Yeah - but there need to be a layered concept to be able to implement anything step wise - and not having to re-do it each time something new is added.

All of this should have been done 2 years ago - but well - i still can re-use those concepts on other projects, so ill jsu be going on tongue

Container - a static change will result in a static result making EW still too fast or too slow. This will not work - it cannot work by definition.

That could be interesting. But youre right - the things i posted were just a quick write up - i'll be doing a 2nd draft. Stock is interesting and i already have some ideas going how stock and corps can be connected reflecting their productivity and their political actions.

Maybe you're right about pvpers rejecting this. But as i said earlier - if anybody would get what he wants to 100% there would be no need for a game - because the game consists of precisely changing the state of non-completness to more completeness, in very different ways corresponding to trade/pve or pvp. So that's what the game should deliver for all.

edit: youd be surprised how many dedicated pvpers ive seen in pvp games wanting to build their own house and water flowers - aswell as traders backstabbing a red when they had opportunity to do so ;>

PVE as something to do in between sounds bad. PVP just as sports the same.

Adding more, or just varied PVE content is a fail attempt at trying to add density to the game. AI will always be an AI. A number grind will always be a number grind.

I still see the only possibility to add complexity to the game by implementing a political system that is being influenced by PVE factions and PVP type factions.

This way the need to do something will not always be farm this and that or kill this and that - but - ok better not kill these and do not farm thiese bots.

The consequences of such a system can influence corp structures and make certain roles as in small corps or even single players interesting who act as transition between factions.

I just added a trade embargo to my system in the other thread, that disables trading between reds and greens, but to same colors and yellow only.

Savin wrote:

Weed: "more combat" adds neither depth nor complexity, just more combat.

For more depth, there would be alternative methods- political, economic- of hurting your foe.

For more complexity, you would have to make additional considerations before opening fire on someone: how would it affect your credit rating/alliance/income/relations?

Red's idea of a third zone is a great idea. For that matter, so is PvP on Alpha if real risks are introduced.

Could someone please explain to me how, in a game with unlimited resources, free bots, and free cash, there is "risk" in PvP?


Read up the consequences i proposed Savin - it sort of is a political system with responsabilities to your corp and your own standing, restricting you from entering industiral/social zones as a ganker - or making it possible to gain more out of your personal standing when combining it with high quality facilities.

It also requires pvpers on C) to hunt down gankers in A) to work against their constant personal/corp standing loss coming from holding OPs in C). This creates dynamics between players.

Its a beginning at least and your welcome to question it or make additional proposals.

I agree Wraith - allthough i like pvp a lot - and like risk and un-calculable situations, i wouldnt like alpha to become a pvp zone. Hence a free to choose addition with some mechanics to make it a boiling pot, still limiting griefplay to a minimum extent.

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.

If someone wants to withdraw he could speed boost as soon as he sees you on radar long before demob range.

But yes, i'll post a module - you can try to exploit then. Thats a good idea, thanks!

Siddy wrote:
Redline wrote:

Haha Siddy, you lost the argument and we both know it. Btw no m2s guy ever killed me - so what are your personal attacks about?

Siddy wrote:

How will you stop that? Have us fill a form A2:b7 before we activate module just to confirm we are not misusing it? Maybe some signature and stamp while we at it?

As long as we have just enought cap to disengage, your "pursuit" force will get slaughtered because your ewar pilots suck cocksicle.

Thats the point - the attacker will always have less cap left.

But what will you use to kill that attacker.
I remember someone just whined that only way to kill EWAR gang is to bring ewar gang of same numbers.

I don't see how that will change with this.

Lesser numbers you will fail.
Equal numbers, you have so far failed.
And with considerable blob, people have managed to kill us, so where is the problem?

Scenarios:

1) you attack with boost, regain some energy while approaching and use your bit of energy to attack. --> The targets will have more energy at their disposal to strike back and will even have more left for a speed boost to follow you.

2) you attack without speed boost.

a) targets can withdraw with boost and you can keep distance but not approach them.
b) targets stay for a fight and both fire and ew away. now chances are equal.

Now in 2 of 3 scenarios EWs cannot dictate the fight as opposed to now where they can dictate any scenario. And even in that 3rd scenario they are dependent on the target willing to take a fight.

I call that a progress without taking away the dedicated role of EW.

You still have to proove that great Siddy can break maths and apply for genious. Otherwise you bark like a bitten dog.

You can easily restrict the module to LRs only and make the boost less effective on bots with a lesser base speed. Whats the deal? Have no brain?

Maybe if you stopped insulting you wouldnt look that stupid while still trying to deter from having lost an argument.

Siddy you cant trashtalk maths. If you attack and loose cap you will always have less cap then people only being there trying to prevent you from fleeing thus being always faster then you if you attempt to withdraw after an attack.

Or do you wanna tell me that within the fight youd wait for your cap to recharge to full and do nothing?

If you base effectiveness exponentionally on cap-reserves - 50% cap being used would only result in a 25% effective speed boost, 25% in 5% effectiveness as opposed to 100% at full cap.

There would be no way you'd escape. Maybe some - but not all depending on opposing numbers.

You would also have to enter combat without speed boost and thus approach the enemy much slower to have the above odds.

