Best Of
Re: Help choose our next "Big Thing"
Your friendly local Storyteller is your direct line on that kind of thing. I can't make any promises about it being 'the next big thing in CA', but I can definitely take inspiration where it's appropriate.Jerom said:Another thing I'd also like but isn't in this poll are faction arenas. I want a Celestine arena, goddammit. I can already picture it in my mind, full of splendor and over-the-top bling. A testament to badly-spent wealth.
5
Re: Help choose our next "Big Thing"
While this poll is ongoing, I'd just like to point out that, both here and in other channels, a lot of people voted or prioritized stuff that might not exactly be their number one choice, but which they think others would enjoy more. Thank you all for being so awesome!
(Also, all of these things will be done eventually, this poll doesn't mean that what doesn't get picked will be erased off the whiteboard)
4
Re: Cosmpiercers: Problems and an Ambitious Proposal
Right now, I see several big problems with the cosmpiercer system:
Problem 1: If you land on a cosmpiercer and die, your ship is stuck there until the generators respawn. If your side loses, you have to pay ship insurance costs and lose all your cargo.
Solution 1A: Allow INSURANCE TOWREQUEST <ship> to function on ships docked at cosmpiercers in addition to ships floating in space.
Solution 1B: Remove/reduce cargo loss/insurance fees when a ship is destroyed in an open PvP zone.
Solution 1C: Alter ship PvP costs to be less punishing in general, in hopes of encouraging more ship PvP.
Problem 2: Space combat in cosmpiercer fights rarely exists, but when it does exist, it eclipses all other stages of the contest.
Solution 2A: Introduce a space combat objective that comes after the the hacking objective is completed. For example, a second set of generators at the end of the hacking which needs to be destroyed to complete the transfer.
Solution 2B: Introduce a space combat objective that is simultaneous with the hacking. For example, instead of giving points directly, hacking a terminal spawns a 'communications satellite' aligned with the terminal's prior owner and destroying that in space causes points to start accumulating.
Solution 2C: Introduce a 5 minute window at the start of a cosmpiercer attempt during which all players can use SHIP WARP.
Problem 3: The Engineer skills Heartstart and Wormhole have an outsized effect during cosmpiercers, as these skills allow defeated players to return to the fight much quicker than they can otherwise.
Solution 3A: Change wormholes not to work on cosmpiercers or ships docked at cosmpiercers; likewise cause death onboard a cosmpiercer to destroy corpses and leave only INRs.
Solution 3B: Introduce a 5 minute cooldown, starting upon revival by any means (cloning, heartstart, timeline revert, etc.) during which heartstart fails to revive them and wormholes cannot be used.
Solution 3C: Give anyone who's faction controls at least one terminal the ability to wormhole onto a cosmpiercer without using a ship.
Problem 4: Best play for the defensive team requires constant hypervigilance and a willingness to drop everything in order to defend on zero notice. This makes it difficult to make time for in depth roleplay events, incursions, space mining, bashing or anything else that requires considerable uninterrupted periods of online time.
Solution 4A: Change cosmpiercer openings to have considerable overlap, but be less frequent. Having 6 cosmpiercers open up every 5 hours has desirable traits here, as it provides a good spread of possible targets while giving a minimum of 3 hours of down time for hunting, mining and RP between possible defenses. Also, it causes the timing of openings to gradually drift across timezones, ensuring opportunities for non-peak players.
Solution 4B: Require that cosmpiercer attempts be declared in advance somehow.
Problem 1: If you land on a cosmpiercer and die, your ship is stuck there until the generators respawn. If your side loses, you have to pay ship insurance costs and lose all your cargo.
Solution 1A: Allow INSURANCE TOWREQUEST <ship> to function on ships docked at cosmpiercers in addition to ships floating in space.
Solution 1B: Remove/reduce cargo loss/insurance fees when a ship is destroyed in an open PvP zone.
Solution 1C: Alter ship PvP costs to be less punishing in general, in hopes of encouraging more ship PvP.
