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jimmyvbuck

Potential Changes?

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So I have wanted to make a post to discuss what we think could be changed, added, or removed in order to make the RP better in any way. I used to have a few ideas but I have forgotten most of them so I will just go over two of my biggest issues I see currently.

1. The NPCs need to be nerfed. It is simply unexcusable to me that an NPC is currently (and in past rounds, all of them actually) are one of the best factions in the game, this should NEVER happen. I know why this happens, people don't see them as the threat they should and trade everything with them and never do anything to stop them. This along with the fact that the NPCs simply play smarter than most of the normal players seem to play is another issue here.

This is a fairly easy thing to adjust imo, if the majority of the players are not playing as well as you are having the NPCs play, then play them worse. I know it sounds stupid but the NPCs should not be at the top of most of the charts, and if the issue is people giving them everything than just limit what they can take. Having NPCs be better than most players ruins shit imo, I don't particularly enjoy fighting them, I would much rather fight normal players since there is way more options for stuff there.

When I lost my entire fleet to them one turn I hardly even gave a crap because they were just an NPC and I know I would get no reaction from them. I understand the reason NPCs are here, it gives curu a way to be involved and gives us another faction to fool around with....Unfortunatly that's simply not how it works out most of the time, people simply use them to sell all their tech to, and to buy everything they need, people hardly ever check them as they expand like a fucking plague in certain areas taking over entire systems with no resistance at all, because for some reason people don't see them as a threat.

Basically this comes down to me feeling frustrated that they always do so well, and I don't think they should do so well, they need to match the players, and they should be a mid-level faction, not one of the most powerful almost every round, this game should be about players, not NPCs. Pls nerf.

 

2. We need more to encourage people to actually do shit together, be it good or bad.

The majority of players are simply sitting around doing almost nothing with eachother, it's like they are playing a single player game in what is actually an MMO (which is funny since I do that all the time) and I think it's because they have no reason to mingle with other people outside of war. Trading could have helped here but from what I can see it does not seem to get much use.

Basically we need another system to somewhat force people to interact with eachother. I don't know the best way to go about doing this however, but maybe something like a random event that requires more than one player to solve easily, like a plague on a border world that if they factions don't deal with could spread to both factions systems. That example has a lot of issues since it would leave them open to attack unfairly since it's random but I think some kind of random events might be needed in general since it would give people a push to do more.

 

I am sure I will come up with more, and please don't get angry at me if I point out flaws in any ideas you come up with, you are more than free to do the same for me. Also try not to come up with massive changes that would cause curu to do more work than he already does lol. Like I think my random events thing would be fairly easy on him as an example.

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kek

regarding 2): i completely agree with you, the problem is that people dont want to risk to lose their stuff after building mines for like 30 turns. Maybe we should increase the number of systems and decrease the individual effort you have put into single systems (e.g. build one mining space station for one system that needs a few turns to localize minerals and afterwards just mines with "mining ships" that can be bought as a unit).

Then minerals should have a purpose, your empire should be forced to mine more resources as it grows since you people have a demand for stuff and will cause unrest if you run short. So people with a surplus could trade them for money while the resources themselves dont give much money anymore. The people can either trade them or fight for rare resources.

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3 hours ago, Linus Vulp said:

regarding 2): i completely agree with you, the problem is that people dont want to risk to lose their stuff after building mines for like 30 turns. Maybe we should increase the number of systems and decrease the individual effort you have put into single systems (e.g. build one mining space station for one system that needs a few turns to localize minerals and afterwards just mines with "mining ships" that can be bought as a unit).

Then minerals should have a purpose, your empire should be forced to mine more resources as it grows since you people have a demand for stuff and will cause unrest if you run short. So people with a surplus could trade them for money while the resources themselves dont give much money anymore. The people can either trade them or fight for rare resources.

I don't think we should really increase system count, I think we have enough systems where people can grow enough but still have some conflict over systems which is really needed. If you make the map too big nobody will ever bother with eachother since everyone can get so many systems without the need to fight or share a system.

So a big issue I see with just making one mining station is the fact that right now it does not fit the mechanics of the overall RP, in round 1 that would have worked, but now that the RP is WAY more planatary based than system based it would not really work. You can already see multiple people having mines in the same system, it lets people share, or just steal mining locations. Also I believe the investment into mines is a good thing, it should not be as simple as "build 1 outpost, done" then everyone would be done in like 10 turns. I personally think the current mining setup works.

However saying that I do 100% agree with you that mineral types need a purpose, right now it's just different money values, but I think you could have all the mines produce the same amount, but then have an exchange rate for mineral types, so basically you would mine the minerals, then you would get to choose to either exchange all or part of it for cash, and/or use the rest to build things. And yeah, I bet you see where I am going, building stuff would require certain minerals. At this point it would be a balancing act to balance minerals and money, you could exchange them all and get all the money, or exchange very little and be very mineral rich which could allow more diversity. Some players would be known for selling bulk minerals, other players would be known for just buying all the minerals they need. War would mean more, you would need to start to stockpile minerals ahead of time, and if you go around buying lots of "military minerals" (yes I think they should be classed like that, certain minerals are mainly used for different things) people could catch on that you are planning something.

The main issue I see with this system is the burden it puts on Curu. Curu would need to track minerals, make sure you have enough to build what you want to build, make sure you are not trying to cheat the system, and deal with tons of trades and exchanges and track all of that as well. This would be a massive change to the RP at the core level.

Honestly I think if we start doing big interesting yet time consuming systems like this we will need another sub-GM to perhaps only deal with things like this, they would monitor people and correct any mistakes they might make for them, they would handle all the mineral shit (exchange requests, trades, ect.) and could handle any of the other smaller stuff Curu does not mind letting them do. But of course this comes down to if Curu would even be willing to let someone do that, and who would actually do it because I would be happy to do it, but I also really like being involved in the RP and you can't really do both.

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I like to make a change, the change is adding me to this if it is still a thing. These types of things are always a good fun time killer.

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On 7/8/2018 at 11:45 AM, Kaiser Heide said:

I like to make a change, the change is adding me to this if it is still a thing. These types of things are always a good fun time killer.

Well right now it's stalled out with no real answer as to when it will resume. I personally want to just restart it but that's a personal thing as I just don't have the time it takes to play pirate effectively.

But if we do resume the current round then you could probably join, we have had a few people quit so you could take their place, but that's something you would need to ask Curu about if we start again.

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