I often entertain myself by saying "its not what i can do, but what i can't, that pisses me off." So a agenda driven spew of ideas that enhance "my game" experience is formed. Gads a year ago i decided to sell some loot, and i had one sell order available. Yeaaa i now have three. lol. Its ok. I know a indy specific toon will have many more then three, and in just a month of playing.
The debate of balance between the uncontrollable number of toons 1 player can have, and controllable content the game provides each toon,,(cant be 1 player) has been decided in this game. Two years from now i might click more market sell order extensions. I like the trades and the division between them.
To be honest, i like the game, it is kinda like a payed beta test. With one toon i cant fly through the game like a cat with its arss on fire. I am tied to a ep diet that will have me playing for along time. O and a nic tree that sees me a cuppla bill behind also.
So how many players that had, have, did have, multi toons are gone for whatever reason do we know. lots is all i can say. Its endemic of this system. It allows one to go ludicrous speed, hit "the wall" and retire, take a break, quit. Players have to know that developers cannot create content as fast as players experience it. The grind that sets in after reaching certain lvls is oppressive. The saps is such a grind. it is a chore the game hands out that some are not willing to commit to. My favorite fort capture mechanic is....The three pylon destruction method. Shoot three pylons and the outpost is yours, and three more pylons generate. Remainders of the defenders that are on the field can retake the outpost. Only the owners can respawn at the outpost. This method had defenses, repulsers, turrets, AI.... also had mobile bases the attackers could use for a spawn sight, within howzer range. All this crap could be grinded out in a four hr period, by the clan, squad, corp. The cash, for bots, mobile base, for a two three hr fight every night of the week...
This game is not going to give me what i want, that's ok. Shooting hero lights and assaults, with four machguns is still a blast. and the time flies by, even if the game crawls.
O yeah,,,i almost forgot,,,community.
Devs that enter the game in leet bots, with leet loot, that shoot everyone they see, anywhere, including, especially alpha...(no... mercy on noobs, but devs know vets, and they should shoot them on sight. Call them sentient could be a castel with three head slots, and three leg slots. with a sentient ct for the peep that shoots the dev. Notoriety, drama, and the desire to have vets running through alpha. Every holiday, catch the easter bunny, shoot down santa, lol, and we cant leave out the turkey. Sents can have a sound when they are on a island, like whale sound. or coyote or drums, to warn players to take off their T4 stuff, or put on their T4 stuff...:)
Something that threatens a alpha island. That might fit into this game. AI driven, that rookies can handle, like a march of the elephants kinda thing, which some can compare to existing roams. But that camp players in terminals. Which one or two experienced players can break. I know, another anchor around our necks. But it is important for rookies to see other players. And the game makes us do things we don't like now. The biggest problem to this kind of mech, is there might not be anyone in the terminal. The mech could be tied to island population at the time of spawn.
Mini Outpost ownership,,,like alpha outposts. Limited control, but the need to flag to secure ownership of the outpost. Ownership could include the ability to use incubators that if attempted to harvest would flag the farmer...not keep him from harvesting, but flag him none the less. No docking restrictions, but the owner could be able to set the outpost perks, between those listed...The ability to friend or foe those that interject with the outpost, without corp controls. friends would have the same perks as the owner, without joining a corp, the bond would be the outposts perks... This is a attempt to form new leaders, from a rookie population. One has the outpost and can hold it, players will use the outpost because it has a strong presence, and someone they can count on if there is trouble. Efficiency of the outpost could be tied to missions., could be tied to outpost needs, like recycled loot, low lvl decoders, resources within the influence of the outpost. Maybe even player numbers that are allied to that outpost. Production tied to mining harvesting, could enable contracts listed on the outposts sell and buy board, could be tied to player numbers allied to the outpost also....and ore and plant spawns....
And can we please have a bot parade complete with flags and banners, that moon everyone when they march by.
time to go shoot a lvl one assault beacon....i wuv mechguns...:)