Considering that many people can't afford one fully T4 fitted bot, let alone the number required to remain in the tournament, I can see this being another notch in the belt of the VERY FEW large non-Pacific Time Zone player corps.  Particularly the those that have a communal framework.

I know celebration of the one year anniversary is a nice thing but this grand tourny is going to have a very limited field.  Perhaps run something for the mercenary players as well; submit a team of five players for a knock out league?

102

(43 replies, posted in General discussion)

Simple fact is that Perpetuum is in decline.  There is not enough content being added and people are not renewing their subs.  That is not to say there is no potential, it just needs to be utilized so people feel like they have a reason to log in.

103

(43 replies, posted in General discussion)

adriaans wrote:
Gharl Incognito wrote:

"without law and order man has no freedom"  Food for thought perhaps?

Technically you have more freedom without.... but a lot more unfairness yarr

As William Shatner said; "Do what I do, believe in what I believe, for your own good, or I'll kill you!?! I can't get behind that!"

104

(43 replies, posted in General discussion)

"without law and order man has no freedom"  Food for thought perhaps?

105

(41 replies, posted in Open discussion)

So the long and short of it is that Perp needs to churn out some quality content asap or start to really fade away?

106

(100 replies, posted in General discussion)

removed

107

(100 replies, posted in General discussion)

Purgatory wrote:

Well this all sucks then, i expected these so called commander drops to be on par with something like EVE's commander/officer drops, instead they barely compete with T4 crafted.

Well they can't be to overpowered; what would be the point of crafting? It'll be interesting to see what the T4+ engineering, ewar and electronics bits are like. 

Does anyone know just how far one of these beacon bacon battles can escalate?

Segreto makes alot of sense

109

(4 replies, posted in Q & A)

Cool, thanks for the quick response

110

(4 replies, posted in Q & A)

Going crackers waiting...

111

(5 replies, posted in Feature discussion and requests)

please be patient with the wall of text.  I think I've had a good idea here

    Setting up buy orders remotely (distance determined by skill)

    Adjusting orders from a distance (only same station by default)


Could easily be tied to corp relations levels; perhaps adding a skill which allows you to contract other players to complete missions for you. Something like Contract Management.

e.g.; you accept a Combat Mission and then hire mercs to complete said mission for you.  You get a bonus to your relations for completeing the mission but suffer no negative rep that may have otherwise been associated with the mission.  A skill like this could be very usefull for those who wish to opperate on both Alpha and Beta islands as traders; allowing 100% relations status with all three major Corps. 

This kind of skill could be used as a prerequisit for the above mentioned extended trade skills.  Insofar as those extended trade skills go; just make them a matter of invested EP.  You need Basic Robotics 4 to use an Assault Bot; implement a similer scale of bonus for EP invested or perhaps allow the stations 'colour/type' and the associated level of Agent influence/standing to effect the number of stations of that kind which can be traded at using the proposed 'extended trade network' skill. 

The Agent would then have to choose some stations (up to 10) at which he can trade remotly but the 'slot cost' of each station would depent on the Agents relationship level. E.g.: you have Extended Trade: 10, you have 100% relations with ICS, 66% with TM and 33% with Asintec. So, you could choose 1 Asintec outpost(3), 2 TM Outposts(2,2) and 3 ICS Outposts(1,1,1).  Of course if you've invested in skills which allow you to build max reputation with all three you can build a real trade network, remotely trading at 10 different stations.

Now, I know player corps can own outposts and limit the availablity of said outposts to other players... these skills would make trade and diplomacy a more important aspect of player vs. player economics.  Take the above example and change it to;  you have Extended Trade: 10, you have 100% relations with ICS, 66% with TM and 33% with Asintec.  You are neutral with CIR(no denoted coulour), friendly with TOG(blue) and wary of FOOM(yellow). So, you could choose 1 Asintec outpost or FOOM outpost(3), 2 TM Outposts or CIR Outposts(2,2) and 3 ICS Outposts or TOG Outposts(1,1,1).  Of course if you've invested in skills and in game relationships which allow you to build max reputation with all(and sundry) three you can build a real trade network, remotely trading at 10 different stations.

This would also allow corps to trade at outposts they could not dock at(when the new intrusion method is implemented) provided someone could get their goods there.  Might also be worth introducing an Advanced Economics(tax evasion) skill to supplement this. 

feedback?

A good secondary to this would be the more trade you do at a high relationship terminal the less tax you pay compared to the regular agent, hence the more your influance degrades.  Meaning you have to keep working to keep your level of influence high.  It would also be nice to see the actions of an Agent in game impact on their relationships status... they sell all of their plasma to TM... ICS and Asintec give them a nudge by dropping their relationship status a bit.