Problem 2: Space combat in cosmpiercer fights rarely exists, but when it does exist, it eclipses all other stages of the contest.
Solution 2A: Introduce a space combat objective that comes after the the hacking objective is completed. For example, a second set of generators at the end of the hacking which needs to be destroyed to complete the transfer.
Solution 2B: Introduce a space combat objective that is simultaneous with the hacking. For example, instead of giving points directly, hacking a terminal spawns a 'communications satellite' aligned with the terminal's prior owner and destroying that in space causes points to start accumulating.
Solution 2C: Introduce a 5 minute window at the start of a cosmpiercer attempt during which all players can use SHIP WARP.
Note: Solutions 2A and 2B could both be combined with removing the generators guarding cosmpiercers. This would have a number of possibly desirable effects on the game.
Solution 3A: Change wormholes not to work on cosmpiercers or ships docked at cosmpiercers; likewise cause death onboard a cosmpiercer to destroy corpses and leave only INRs.
Solution 3B: Introduce a 5 minute cooldown, starting upon revival by any means (cloning, heartstart, timeline revert, etc.) during which heartstart fails to revive them and wormholes cannot be used.
Solution 3C: Give anyone who's faction controls at least one terminal the ability to wormhole onto a cosmpiercer without using a ship.
Problem 4: Best play for the defensive team requires constant hypervigilance and a willingness to drop everything in order to defend on zero notice. This makes it difficult to make time for in depth roleplay events, incursions, space mining, bashing or anything else that requires considerable uninterrupted periods of online time.
Solution 4A: Change cosmpiercer openings to have considerable overlap, but be less frequent. Having 6 cosmpiercers open up every 5 hours has desirable traits here, as it provides a good spread of possible targets while giving a minimum of 3 hours of down time for hunting, mining and RP between possible defenses. Also, it causes the timing of openings to gradually drift across timezones, ensuring opportunities for non-peak players.
Solution 4B: Require that cosmpiercer attempts be declared in advance somehow.
Solution 4C: Allow factions to declare their cosmpiercers off limits for a small fraction of each day, I guess?
Bolded solutions are my personal preferences.
5
Pathfinder for Nexus
Hello again everyone!
Here's another Nexus package for you. I renovated Iniar's Nexus pathfinder for Achaea for Starmourn. Now you can pathfind including station transfers, voidgates, and ptps, yay! Elevators work too, but I haven't implemented many of them yet. The pathfinder is aware of jogging and nano rush.
RF <search> to Room Find vNums by the room's title
PG <vNum> path to a vNum.
PG <alias> a bunch of pre-fab aliases for AREAS ALL and main stations exist. Not incredibly complete yet.
Khayrat, Bakal, and Ixodon for some reason do not exist in IRE's XML,, so I just included 3 dummy rooms to correspond to their transport rooms.
CORS-anywhere is pretty hit-and-miss, unfortunately Nexus' CORS policy does not extend to the map URL, so it will have to be CORS-anywhere in the meantime. If you're a dev and reading this, a CORS policy for the map URL would be great!
Re: Help choose our next "Big Thing"
So I chose space fleets and grouping
what differentiates SM from any other MUD is the gigantic space map that one can explore. Right now it feels very spartan and feel we can really push it in many interesting directions.
All other activities listed are also nice but it’s not why you come to SM.
space is the final frontier
what differentiates SM from any other MUD is the gigantic space map that one can explore. Right now it feels very spartan and feel we can really push it in many interesting directions.
All other activities listed are also nice but it’s not why you come to SM.
space is the final frontier
4
Re: Cosmpiercers: Problems and an Ambitious Proposal
Okay, could we take this somewhere else and keep this thread for feedback on the Cosmpiercer system and not about the vague philosophical differences between social pressure and individual/group e-peen anxiety?
Re: Help choose our next "Big Thing"
More economy stuff gets my vote, because that can impact everything and ties things together.
Though what I'd most like is more to explore, the ability to build colonies, space stations, etc.
Though what I'd most like is more to explore, the ability to build colonies, space stations, etc.
3