Best Of
Re: Scatterhome wants YOU!
IC: Over the past few months, the hostilities in Oldtown have begun to escalate between the Dikamazi Ventrats and the Chrome Skull interlopers. The leader of the Ventrats, Recoil Akura, has posted a bounty of five marks on Kuda Shayato, a move clearly intended to insult and enrage him.
Kuda, for his part, seems determined to get his hands on a mysterious flower he insists the Ventrats have in their possession.
Things are coming to a head, and the Ventrats and Chrome Skulls are sure to come to blows that will end this thing, one way or the other.
OOC: Players in Scatterhome (and everyone else who's curious) are encouraged to log in tomorrow, 5/25, at the Sync (8pm EST) to participate in the next phase of this event!
5
Re: Ship Improvements and Ideas
I wouldn't mind the capability of giving permissions for others to pilot the ships as well. This'll allow things like building a public use navy for your faction, allow people to try out ship classes before they buy their own and probably a bunch of other uses I can't really think of.
Another idea is having a ship arena where you can customize a number of variables to change how the battles are played out, either in a PvP or PvE setting, similar to how we can set different arena game modes in other IRE games.
Here's how I imagine such a system to be:
Loadouts
With the ability to design a ship in the shipforge without purchasing the configuration, you would have the added ability to save the ship as an arena loadout. This will allow you to fly the ship design in arena matches that allow that particular ship and would also allow you to testdrive your creation without paying for it (or paying the entrance fee for the arena). This would also grant the ability to set up custom matches where teams or participants are forced into a particular ship configuration, to test their capabilities or to re-enact fleet battles.
PvE
This would pit a team of players against waves of AI controlled ships. Either admin or players could set the different variables, such as forcing a loadout from above or allowing people to pilot their own ships. Other variables include the following:
Difficulty - Easy, Medium, Hard. Same as incursions, affects enemy stats and AI for a custom tailored challenge.
Enemy Type - Choose from all available incursion enemies, allows practice against them.
Enemy Numbers - Set the spawn numbers at any one time, only allowing one to spawn at once, or two, three, etc. depending on difficulty.
Enemy Spawn Timer - Configure the length of time before the next wave spawns, or set it to manual so a command is sent to spawn them in.
PvE would also gain Captaincy xp but at a reduced rate to other types of content. You would not earn junk from the kills in the arena and if there is an entry fee, it would be a marks sink.
PvP
Again, using the loadout system proposed above, this would allow both admin and players to tailor matches to specific types. All interceptors, destroyers and above, only missiles and mines, for example. Stealing match types we've seen before in other games, well, if it ain't broke, don't fix it.
FFA - Free for all. Every ship for themselves. One life each.
Team Deathmatch - 2 to 4 teams face off against each other in group combat. Winner is team with only remaining ships left.
Juggernaut - Free for all. First kill empowers your ship, granting bonus stats and bonus score for each subsequent kill. Killing the juggernaut makes you the juggernaut.
What do people think about this?
Another idea is having a ship arena where you can customize a number of variables to change how the battles are played out, either in a PvP or PvE setting, similar to how we can set different arena game modes in other IRE games.
Here's how I imagine such a system to be:
Loadouts
With the ability to design a ship in the shipforge without purchasing the configuration, you would have the added ability to save the ship as an arena loadout. This will allow you to fly the ship design in arena matches that allow that particular ship and would also allow you to testdrive your creation without paying for it (or paying the entrance fee for the arena). This would also grant the ability to set up custom matches where teams or participants are forced into a particular ship configuration, to test their capabilities or to re-enact fleet battles.
PvE
This would pit a team of players against waves of AI controlled ships. Either admin or players could set the different variables, such as forcing a loadout from above or allowing people to pilot their own ships. Other variables include the following:
Difficulty - Easy, Medium, Hard. Same as incursions, affects enemy stats and AI for a custom tailored challenge.
Enemy Type - Choose from all available incursion enemies, allows practice against them.
Enemy Numbers - Set the spawn numbers at any one time, only allowing one to spawn at once, or two, three, etc. depending on difficulty.
Enemy Spawn Timer - Configure the length of time before the next wave spawns, or set it to manual so a command is sent to spawn them in.
PvE would also gain Captaincy xp but at a reduced rate to other types of content. You would not earn junk from the kills in the arena and if there is an entry fee, it would be a marks sink.
PvP
Again, using the loadout system proposed above, this would allow both admin and players to tailor matches to specific types. All interceptors, destroyers and above, only missiles and mines, for example. Stealing match types we've seen before in other games, well, if it ain't broke, don't fix it.
FFA - Free for all. Every ship for themselves. One life each.
Team Deathmatch - 2 to 4 teams face off against each other in group combat. Winner is team with only remaining ships left.