If youd enter combat with speed boost - your cap was empty totally, would need to recharge to even get of 1 shot or module - or then wait a long time passively to recharge fully.

The odds would clearly favor the victims being able to chase you, if your attack didnt work.

Haha Siddy, you lost the argument and we both know it. Btw no m2s guy ever killed me - so what are your personal attacks about?

Siddy wrote:

How will you stop that? Have us fill a form A2:b7 before we activate module just to confirm we are not misusing it? Maybe some signature and stamp while we at it?

As long as we have just enought cap to disengage, your "pursuit" force will get slaughtered because your ewar pilots suck cocksicle.

Thats the point - the attacker will always have less cap left.

Now you come with differing numbers in setups to make everything uncalculable for a balancing basis?

Again, im not talking about any specific setups - but simply making EWs pick a choice - to attack or withdraw. This is independent of numbers or other mechs involved and atm EWs can do both at any time. Thuis is what makes other LR worthless and is an unproportianal advantage of 1 class against many others.

This would simply change with the need to make a choice at a certain time. You can still do anything, but not attack and withdraw at will.

Whats so bad about that? EWs still have the role as fast scouts/roamers, ew support or tacklers. But youd have a weak spot that is not an inverse of speed, which would be even lesser armor.

Volde - Siddy is right opn that one:

1 static change to a static state will result in another static outcome making the change again always stronger or always weaker. Thats maths.

If other bots like LR could compete in the EWs objectives - there would be also no need for 1 or the 2.

The only way to change that is with a dynamic change like proposed above - making stronger or weaker dependend of the intended usage - but not making it possible to go for 2 directions at the same time.

Hm - im not talking about plated mechs or whatever Siddy - just about facts.

And evebn if you cap recharge is fast: you'd empty it when pushing with the boost into the enemy, need time to recharge to use modules and need time again to use the boost.

You wont be faster then people having their whole accum at their disposal to follow you.

Doesnt matter how you put it - it would not benefit the ones pushing foward and backward all the time from skirmishes - but still allowing people to scout or withdraw without having engaged first. Only 1 bot class can do this atm.

And this is what this whole thread is about.

Btw thst aside, my Tyr has always had a speed of 70 and i didnt die to an m2s a single time - so - theres no need for personal insults.

Again, with those changes you wouldnt be able to flee immediately after attacking - and thats the change to the current system - and that is the problem - the constant switching of withdrawing and pushing foward. You still could scout and flee if you wish to though.

And no Siddy - smartasses not being able to comprehend properly arent my target group.

Siddy again - the problem isnt the speed difference in general - but that it allows the small ones to flee and atatck at the same time.

Reducing it to attack or flee - is enough. The versatility is the problem.

The user can:

- flee as long as it didnt make on offensive attack.
- attack having to use the boost prior to the attack to re-gain accu for demob/sup/weap

can not:
-attack and flee
-while a persuer who didnt waste energy could persue

If it was a module - the speed boost would be affected by mass making it viable on small interceptors as it is intended - this way they'd have the most gain - whikle it still could be used by bigger bots with bigger accum.

If thats a problem, base the needed accum percentage wise to accum size - or restrict the module to light robots.

Its pretty easy to do actually.

Siddy, you logic simply is flawed. Its not an artificial problem but a real problem except for the ones using mostly these lame tactics which everybody can but doesnt want to accomodate to lame playstyles just to win.

So, counter that implementation - attack it, pls.

Do you use you head sometimes other then hurting yourself by making ridicoulous offensive remarks only falling back on you a moment later?

Thats not a problem Siddy. The problem isnt that you can flee - but attack and flee at the same time. You wouldnt be able to do that if adjusted to what i proposed earlier.

You couldnt switch to escaping after an attack and vice versa - becasue accu wouldnt allow it that fast.

Everything could stay the way it is but be solved by making the speed an active but limited ability decreasing accumulator.

You would still have your role as it is now - but not have to use that advantage on purpose to either attack or flee - but not both at the same time.

Sid - in german you now would have said something like: "Alter isch hab Bruder hinter jedem Baum!"

I wouldnt say that - some m2s know what their doing - thats cool - but this issue still is a design flaw that needs to be solved appropriate rather then inverse.

I didnt imply anywhere that they were able to catch them. I was just pointing out the requirements from a design point of view whereas your solutions are inverse related solutions. These solutions break up a system my definition on the long run.

The solution would be to a):

-reduce general speed to a bonus of just around 10%

-speed boost for another 25% for the duration of current accum size / 10 in seconds, using up all energy on usage thus emptying the accum completely on usage, just making the duration dependent of the energy available.

-500 accum size would mean 50 seconds for the first speed buff resulting in an ampty accu, making the user unable to use rep/sup/demob/weap directly and by this forcing an attacking unit to use the boost before entering the fight to have regained enough accu to use a different module for the fight.

-the 2nd buff would again take a while depending on energy manamement and module
usage

-a fleeing unit using the boost would have to behave totally defensive to have a chance to regain enough accum to use the boost again in short time


or b)

to make demobs medium modules (which doesnt make much since theyd loose their tackling role)

No thats not it from a design point of view - thats a patchwork solution. The counter should be a robot class ability.