Topic: Changing the nature of engagements in Perpetuum
The current situation
- opportunities for PVP are fixed to a limiting, inconvienient (from a gaming standpoint) schedule, both on beta and gamma
- PVP-oriented tasks are time-intensive (i.e. hour long defenses) and dragged out among multiple days - this does not make pvp meaningful, it's just boring
- a lot of content (especially gamma) is available only to a miniscule percentage of players, regardless of the population's size
Possible alternatives
INTRUSIONS 3.0
- true occupancy (being there doing stuff)
- provide quick and random events, short tasks, small rewards
- events are scattered around the island, requiring you to search for them
- accrue events to enable SAP openings
- an alternative would be to build indices (mining, harvesting, killing), but we don't want to look too closely to Steve, now do we?
- keep track of a large varierty of statistics, but also a clear leaderboard
GAMMA 2.0
- player-set timers for vulnerability (don't come back to a destroyed base the following morning) and make it a resource matter (fueled defenses) - sieging (cutting off the supply) could be an interesting mechanic here
- considerable cheaper to terraform/build
- no outrageous bonuses/auras
- slope limitations (limit relative height differences from tile to tile)
- but really, however you want to do it, shift it to something readily available to everyone, and have players sort it out amongst themselves
General comments
- don't overdo it (don't focus too much on PvP itself); maintain and expand capabilities to provide a context (politics, resources, etc.)
- PvP is unfair, harsh and meaningful - serious internet pixels
- do NOT succumb to complaints of carebear-oriented players; their attitudes and resulting style of play are vital to the general atmosphere of a PvP-fostering environement (where in-game 'ethics' and other roleplaying elements come into play, again providing context).
- mind the solo player (they are the type of player currently completely left out, leading to imho *** retention early on - artifacting is the exception to the rule here) --- essentially grab them, provide for them, and have the community tell them they're doing well, but could be doing a lot better being part of a group
Suggestions
- Nia's forces are already split in a threeway engagement; you are a free agent, why not align with them instead of bothering them? Note that this has the potential to enable roleplaying and players aligning themselves politically (yet another context for conflict).