Smuggler Archive
Thread: Todays 2nd TC update
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Ragnaat
Tue Mar 08, 2005 5:19 pm
#1
faction perk cost formula was flipped to favor the winner...
how this works out in practice I'll try and figure out another day if no one has gotten to it.. I dunno... i don't like the change much and I've already futzed with this crap enough over the sale of 3 bases, so i'm not much in the mood to fly around and figure out what the the staff is thinking again
how this works out in practice I'll try and figure out another day if no one has gotten to it.. I dunno... i don't like the change much and I've already futzed with this crap enough over the sale of 3 bases, so i'm not much in the mood to fly around and figure out what the the staff is thinking again
SpinningCloud
Tue Mar 08, 2005 5:55 pm
#2
Oh? Well there ought to be SOME insentive for winning...otherwise losing would be winning economically and in a game where I have a choice between 'bragging rights' and credits I would choose credits any day. But then I am a Smuggler-in-waiting.
JediArashi
Tue Mar 08, 2005 6:12 pm
#3
I rememeber hearign about this recently, and it is a heated topic. I'm not sure if this work will work better or not. I don't have enough experience in the GCW to fairly guess as to how it will play in the long term. Initially though it seems like it worked better the way they have it now.
I think giving the losing side better deals to perpetuate more conflict and switching of control is in the better interest of the game. If they keep the flip-flop in TC then it can easily make it so that there is a winner that never gets beat...and then the situation turns boring.
riotcontrol
Tue Mar 08, 2005 6:33 pm
#4
Shouldn't they have, you know, game design experts to determine beforehand if a factional bonus or a penalty would be a better incentive to win instead of just flipping things every now and then in an 'Oooooh! What does this button do?' manner?
Message Edited by riotcontrol on 03-09-2005 02:33 AM
SpinningCloud
Tue Mar 08, 2005 6:41 pm
#5
I posted my ideas about faction benefits that would really give people something to fight over.
The idea that 'bragging rights' is somehow something to maintain a long term engaging conflict is just plain silly.
Unfortunately economic insentives alone may just end up with one side gaining an impossible to reverse lead.
The Imerial controlled cities need benefits and drawbacks that appeal to some people but not others. I suggested that Imperial controlled cities are safer from red NPC spawns and nonconcentual PvP but at the expense of private spaceship travel limited to combatant Imperials and much longer starport and shuttle wait times due to Imperial buerocracy. Tighter control and stiffer penalties for contraband could also be implimented. The Imperial defined contraband could be different from Rebel contraband. Maybe liesure type items are taxed heavily.
Rebel cities would have much greater freedoms with private starship travel allowed and shorter wait times. Contraband would be weapons but spices and liesure items legal. With less law enforcement red NPC would spawn in poorly patroled areas of cities and nonconcentual PvP areas would form dynamically where patrols were sparse.
This type of difference between Imperial and Rebel areas along with economic insentives for 'winning' would provide real motivation to be on one side or the other based upon the lifestyle you want to pursue in-game.
What's being done now though is kind of weak.
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