The problem to be solved is infiltration. If the entry points to an island are all known, it is very easy to watch who comes and goes. If there were a method to infiltrate an island, with a small recon team, for example. They could then set-up a teleport beacon for the rest team. That would be good for the game.

Maybe a one-way teleport, with a sizable margin of error. Correctable to some extent by extensions. You use the Map to pick a destination. Fire it up. You land in some proximity to where you chose on the map. Maybe even a chance that the whole thing blows up with you in it.

There are a great many possibilities for EP and NIC sinks to make your operating bases better.

With mobility, industrialists could take their factories to the resources. The military could be strategic in the deployment and movement of bases. A spy lets you know the opposition has scouted your position. The next day they show up, most of the base is gone. Instead you have deployed bases in such a way as to funnel them into a trap.

Throw Terra-forming into the mix. You could have hedge rows of Helioptris and Triandlus. They would act like fences. The terra-formers would have a role in setting up bases. You might even need harvesters to cut your way through during an offensive.

These could be real PVP differentiators from stEVE.

Which in my opinion got Player Owned Stations wrong. So wrong, they had to introduce Capital ships to fix it.

I would think they should be reasonably easy to destroy, that way they would need to be defended. No three day sieges. Blow up a power generator, a defense battery and a repair bay go black. Would add some strategy on how you deploy units. Could also add repair and support roles to maintain the units during a battle for those that enjoy that.

It would give some meaning to a battle engineering industrial role to bring in and set-up an operating base.

Searched for information on player owned structures and did not find much. I know the devs are working on this.

My suggestion, instead of structures, make them modular trailers (power generation, defense battery, repair bay, storage, factory ...) with some type of industrial mule to pull them around.

Mobile and configurable bases of operation would make things interesting, at least I think it would.

postman wrote:
Gobla wrote:

Telling people about Perp is great. I'd shy away from hyping too much though. It will only lead to the following:

- 12 year old kid reads post hyping Perp. Believes it because it was on the internet.
- 12 year old kid buys Perp and plays for 2 hours. Fails to understand the game.
- 12 year old kid spends what's left of the month bashing Perp on various forums.


12 year old kid is worth $10, and thats why there are forum moderators and fanboys.

Age isn't the issue. If someone has the wrong expectation and then a bad experience, they may be $10 in revenue but could cost much more than that if they run their mouth and convince other to stay away.

There is closed beta, open beta, paid beta and ready-to-go. We are in paid beta. We need to attract people who understand that and can be helpful. P and stEVE (vintage 2003) have many similarities. It could be a year before P is ready-to-go. It is going to take some time to get the bugs worked out and client improved, needed changes/additions made and an economic/player base established.

This should liven things up. Radial damage, that will spread the blob apart. Wouldn't want to be in an Arkhe right next to a Mech when it goes boom.

Savin wrote:
postman wrote:

in every other game i have played in the last 6 or so years, the devs have "caved" to the pve crowd ruining some games with that had great potential, AoC is a good example of this.

deleting cargo before a pvp skirmish is a *** move and if its that big of a deal then you should probably find a game with less risk. i hear wow just had a big expac and you dont have to worry about losing anything in pvp except your internet honor.

thanks dev team for catering to the pvpers. as a pvper i would really like to see some purple flying unicorns in the next patch.

Ah, now it starts to make sense: some people need to feel that they are causing as much grief as possible to as many people as possible.

A simple victory, with a corresponding loss of mech, is not enough punishment: you want a defeat so devastating, so horrible, that the loser instantly quits, leaving you, the victor alone on top of the heap, trophy in one hand, d1ck in the other.

In other words, you're a child.

I hope this isn't a revelation. There are those among us that get great joy from other peoples pain. And they enjoy, even relish just the thought, of inflicting that pain on others anonymously with no consequences. A child, no .... it is something much darker.

The retort: 'It is just a game' is not sufficient. A game is about a challenge/entertainment in the game. If you are going for real life QQ, then is more than just the game.

"people can still rob you of that reward", seems fair. You decide to blow them up; without their consent I am sure. They decide to destroy their cargo. You get a hollow victory. The old rules seemed very fair.

I would like a zero delay self-destruct that would deprive you of both my goods and the credit for the kill. Would make a very nice PVP counter measure.

(In a twisted note, I read this forum with the IGB)