one or two variations on which to spend their money, whereas a vet has a geometrically increasing number of options with every license level gained. This is almost the reverse of how it should be in my opinion... not an increasingly greater diversity of items at higher levels, but fewer items that are worth working long and hard for. This is not to say that there should be only one or two viable options at higher levels, there should be a diversity of good options available at *all* levels, high and low.

What I would propose does not involve making any drastic changes, but making some different items available at level 0/0/0/0, just so a new player doesn't feel cornered into having only one ship and one weapon available for who knows how long until they level. I would suggest making the yellowjacket launcher also purchaseable at the start of the game. That way a new player could choose between having an energy weapon or a missile weapon. The yellowjacket launcher is really only good for killing drone I's anyway.

If there were also some way of letting the player know "this item is out there, but you can't have it yet" that would also be a good way to draw players in to working harder to level to get the item, rather than blindly surprising them with the new item after they have leveled. However, I still think that there should be at least a few more weapon types available at level 0, and the yellowjacket launcher seems like a good candidate.
Aug 14, 2004 Spellcast link
Good comments phaser. I'd kind of like to see a few more options at level 1 myself. Alternatively add a level .5 that can be reached by completing a "special tutorial" mission. (fly to here, fly to here, dock and undock, fly to here, lets try out your in system jump, go to the nav screen, select this sector, jump there, target this drone, now target this other drone, kill this stationary target, kill this mobile drone, kill a drone that shoots back, jump back to the station, dock)

Once you succesfully complete all steps in the tutorial, you get access to an improved ship and a few more weapons.

As far as a list of things you can buy, how about having all items that a station will sell you after you gain 1 level or 50 rep points show up in the list. when you click on it it will be greyed out and in the data bar it would say you need level <blah> or reputation <bleh> to purchase this item.
Aug 15, 2004 paedric link
And to add to Spellcast's thoughts, let the new player earn a couple of hundred credits during the tutorial from which they might invest in trade widgets or an upgrade weapon. Just a small grubstake to make the transition easier.

Of course, it could be argued that the government supplying a free ship is compensation enough. And earning money isn't that hard (as of yet). I seem to remember that Ultima Online in it's formative years would basically give you a cheap sword or a club and shield (or what have you) with which you would begin to make your fortune by beaning rabbits and small birds & selling the meat or feathers. Later, rinse, repeat ad-nausium. Was rather amusing getting "pWn3d" by a sparrow. I also seem to remember it happeneing an awful lot. *sighs* :-\
Aug 15, 2004 Ticho link
Spellcast's idea about having items which will soon be available to you displayed grayed out. It would add a good enticement.
Aug 15, 2004 roguelazer link
There =is= a tutorial mission already...
Aug 15, 2004 Spellcast link
yes, but it doesnt give any benefits for completing it. Hence a "special tutorial" misson,

hmm tho on re-reading my post above i have a quotation mark placed wrong. It's fixed now
Aug 16, 2004 Phaserlight link
I think spellcast's "greyed out" items as well as the "special tutorial" that unlocks some new items are great ideas! I wonder if there's a way to attach an item to a particular mission flag that signified whether or not a player has completed a specific mission...