EDIT: edited to highlight the OP concepts I was expanding on

112

(106 replies, posted in News and information)

Awesome idea.  Exactly what is needed.  Those Beta outposts will become very popular and populated.

113

(8 replies, posted in Feature discussion and requests)

Arga wrote:

Removing anaonmity would turn the market into a PVP weapon for corporations...  ...OK but not while the game is still this small.

I think you might be right.

114

(43 replies, posted in General discussion)

Arga wrote:

If by chance Cap. Corp X becomes the target of an extended campaign, unlike communist corps where the corp is everything, the capitalist corp can simply dissolve, and it's members take away a large personal fortune, and another corp forms up. That's not actually loosing, in fact it makes more ecomonic sense then sending waves of bots out to meet a force that isn't trying to accomplish anything but to make you dissolve.

This.  That's why ego becomes the driving force behind a Commune Corp.

115

(8 replies, posted in Feature discussion and requests)

After giving a bit of thought to the current mode of operations in the Perpetuum market I got to thinking that a good way to 'balance' the flow of goods would be to alllow an Agent or Corp to attach restrictions to their sell orders.  It would also be nice if an option could be added to remove anonymity from purchasing, that is to say people would know who was buying their gear.  You could even add a greater level of taxation for tha.

That is to say Agents and Corps could prevent certain Corporatrions and individuals from purchasing their goods while still offering them on a (relativly) open market.

I spent a bit of time considering the arguments against this:

- the argument that people would just use an alt to make the purchase for their friends or their corp borders on breaking the shared accounts rules in the EULA so if it becomes an issue we can only expect people to be punished for it.

- The argument that this would further stifle the market I believe is erroneous.  Many Corps do not sell on the market because they don't want their enemies to optain their goods.  This would remove that hurdle.

- the ability to restrict access to owned outposts will in part implement a change like this but that doesn't aid people who are based on Alpha Islands and still want to take part in the wider Corp vs. Corp aspects of the game; economics should play a part here.

116

(43 replies, posted in General discussion)

So what happens when there's no one left to fight?  Or when no one wants to fight you?

EDIT: Nothing is implied.  I don't know which corps use a communal ethos; I've never asked.

117

(43 replies, posted in General discussion)

So what happens when there's no one left to fight?  Or when no one wants to fight you?

How does the above methodology benifit the game and its community?  The ethos you've just outlined leads to a "do what I do, belive in what I belive, for your own good... or I'll kill you" scenario.

There's also the risk versus reward aspect.  In the above scenario anyone with a big enough head-start will invariably win.  There is no risk for the corp and it's players so the only rewards, one would deduce, are personal and lie outside of the game. 

By that rationale you have all of the members of x communal corp working dilligently to reach an arbitrary goal defined by the personal rewarding of their CEO or 'officer corps'; ergo the existance of the communal corp is an extension of an individual ego.

Now, players may do the victory dance for a while but what happens when they want to dance to their own tune? Do they eat Epitron pie or do they meet Commissar Seth?

118

(43 replies, posted in General discussion)

Syndic wrote:

Look youre mixing apples and oranges here.

Capitalist equation:

Miner -> Ore -> Corp -> NIC -> Miner -> NIC -> Corp -> Modules & Bots -> Miner
PVPer -> NIC -> Corp -> Modules & Bots -> PVPer

Do you realize the amount of time it takes to create a spreadsheet containing every module the corp produces, the constant daily adjustment of prices as ore & modules & bots prices change and fluctuate. You either form a comittee that will discuss for 3 hours if titan ore should be 0.35 or 0.36 NIC, or get 1 guy doing it and he'll burn out in a few months.

Nevermind the system is essentially flawed to the point where it becomes an archaic military quasi-feudal system where every soldier is responsible for his own gear.

Communist equation:

Miner -> Ore -> Corp -> Modules & Bots & Charges
Corp -> PVPer -> Modules & Bots & Ammo

The only "challenge" here is to accumulate a production critical point where it is equally distributed across the table. This is not achieveable by any means in the long run without having a secure Beta island to exploit.

The communist system essentially means a professional military, who fight with fleet-fits they're given.

I'm a big fan of "keep it simple, stupid". Big words look fancy on the forum speeches, but its quite a drastically different situation in-game.

Yes, all true.  Still doesn't address the 'seats at the table issue'.  The question you asked was was about NIC and why a commune corp should bother with it.  As you've said a commune corp needs a beta island to control; without the requisit resource they will not be able to support their fleet. 

If a co-ordinated effort was made to strangle a commune corps resource gathering efforts they would be in trouble; sure they may have a warehouse but when that runs dry the 'seats at the table' start to run out.  This is even more pressing when it comes to alliance.  What do you offfer them once they have what they need to build in a market system?