Juggernaut - Free for all. First kill empowers your ship, granting bonus stats and bonus score for each subsequent kill. Killing the juggernaut makes you the juggernaut.
What do people think about this?
Announcements post #57: Faction Engagement Missions.
<pre>From: Ilyos, the Arbiter
Subject: Faction Engagement Missions.
We're very happy to announce that we've just finished and released the Faction Engagement Missions - The Cerebral Augment Chambers. Each faction houses one of these titanic contraptions, the purpose of which is to enhance the mental and physical capabilities of all faction members via their mindsims and wetwiring.
The Cerebral Augment Chambers (CAC for short) have been added to the LANDMARKS of your cities so that you may easily find them.
Interacting with the CAC is done through the 'CAC' verb. Inputting that by itself will list the interaction syntax for all operations.
You will want to start performing CAC TASKS in order to obtain Report Slivers. The current task list is:
1. Obtain Samples - You will be given a random kill quest that you need to carry out. These are level 65+ quests, so bear that in mind.
2. Maintenance and Upkeep - Similar to station missions, you will be required to obtain and deliver some commodities
3. Market Analysis - You will be required to fulfill a small number of MARKET ORDERs.
4. Combat Data - You will be required to kill a number of enemies in space incursions
5. Operating Costs - You will have to pay for monthly operating costs (10,000 marks)
At any time, you may check CAC TASKS to see your exact progress and requirements. You may undertake any number of these tasks, but you may only complete a certain task only once per RL day. Completing a task will grant you a Report Sliver that you may use to CAC AUGMENT <bonus>. CAC STATUS will show you what your faction's bonuses are. Currently, each bonus goes up to 5% in 1% increments (basically, each bonus can be augmented five times). Bonuses apply to all faction members and reset daily.
We will be working to continually develop this system with more tasks, bonuses and flavor in the near future. Have fun making your faction stronger and let us know what you think on the forums!</pre>
Subject: Faction Engagement Missions.
We're very happy to announce that we've just finished and released the Faction Engagement Missions - The Cerebral Augment Chambers. Each faction houses one of these titanic contraptions, the purpose of which is to enhance the mental and physical capabilities of all faction members via their mindsims and wetwiring.
The Cerebral Augment Chambers (CAC for short) have been added to the LANDMARKS of your cities so that you may easily find them.
Interacting with the CAC is done through the 'CAC' verb. Inputting that by itself will list the interaction syntax for all operations.
You will want to start performing CAC TASKS in order to obtain Report Slivers. The current task list is:
1. Obtain Samples - You will be given a random kill quest that you need to carry out. These are level 65+ quests, so bear that in mind.
2. Maintenance and Upkeep - Similar to station missions, you will be required to obtain and deliver some commodities
3. Market Analysis - You will be required to fulfill a small number of MARKET ORDERs.
4. Combat Data - You will be required to kill a number of enemies in space incursions
5. Operating Costs - You will have to pay for monthly operating costs (10,000 marks)
At any time, you may check CAC TASKS to see your exact progress and requirements. You may undertake any number of these tasks, but you may only complete a certain task only once per RL day. Completing a task will grant you a Report Sliver that you may use to CAC AUGMENT <bonus>. CAC STATUS will show you what your faction's bonuses are. Currently, each bonus goes up to 5% in 1% increments (basically, each bonus can be augmented five times). Bonuses apply to all faction members and reset daily.
We will be working to continually develop this system with more tasks, bonuses and flavor in the near future. Have fun making your faction stronger and let us know what you think on the forums!</pre>
Re: Ship Improvements and Ideas
Following this thread, there's a few good ideas here. Thank you all for the feedback and keep it coming!
2
Re: Good Vibrations!
I would like to shout out all the Scatterhomies (and those from other factions who are involved) for being hilarious and fun and getting so invested in the Bushraki gang war. You guys are truly great to interact with. I'm glad I'm in Scatterhome.
I'd also like to shout out the staff, who are awesome, responsive, and always listening to player feedback. It's a rarity to see game devs so focused on their players. You rock.

I'd also like to shout out the staff, who are awesome, responsive, and always listening to player feedback. It's a rarity to see game devs so focused on their players. You rock.

7
Re: Good Vibrations!
I usually have only critical things to say but I'm glad with the amount of feedback we get from the devs. Makes you feel like what you're saying is being listened to and doesn't just fall into the void, y'know?
3
Re: Good Vibrations!
I'd like to take a moment to say just how awesome everyone is in Starmourn. Everyone on staff is beyond great and all you people make this game the best experience ever! I really enjoy talking to each and every one of you (even if I am slow to respond).
9
Re: Cosmpiercers: Problems and an Ambitious Proposal
Excited to see how the vulnerability timers work out! We shall see!
One qol thing: Could we get Cosmpiercer List sorted by date, so that we can more readily see the next Cosmpiercer coming out of vulnerability?