Join Date: Dec 2007
Posts: 148
# 201
03-31-2011, 07:12 AM
Quote:
Originally Posted by Englebert
You can just turn off zone chat now if you want to use the exchange and don't want to be hassled by people.
And then what difference does it make if I go to a fleet base instead?

Just less instance transfer traffic choking the ESD instances.
Join Date: Dec 2007
Posts: 148
# 202
03-31-2011, 07:16 AM
Quote:
Originally Posted by squidheadjax View Post
Absolutely. Also, feature access should be independent of fleet size. Five (or fewer) people working their asses off should be able to get the same things for their resources as 300 relative slackers.
Its not about 5 doing the work of 300, its about the ability to exploit if your gonna make the cost scale with level,

In that scenario, what would they do to keep a group from making a small fleet to make a SB at reduced cost, then soon as they are done making it, increase their numbers ten fold the day after?
There would be a need to have a mechanic in place to avoid this, so that's why the cost should be the same, it would keep the system simple, and for the game engine the Dev's have to work with, simple is always gonna be better.

And the whole thing only works if they have a different system for acquiring materials, the current system just wouldn't support the huge increase of competition for mats.
Join Date: Dec 2007
Posts: 148
# 203
03-31-2011, 07:18 AM
Quote:
Originally Posted by squidheadjax View Post
And then what difference does it make if I go to a fleet base instead?

Just less instance transfer traffic choking the ESD instances.
I never said it would make a difference. I said it could make the game seem empty.

I told you that you could turn off zone chat to avoid the annoyance while trying to use the exchange. It was one of your reason for fleet star bases and we don't have them yet.
Join Date: Dec 2007
Posts: 148
# 204
03-31-2011, 07:47 AM
Quote:
Originally Posted by TrentTyler View Post
Its not about 5 doing the work of 300, its about the ability to exploit if your gonna make the cost scale with level,
Hey, I was agreeing with you! And then adding something of my own :p

Quote:
Originally Posted by Englebert
I never said it would make a difference. I said it could make the game seem empty.

I told you that you could turn off zone chat to avoid the annoyance while trying to use the exchange. It was one of your reason for fleet star bases and we don't have them yet.
It doesn't deal with people making themselves as annoying as possible through graphics and joke items, though. For most of the functional spaces in the game, empty or not is irrelevant, except when crowded is a detriment and annoyance.
Join Date: Dec 2007
Posts: 148
# 205
03-31-2011, 08:14 AM
Quote:
Originally Posted by squidheadjax View Post



It doesn't deal with people making themselves as annoying as possible through graphics and joke items, though. For most of the functional spaces in the game, empty or not is irrelevant, except when crowded is a detriment and annoyance.
You still have to deal with those same type players in fleets. I have never seen a guild that didn't have plenty annoying players. All fleets will have those players that will spray party poppers and fire suppressors. Emptiness wont take you from it either. Unless you have a solo guild and your own private star base.
Join Date: Dec 2007
Posts: 148
# 206
03-31-2011, 09:26 AM
Quote:
Originally Posted by Englebert
You still have to deal with those same type players in fleets. I have never seen a guild that didn't have plenty annoying players. All fleets will have those players that will spray party poppers and fire suppressors. Emptiness wont take you from it either. Unless you have a solo guild and your own private star base.
For this to be the case, that kinda means the 'emptiness' problem you forsee is utterly irrelevant.

This sort of thing is also not remotely the main or best reason to have fleet bases specifically. Divorcing serviced from crowded zones (that take up a disproportionate amount of computing resources to manage) that people would rather avoid anyway is something I support universally, though.
Join Date: Dec 2007
Posts: 148
# 207
03-31-2011, 09:58 AM
There is indeed a risk of emptying main hubs such as ESD or K7. That was why I suggested to make fleet base to be an instanced part of these same hubs. With a turbolift able to go from the public area to your fleet base and round trip. A way to keep the public hubs active is to maintain some shoppes and functions there such as tailor, requisition, BO training and requisition or general ship functions.
Join Date: Dec 2007
Posts: 148
# 208
03-31-2011, 10:05 AM
star base application was one of my pet projects while this game was still in glitch mode.

Its simple mechanics of game feature and application.

Fleets and Fleet masters( The person who made the fleet ) can build outpost. These out post need the small requirement to star a fleet at ESD or Quonos

When your fleet starts to become advanced you can branch out into target areas of starfleet

creating ship yards
creating station defense platforms
creating station sensor stations

The stations will need crew and the crew can be from the amount of captains you have in your fleet. The new duty roster will allow for captains(players) to use some of the crew to man outpost. it will not only cost money but resources to build this outpost. A system of mining will need to be created. this will bring content along with missions.



A system of fleet own sectors will need to be created. This will build further content for players to dive into and build further on the wars that can happen. Sector space will need a revamp due to the scale of space is big yet cryptic has made it small.

outpost construction and growth can go by numbers. if you have the numbers your can have more extentions and if you numbers go down things can be reduced. Now while these modules can be purchased via emblems or for you instant grat people c-store you can store the parts away until you get the numbers to expand

the hubs wont empty because you need the main hubs for parts and trade, plus diplomatic area. an outpost is a smaller station and they are good but still limited. While you dont want to expand I am speaking from experience the main hubs wont empty so long as their is trade. also the main exchange can be in the hub but not inside the outpost
Join Date: Dec 2007
Posts: 148
# 209
05-08-2011, 09:04 AM
First off i would use the guild and player housing model from EQ2 which is in my opinion the best over all guild/housing model ive seen ( my eq2 guild is small but our hall is used all the time for crafting repairing using the broker ect ). Start your fleet,do some kind of missions to lvl the fleet this will ensure all fleets can get their bases, smaller fleets would take longer to lvl obviously but with work can lvl up right along with the larger fleets. Add housing to the bases each member can get there personal quarters on their base (also add housing somewhere else such as earth space dock ect for ppl who dont want to join a fleet ),different size quarters require different requirment costs. As the fleet lvls bigger and better bases become available with more amenities being able to be added such as bank,mail or trainers for example. After the basics are set up then you can add the pvp and pve missions and more to take the guild hall or in this case star base concept to the next lvl of player interaction. I am sure the other halls or bases from other games also have good aspects to them that could be used also.
Join Date: Dec 2007
Posts: 148
# 210
05-08-2011, 01:45 PM
*bonks the thread on the head and drags it away* Burying this in the back yard. Please start a new thread if there isn't a more current one active.
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