Tusk McPumpkin wrote:Sundial wrote:A player base can make or break a game.
I agree with most of the points about creation / POS etc. However, I feel the game would be better off with 0 alliances, or very small ones.
My point was its not only the games fault, but also the players. Corps like STP and others were forced to join an alliance instead of just striking off on their own on beta. Many like them ended up quiting I am sure after destroyed by superior numbers / fit bots.
Beta = one size fits all at the moment, this should not be the case.
It should suit all different styles of play, not just join some super alliance.
Well, there is history. Perp is world, with its own timeline. The, so called, Novablob alliance was created as an answer to m2s and its endless mech supply. People that fought together against overwhelming odds. You can't just expect it to just go away.
You are in 62nd corp if I'm not wrong? Do you have any alliances? If so, why? How many active players does your alliance have? How many does NeX have?
Meh...it's all just stale talk. This thread has stranded. We should talk about improvements to the game, not alliances...but about something that will bring more people to this game. I was trying to do just that, but then there goes the train - 'we are still having fun'...well great, but wouldn't it be more fun with 2k ppl online? Game is struggling - give your ideas to devs how to improve it. That's why I said in my 1st post - forget about CIR, m2s, 62nd, try and think about how we can help devs with ideas...
I think that all this green/blue/yellow -/+ 2% stats is waste of time at this moment. This is a sandbox, we all know what politics are like, lets try to give some ideas to devs without looking at tags...
What do we do about things like small corps bring small roam to beta / do anything on beta and get scouted by an Arke on a gate and for good reason, the corp is doing industrial operations to increase their assets, obviously they protect their assets and retaliate.
How do you give players a place to roam, but also a place to live? Currently its "one size fits all". Every risk people can avoid they will. Gate scouts, detectors, etc. This is a given. There need to be small objectives/content on huge "no mans landish" islands that bring players there. But bigger corps / alliances also need a place to live. Currently, beta islands can all be lived on.
These no mans land islands could have far more rewarding artifact scanning / other features specific to the island. No more 2 week old player scanning in a yagel on completely hostile territory and getting ganked and quiting with 0 chance to survive on beta, more of a large large no mans and to get lost in. And maybe have things they could carry in their cargo holds be worth more that were squired there on said island. Also, have many points of exits on and off the island.
A big land mass to get lost in... for new players, for old players... A magnetic field that breaks signal detectors. Also, the larger your fleet the longer you could be detected at. Giving the average / small guys a fighting chance and some ballanced PvP for them for a change by allowing them to select their fights against larger groups. In my opinion, all beta should be like this. Bigger groups of people have a higher detection range, like interference but increasing the range they are detected at. Give solo roamers / small groups a chance to not get zerged!
Just one idea for smaller corps that could also be great fun for larger ones.
Looking forward to new players and new conflicts.