Red:
That's also where i'd start.
So Wraith, here goes. Feel free to criticize or ask - i hope you can improve this very basic concept i'm gonna start. I making it easy in numbers and transitions to criticize it more easily.
The rather complicated looking rules are pretty easy to understand if visualy integrated and they are very easy to implement in software.
There are 3 Zones:
A(sanctioned/restricted pvp) - the common starting zone (yes, life can be tricky, so make a decision where to go)
B(safezone) - current alphas
C(ffa pvp without sanctioning consequences) current betas
of which A connects to B and C but B and C are not connected.
A)
- is the melting pot of players coming from B and C
- to do direct trades without any fees
- there are instanced player housings or can be built
- guards in form of flying observers are in place
- there is a mediocre mix of ressource grinding/farming and PVE to do here
-some special random spawns to spice up usuall robot day life
B)
- is the center of megacorp commerce and station trading
- its a safezone generally similar to current alphas
- it's the only access to high lvl market terminals
C)
- are the badlands, a warzone with outposts
- similar to the current betas
- the only access to highest lvl production facilities
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Wraith:
Ok, I can see the basic idea(from another perspective) of having three zones, and having them connected in this fashion. Personally, I'd keep it to two zones, but I always default to an attempt to keep things simple. But from a business model stand point, having new players start in A, rather than B, is just asking to lose them. Not all of them, but in todays market a good number of them. That reality has to be kept first and foremost in ones mind. This isn't EVE, nor is it the time when EVE started.
Yes, I know that market realities can be a damned PITA, but unless one keeps them in mind during basic development, one is just setting ones self up for long term problems(Or in this case, a short term game, which we don't want). We want new players to have the most positive attitude and perception of the game possible, in the first few days of their experience. Learning its details can be overwhelming enough, with out adding in the possiblites of getting ganked. We all know that certain parties get their jollies from ganking newbs, so lets just keep that from happening.
You didn't mention the status of mining in B. I can understand and accept placing the most valuable ores in C, as gank bait, but there needs to be a good supply of the basic and mid range in B(with perhaps higher mid range on A). Nor did you mention the status of PvE activities on B.
Also, if we tilt too far in the direction of PvP focus, then we end up losing many of the PvE types, who as experience in EVE has shown, well out number the PvP types. Keep in mind that while many players may be CareBears, their money is still green... ^^ On the other hand, if we tilt too far towards PvE, the PvP types will stomp off in disgust, with the usual "Damn CareBears are ruining the game!"... ^^ I do not envy the Dev's in trying to keep this balanced.
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1. Besides the NPC faction standing there will be 2 more standing indicators:
- a personal standing (PS)
- a corp standing (CS)
- available status are green, yellow, red / G, Y, R
- PS and CS status-colors are not visible to anyone but oneself/corp
- whenever a person joins or leaves a corp, the PS is adjusted to the CS standing, unless the PS is lesser then
the CS(cant improve by leaving or joining) and G can only join G or Y corps, Y only Y or R, R only R
- starting color is Y
- PS de/increase by missions, playerkills(something higher then an arkhe2) only
- whereas CS decreases each time you successfully claim an OP in C)
- to decrease from Y to R or G to Y, you need to kill a non-R player in A)
- to increase from R to Y you need missions in A) higher gain or in C) lower gain
- to increase from Y to G, you need missions in B) lower gain or in C) higher gain, kill an R in A) lower gain
- positive changes to the PS translate in a 0.1/member count ratio to the CS, reflecting back again only 0.01/member count to each member
- increase of PS through missions and kills and thereby CS is limited by diminishing returns/timewindow
- decrease of CS through indirect player PS affection is limited by diminishing returns/timewindow
- negative changes on the PS through agressive attacking a target depend on the color-difference
- an R attacks a G results in the largest difference, R on R, Y on Y, G on G in the smallest
- negative changes to the PS translate in a 1/0.01 ratio to the CS, reflecting back again 1/1
- changes to PS and CS are listed in personal/corp menu like transactions
- the PS/CS colors are a modifiers to certain interactions:
- PS comes into play for players without corporation and as a personal modifier
- the lesser color of PS or CS overrides the higher one in means of sanctional effects
- the higher color of PS or CS overrides the lesser one in means of rewarding effects
- rewarding effects:
- they give a bonus to industrie skills where G gives the highest bonus, Y gives a small one and R gives none
- they also modify the defensive values (shield/armor) on either A), B) or C), where G gives a higher bonus then Y and R no bonus(current state)
- they increase the chance against lower value color enemies of not being looted when being killed in A) B) and C)
- sanctional effects:
- the colors define, who and how much someone will be indirectly protected by guards on A)
- R also excludes players from entering B)
- R auto-enables pvp-flag on A) and B)
- R disables protection by guards on A)
- R also nullifying any insurance on A)
- R increase the chances of being fully looted by higher value colored players in A) B) C)
- Y reduces insurances effects in A)
- dying as an R in A) results in stackable temporal-kernel dis-integrity reducing speed
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Wraith:
Ouch...That gives me headaches just thinking about the coding, and the possible grinding, and gaming the system that can no doubt result from such a complex system. It does appear simple on the surface, but some of the implications spread across the PS and CS and faction ranges, lend themselves to epic levels of gaming the system. I can see the Dev's having to revisit this repeatedly to deal with how real actions impact the G/Y/R system. Especially as new game content is added, and as old is modified.
But a fundamental question needs to be asked here. What do you hope to achieve with this system? A more flexible system action/consequence wise? Given certain realities is that really a wise course to take? To paraphrase an old saying; "Flexibility is all well and good, until someone puts an eye out". ^^
In practical reality, one would likely end up with the PvE types staying in the safe zone, some gankers in the mixed, and the PvP types free to roam all three zones at will. While that may make the PvP types happy(and the gankers also, since they can't get their jollies in the current system), what keeps the PvE types in the game? Keep in mind that there will likely be more of them, and as I said their money is still green.
Until we deal with these realities, all we are looking at is a seriously self limiting system. Which of course has seriously limited profit potential. EVE had the advantage of coming in when it did, and the time and resources to evolve their rule set over time. I doubt that Perpetuum is going to have that luxury. The gaming populations attitude has changed over the last 6 plus years. Yes, to some extent we can blame WoW, but that doesn't change the nature of the reality. I have no doubt that Perpetuum can find a niche, but we want that to be as wide(and thus as profitable) as possible.
Thats going to have to be it for today, as I'm running out of time/focus/energy. I'll try to address some of the rest over the next few days.
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