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Main: Lykesis
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Post Pvp system and some incentives
Someone put a suggestion up for vote for a pvp system similar to a game called Silkroad Online, granted the company behind the game has brutally murdered any chance of an actual playerbase but that's their fault, the system however is very unique in its own way and I want to elaborate this concept In a post, so here.

Goods trading and the 'Merchant' skill: ideally unique commodities would be added to specific areas of the universe, and only those in a industrial freighter and the merchant skill can purchase them through a new unique tab on those bases. For example Paxius could have some kind of cheap alien cider or something that could earn mild profits trading to... Gargan or so. The idea is merchants are vulnerable, they use big, slow unwieldy freighters and won't put up a big fight, they're just meant to trade for profit. The skill itself would only be one, or even zero skillpoints if possible and is trained at a popular trade hub preferably. (could yield exp based on commodities and player level?).

'Pirates' and Commodity Theft:Pirates are, obviously, dangerous predatorial people that steal what isn't there's for their own gain (in this case, profit). Pirates are the Merchants natural enemy, and Merchants generally can't defend against them by themselves. If a pirate puts a Merchant into stasis, the merchants goods are then ripe for the stealing and can be stolen directly via a special tractor beam that takes any Goods related commodities over a period of time. the pirate can then take the goods to a pirate related area and sell it on the black market, it won't get as much as the trader would've(especially if they don't have the Hull for the entirety of the Goods)buy hey, they didn't buy it so it's still profitable.

'Enforcers' and Escorting:Enforcers are the opposite side of the pirates, they can be hired by traders to protect their ship for a cut of the profits, a very simple group. Could be alerted of piracy attempts in nearby galaxies?


The conflict: The idea is, good profit can be made by trading, or escorting a trader successfully, or stealing from them. This causes conflict between the three available sides and promotes at least a little pvp.
Pirates for example, could be alerted of available and profitable thefts, and how protected they are, perhaps even join a form of raid squad in order to oppose it. As well, there could be additional content made for this purpose, such as the AI team controlled areas and such everyone wants, and whose relations could be bettered by trading with (or protecting traders trading with) and give access to racial unique vip shops. Unique Missions could be given out using this feature as a base, IE Gargan may want you to transport 100 Gigantic Pies or something (lol) to a dangerous part of space for a few hundred mil creds, (but costing a portion of the reward in order to accept). Also, pvp between the sides would be fully open in most cases; IE pirates can open fire on any traders and vice versa, Enforcers can open fire on any pirates and vice versa.

Could prove both a credit sink aswell as a profitable aspect, and I believe this is one of the best systems so far in regards to pvp incentives for a game that isn't already highly pvp active, I honestly don't know why I didn't think of it before, guess I haven't played SRO in far too long.

EDIT: I forgot to mention, but these particular skills (Merchant, Pirate, Enforcer) would be interchangeable on a whim, with a bit of a time limit before switching again. So someone protecting Merchants as an Enforcer can change when they want (while not currently hired) to a Pirate and start pirating, or a Merchant to get a feel for trade.

The Objective of this system?
A simple, open area and easy pvp system to at the very least, reignite pvp in all layers of the game and promote open killing for profits, while also adding in a risky method of gaining profit via trade routes from key galaxies. I feel this might work better than the other concepts so far as it doesn't confine pvp to a specific 'new layer' and isn't abusable, thus breathing new life into everyday gameplay.

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Last edited by Moonlightneo on Sat Jun 07, 2014 1:11 pm, edited 2 times in total.

Sat Jun 07, 2014 2:51 am
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Post Re: Pvp system and some incentives
I think it would be better to set up a system for objectives, rather then role definement.

What we should look at doing is, you get a drop when you kill people as a pirate, you use to access special tech etc. Again, this requires what i have been advocating more special / unique tech specific races.

You may want to use those badges to improve Skills in a specific skill type, like piracy.
That in return will grant you the access to that special races tech, which unlike other races has bonus's directed at specific things.


Pirates for example, are often stealthy (in lore). So you'd give them - visibility, and maybe + damage.


Sat Jun 07, 2014 12:00 pm
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Post Re: Pvp system and some incentives
Introduce a commod and with similar applications to what ada was like when it first came out. Let teams fight over the resource nodes.

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Sat Jun 07, 2014 12:25 pm
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Main: Lykesis
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Post Re: Pvp system and some incentives
uhmari wrote:
I think it would be better to set up a system for objectives, rather then role definement.

What we should look at doing is, you get a drop when you kill people as a pirate, you use to access special tech etc. Again, this requires what i have been advocating more special / unique tech specific races.

You may want to use those badges to improve Skills in a specific skill type, like piracy.
That in return will grant you the access to that special races tech, which unlike other races has bonus's directed at specific things.


Pirates for example, are often stealthy (in lore). So you'd give them - visibility, and maybe + damage.
I came up with a MUCH more thought out idea than this previously, as did many other players, it always gets shot down as its extremely abusable (especially with people Multi-Accounting). This concept isn't abusable and still adds the much needed pvp incentives that SS has had destroyed ever since the supposed removal of gear glue.

Also, I'd like it if you just never posted again, tyvm. you TRY to sound smart, but realistically you don't know shit.

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Sat Jun 07, 2014 12:58 pm
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Post Re: Pvp system and some incentives
Quote:
but realistically you don't know shit.


Says the guy who wants to add pointless additions to the game.
this game does not need more mechanics, it needs more psychology.
the sooner you children realize the better off the game will be.

