Thanks for commenting - hope i can answer you questions with the following:
Wraithbane wrote: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.
Sure, i also like it simple. There will be new zones anyway - so this is just an idea how to use them.
I also understand your concerns about starting in A) - but this isnt as painful as you might assume as it isnt meant as the "first steps island" - B) is this still for players starting out.
Its just meant to confront people with the need to make a decision. They can are meant to either go to B) directly or stay in A). If they would just start out in safe B) there wouldnt be that direct confrontation the 3 different zones might have rdy for them. But overall - it'd also be possible to start in A), B) or even C) as a choice.
Wraithbane wrote: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.
I'd also imagine it like the way you just did - low to mid in B) some more mid in A) and higher in C) PVE activities are thought to take place spread evenly accross all 3 zones. They already have enough benefit themselves. Maybe high end PVE targets need to reside in C) for making the OPs worth something. If OPs would have a more tactical meaning in pvp/trading or pve - pve targets could be evenly distributed over the 3 zones.
Wraithbane wrote: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.
Thats what this system is trying to do. A) would be a mixed experience, C) would have focus on pvp and area control and B) would focus on pvpless trading and pve.
To still have some diversity - i would revise my above comments and change to not evenly distribute pve over the 3 zones, but making the encounters more characteristic A) would deal with a history of mercenary allrounder thingy - specialized loot for the mechanics, while A) would have pve encounters somehow relating to indy guys whereas C) would have the more combat related pve encounters.
Wraithbane wrote: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.
Actually every mediocre programmer could implement that system within a week or less for a first draft. Its a standard task and very easy to reflect in software. I do these things on a daily basis.
Additionally, there would only be a CS grind if people messed up their PS, have to reside in C) because theyre red and dont want to do missions in B) becasue theyd be free targets.
Only in this case would lead to a grind for the corp mates. The actual change of colors would go rather quickly to reflect sanctions and behavious directly onto player and corp:
- a yellow killing a green would go red immediately
- a yellow killing another yellow wouldnt, killing 2 yellows would
- a green killing a green would go yellow
- a green killing a yellow wouldnt go yellow, killing 2 would
- red would be red
Wraithbane wrote: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". ^^
A system at all to reflect consequences vs behaviour.
Wraithbane wrote: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.
The pvp type guys would go red automatically by claiming outposts and would have to work against that in A) by missions or killing reds there. If they didnt - they wouldnt have access to B) at all and would be free targets in A) for anybody.
The gankers would go red fast in A) and would be bait for the pvpers in A) or C) trying to stay yellow or green.
Wraithbane wrote: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.
Thanks for asking. The system has a rather direct way of prosecuting violations, makes them really hard to do on a regular basis but we all know that these incidents will happen if they are possibble - so the resulting colors will feed each other to accomplish their own current goal.