It may be easier to control a commune corp but that's providing nothing goes wrong and yoy always have an active enemy.

119

(43 replies, posted in General discussion)

Syndic wrote:

When money is meaningless to you as a vital game factor, why bother earning it?

Because purchasing power exists in any market based system; what happens to a big gun with nothing to shoot?  It rusts and becoms dull and useless to it's user(s).

Right now there are a few very simple methods for individuls to make self sustaining bank; the Golden Triangle for example.  Once quick fix stuff like this is removed then people will have to plan their money making.  If player made terrain/outpost features are introduced one would hope they are damned expensive.

As to your point on the Communist system being more efficient; you're assuming that everyone stays happy with it and there will always be enough seats at the table.  The downside to a communist system within a larger market based system is that it'll draw constant negative attention and this doesn't always mean 'great, more PvP'.  I'll refer you back to the 'cold war vs. total war' comments made in an earlier post; "you end up with a dull Cold War(interrupted by occasional Blob-fights)  instead of a cool total war where people aren't too concerned that every foray into Beta will be met by a mass of guns from all over the game community.". 

In the instance of insular non-trading commune corps they may find that the 'guns' from all over the community end up pointing their way; again, this can just as easily lead to irrelevance as it can constant PvP.  Good quality PvPers will invariably seek a challange; if their chosen corp becomes a 'Sysphus rock' they will inevitably move on, 'greed is good' after all and in PvP the risk is the reward.  Remove the risk and what have you to offer?

120

(43 replies, posted in General discussion)

Arga, what you said also paves the way inter-corp co-operation based on trade and production alone however.  If a single large commune corp is flooding the market then the mentioned small corps would have reason to work co-operativly to produce items and robots.

I mean, I would love to see the day when small corps are making deals like "ok, you get 200 U of Epitron, we get 3 weeks access to your lev. 3 recycling facility"(example).  The corps continue to PvP in the field(it's all about competition for resource after all) but in the case of a few registered production ops they wave a white flag.

Same could be said of something like "you provide 70% of the raw materials and we provide the knowledge base and manufacturing, we then split the dividend from the sale of the modules".  Deals that would expedite the the manufacturing processes of the game without forming 'blob' alliences.

EDIT: The point of these deals would be to access the highest level facilities in the game without taking over the world.

121

(43 replies, posted in General discussion)

Lucius Marcellus wrote:

True, I'm all in for you guys blowing up more stuff!

But to clarify, I don't at all agree with the infinite demand-supply of NIC idea. Rather inflation is managed through inflows and outflows of NIC to the economy, something which can easily be changed if inflation at some point becomes a real problem.

I understand your reasoning and it is correct in theory.  The reason for the question was to pre-empt one of the most common issues in MMO games.  NIC sinks are always an option but in a persistant, player driven world the idea of an arbitrary sink to curb inflation may not go over well with the games community; who votes for higher taxes?

I perhaps should have placed more emphasis on this in the original post.

As to PvP as an individual NIC sink Syndic; works provided you're not a commune corp. Otherwise it becomes negligable as the NIC sink equates to the cost of production and is removed from the games wider dynamic market.

122

(43 replies, posted in General discussion)

Alexander wrote:

NIC is just the representation of value to an item. There is a lot of NIC flowing into the economy and very little changing hands. That's the issue. Every uses NIC but everyone can get enough for themselves.

This is the crux of the issue.  NIC is a resource with both infinite supply and infinite demand.  Unfortunatly the former outstrips the latter; this leads inexorably to an inflation spiral. 

How can the 'demand' for NIC be imaginativly and acceptably increased?

EDIT: yes I'm aware of the planned buildings.  What else can be done?

123

(43 replies, posted in General discussion)

Do the 'Commune Corps' place sell orders on the open market?

This is something I've been wondering about for a while and the apparent stagnation in the game market could be greatly alleviated by Corps with huge stockpiles of goods actually selling some of them.

I know people say NIC is worthless but this is supposed to be a free market system.  I'm sure the Devs are aware of this and will factor it into further game developments.

So, to all the Commune Corps; do you place Corporate sanctioned sell orders?

124

(6 replies, posted in Open discussion)

I play on a stock Dell Inspiron 1562.  Works fine.

125

(41 replies, posted in General discussion)

Also, in this game you can't walk into a 'tavern' and say "Verily, yonder marauding Filtch gang is draining my batteries and useing dark eletronics to counter my holy hand grenades.  Whilst thou aid me in my robo-quest".

Grouping up can be much harder when people are almost constantly active when online.  No robo-wenches sitting around the power socket gossiping here.