What you guys fail to understand is the majority of people do not pvp.
you assume that is the case, but a very small fraction do it on a normal
bases, the rest are casual. the only reason why wow's pvp is so active
is because its "watered down" to the point that causuals know they
"dont lose anything" (saver a repair bill) when they do it it.

This game is no different, It does not need this nonsense, it needs
resolutions to its current problems so that it can gain people to pvp.

tldr : The game does not need more senses to tie up the dev teams time,
it needs to fix its problems, so it can get people to even start worrying about
pvp.


Sat Jun 07, 2014 1:56 pm
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Main: Lykesis
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Post Re: Pvp system and some incentives
uhmari wrote:
Quote:
but realistically you don't know shit.


Says the guy who wants to add pointless additions to the game.
this game does not need more mechanics, it needs more psychology.
the sooner you children realize the better off the game will be.

What you guys fail to understand is the majority of people do not pvp.
you assume that is the case, but a very small fraction do it on a normal
bases, the rest are casual. the only reason why wow's pvp is so active
is because its "watered down" to the point that causuals know they
"dont lose anything" (saver a repair bill) when they do it it.

This game is no different, It does not need this nonsense, it needs
resolutions to its current problems so that it can gain people to pvp.

tldr : The game does not need more senses to tie up the dev teams time,
it needs to fix its problems, so it can get people to even start worrying about
pvp.

Lol, spoken as if you know why pvp is dead in SS, which you obviously don't.
The single main reason people don't pvp whenever they see the chance right now is Fear, Fear of a team bigger than them wiping out whatever bases they have, of course Fear won't change with this concept In place, but with this system players would be alot more open to hostile actions of other players and there would be less 'Fear' effect because people that take up any sides are accepting that they can be shot at by anyone on the oppositions side anywhere they go that isn't protected. Along with fear is incentive, the most you get out of killing someone randomly right now is a handful of credits, or if they're delusional and have some absurd amount on them, maybe a few tens of millions. That profit isn't worth killing for since, due to the annoyance of losing said credits, destroying anyones escape pod is usually seen as a hostile act against a team (thus, Fear takes place again). This can be circumvented by just discarding the old pvp, without changing it (ballsy people can still be assholes if they really want), and adding my concept, since the focus of my concept is profits not directly related to killing but instead, trade and theft (which are features that really should be existent in some way or form and focused upon because SS is supposed to be a 'space trading game'), And this system would be completely optional, you don't HAVE to pick one of he sides, you just have the choice if you don't mind pvp and risky profits.

What YOU fail to understand, is that you're what, level 200? You're also a f2p. You've barely seen a damn portion of what SS has to offer, you've been playing for how long? a few days/a week? Seriously, if you want to make suggestions that people will actually agree with, at least make reasonable ones that don't overstep what you yourself have achieved in changes, it's completely illogical to take someones opinion of something they've only barely scratched the surface of, much more so when said opinions are majorly game changing.

Sincerely, take your opinion and shove it back where it came from. Come back when you actually have logical suggestions and don't have a smartass complex.

In case the above wasn't obvious, I just told you to shove your opinion up your ass since that seems to be where they all come from, you just cover them in whipped cream, icing and other goodies to make shit look like a delicacy.

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Sat Jun 07, 2014 8:31 pm
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Post Re: Pvp system and some incentives
So Rhykesis, who's EF afraid of that's keeping them from PvPing?

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Sat Jun 07, 2014 8:38 pm
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Post Re: Pvp system and some incentives
Quote:
Lol, spoken as if you know why pvp is dead in SS, which you obviously don't.


Quote:
Fear of a team bigger than them wiping out whatever bases they have


Sigh... Now you understand power creep and its effects, Congrats.


Sat Jun 07, 2014 8:52 pm
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Post Re: Pvp system and some incentives
anilv wrote:
So Rhykesis, who's EF afraid of that's keeping them from PvPing?

Nobody afaik, wasn't speaking for myself. And I think I'll just start ignoring this moron that seems to think he knows the solution to everything.

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Sat Jun 07, 2014 9:18 pm
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Post Re: Pvp system and some incentives
I'm just pointing out that if you think there should be more PvP and believe that the primary reason there isn't is diplomacy, it seems odd why EF isn't doing a lot more PvP.

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Sat Jun 07, 2014 9:34 pm
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Post Re: Pvp system and some incentives
Uhmari, do us a huge favor and go play EVE.


Sat Jun 07, 2014 9:53 pm
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Post Re: Pvp system and some incentives
anilv wrote:
I'm just pointing out that if you think there should be more PvP and believe that the primary reason there isn't is diplomacy, it seems odd why EF isn't doing a lot more PvP.


why isn't traders doing team wars, you always seemed to have bragged about how the game was so involved with team conflicts, or did you change your stance on that and/or liked to observe but not get involved?

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Sun Jun 08, 2014 12:06 am
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Post Re: Pvp system and some incentives
You obviously haven't been following team politics for the past few years.

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Sun Jun 08, 2014 12:14 am
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Post Re: Pvp system and some incentives
PvP does not exist in this game, because there is no people just multi-boxing alts.


Sun Jun 08, 2014 12:34 am
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Post Re: Pvp system and some incentives
anilv wrote:
You obviously haven't been following team politics for the past few years.


past few years? you mean anatolia bullshit and stalemates? common man, when is the last time you ever been in full scale war in wildspace for more than just a week

even now i dont think war will happen, team politics is completely dead

most you get now is teenage drama on steroids

also i was talking more like this year, things 2 years ago isnt really relevant, but even still it was absolutely NOTHING like it used to be

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Sun Jun 08, 2014 12:42 am
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