Any questions, comments, suggestions regarding the mod development.

Metagame Pivot

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Sovereign

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Re: Metagame Pivot

by Sovereign » 11 Jul 2014, 18:27

Certainly it would be easier to create 1,394 different types of RP based on a rainbow of fruit skin colors? Purple Grapes, Yellow Lemons, and Apples alone, think of how many options you could have! Granny Smith Green flavor RPs! Players could mix a match their RP to see what kind of pokeman ships they could buy! People could buy stickers, exhaust tips and racing strikes with their multi-colorful RP points that would make their ships go faster!

But seriously, looking forward to speedy development of a simpler system. I liked the old materials system but this should make the game more user friendly. I'm really looking forward to more disclosure of details for the clan tiering/leveling.

We should try and think of other ways in addition to give good reason to play constantly. Daily bonuses from other games work pretty well for getting people online more often. Not sure if such a thing can be made possible here, higher RP payout for a single daily mission or something?

Something worth really examining; Is the combat fun enough for most people? I've not heard much of anything about how people like the physics of combat. Are ships too fast, is combat too confusing? The core of the game over anything else is the pew pew. is the pew pew fun enough? If it's too bland and repetitive it's worth looking to change. This is where gathering opinions matters. FL Mod flight physics are all so different from each other. FLCE was bizarre and difficult to get into because the way flight happened took a lot of learning. Is Disco like standard FL with slow ships? That's why I make this point. Some players may be dissuaded by the way the game flies. If a large enough portion is than things at the core need tweaking.
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Re: Metagame Pivot

by Teradyn » 11 Jul 2014, 18:43

What is the result of this switch to RP points in relation to the commodities in the universe? Are they going to stay the same, simplify, change? Can you get RP points for trading? What would make trading good A from point 1 to point 3 better than good B from point 2 to point 3?
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FriendlyFire

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Re: Metagame Pivot

by FriendlyFire » 11 Jul 2014, 18:48

The idea is that military members gain RPs from doing stuff military is expected to do, such as escorting, defending and attacking (possibly later on also scanning for smugglers and others).

Civilians (ie. traders) simply get cash, which they can use to buy surplus capitals. It'll cost much more credits than RP to get an equivalent ship, but you have the flexibility of buying any cap destroyer size or below (no faction restriction, though we may stop you from buying ships from factions that hate you) and can share and trade the credits freely without any downside.
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Re: Metagame Pivot

by Sovereign » 11 Jul 2014, 19:31

How about pirates? They aren't traders but civilian "military" as in doing combat type things for income instead of trading or helping others.

Or can rats never get a capital ship?
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Re: Metagame Pivot

by FriendlyFire » 11 Jul 2014, 19:58

Pirates would work like civilians and get credits instead of RPs for their actions. They'd be able to get surplus capitals from the Hutt.
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Re: Metagame Pivot

by Sovereign » 11 Jul 2014, 20:36

What if the pirate has an intense crush on Mon Mothma and can't resist to but side with the NR and dislikes the Hutts since they captured prominent NR leaders/members once. Could the pirate buy an NR cap instead?

BRB, think I just came up with my new character...
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Re: Metagame Pivot

by Visazo » 12 Jul 2014, 12:09

Sovereign wrote:Something worth really examining; Is the combat fun enough for most people? I've not heard much of anything about how people like the physics of combat. Are ships too fast, is combat too confusing?


Well it seems like a new round of ship rebalancings will happen soon so it's a bit hard to predict how fighting will be after that. Regarding the "are ships too fast" I can only say that vanilla FL ships turn faster then the FW:ToW ships, so ... no, definatelly not. The only thing about PvP I heared pretty often is that mag pulses are rather annoying and OP, especially with the changes of how sub-light flight works. It might be a different story for larger battles but for small group fights or 1on1s the mag pulses are just a pain in the ass ...
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Re: Metagame Pivot

by w0dk4 » 15 Jul 2014, 23:36

Something worth really examining; Is the combat fun enough for most people? I've not heard much of anything about how people like the physics of combat. Are ships too fast, is combat too confusing? The core of the game over anything else is the pew pew. is the pew pew fun enough? If it's too bland and repetitive it's worth looking to change. This is where gathering opinions matters. FL Mod flight physics are all so different from each other. FLCE was bizarre and difficult to get into because the way flight happened took a lot of learning. Is Disco like standard FL with slow ships? That's why I make this point. Some players may be dissuaded by the way the game flies. If a large enough portion is than things at the core need tweaking.


Yes, we really need to collect feedback on this. If plain and simple combat is not fun to the majority, we can forget the rest..
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Re: Metagame Pivot

by Daelin » 16 Jul 2014, 01:14

Sorry to repeat myself, but from my point of view the entry-level (if you want to call it that) into the mod is too high.
Things get changed constantly, people can't even get out of the starting system.
No Dev cares to post any patch-notes anymore.

My faction had no clue how to use the Hyperdrive after the resent patch, if I hadn't been there to tell them about the "wheel" they would have just logged off since they would have been unable to jump.

I think plenty of people are willing to play, even with normal (read: not super great balanced / like game XYZ) combat and without starting with a capital ship.
They just don't know how.
And that they can't really earn any decent money doesn't help either. There are hardly any missions (read: NO missions for GE) for the main factions.

Just two days ago a newbe asked me where to get the Y-8 Mining ship.
Not only had I to tell him that the ship is not implemented yet, I also had to inform him that mining is not worth it atm and he would only be able to do missions as a Hutt.

Currently the only way to get money fast is to join a faction. And while that sounds awesome from the faction standpoint (read: everybody has to join a faction) some people want to explore first before they decide on a faction.

I'm very well aware this is Beta and that a lot of people have voiced their demand to get things to the public (including me) but before new stuff gets introduced, the current state of the mod should be at least nearly fixed!

The Metagame Pivot should be exactly that, change the Metagame to see if that attracts new players.
From my personal point of view the Metagame Pivot won't do any good as long as the players can't even get to another planet more than 30 k away in the starting-system. Let alone buy a better/different ship or jump to another sysem using the Hyperdrive of their ships!
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Re: Metagame Pivot

by Technogeist » 16 Jul 2014, 10:40

Yeah I had no idea about this wheel until Daelin told us. I also don't see how anyone who doesn't know about it (i.e. everyone starting out) is supposed to play properly without info about it and some simple game mechanics. I like a lot of these metagame changes in the OP but what worries me most is that people are already confused, so that needs to be priority before you guys implement drastic changes/yet more features.
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