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Re: Kinetic battery buffs to batch size and damage vs. organics would alleviate new pilot problems
While the exorbitant shipforge prices and scarcity of player-created supplies are absolutely a problem, I don't at all think that increasing the payout of incursions is the solution. Easy incursions were never meant to be that rewarding. They're for dipping your toe in the water and figuring out piloting and fighting. By the time you reach captaincy 3, you should be trying to get a corvette so that you can take on medium and hard incursions, which have much better payouts even considering the state of supply costs. Upgrading to medium-sized cannons that can be equipped to corvettes+ will also save you money spent on ammo in the long term, since you're doing considerably more damage per shot.
Rhindara
1
Re: Kinetic battery buffs to batch size and damage vs. organics would alleviate new pilot problems
I was close-minded to the title of the thread but was thoroughly convinced by the end. Good write-up, I completely agree. I even like the idea of kinetics doing more to CP generators. It creates a strategic decision of whether to load up with kinetics to take the gens down as fast as possible but potentially cripple yourself for any ship-to-ship fight, versus safely loading up and taking the fight.
In the meantime, let's flood the market with kinetics, yeah?
Kinetic battery buffs to batch size and damage vs. organics would alleviate new pilot problems
Lately, some people have voiced concerns that batteries are too expensive, or that incursions ought to pay more, or both. Having done quite a bit of incursioning myself, I don't think incursion payout ought to be increased. But I do recognize that the new player experience in space hinges on being able to afford ship supplies. There truly aren't enough player-made (read: affordable) kinetic batteries out there to help new players embark on financially-viable, self-sustaining ship combat. To fix this, we should incentivize the production and use of kinetic batteries.
TL;DR: increasing kinetic battery batch size or increasing kinetic battery damage against organics or both would help new players engage with SM's space combat. For best results, increase both. To put a number on it, +20% to both batch size and damage against organics should do the trick.
As designed, kinetic batteries will not be as effective as em and thermal.
That's OK. But they have a place, and that's for starter ships that have
only 1 cannon and against organics, which die just as easily to kinetic as em/thermal (there's a note on CP generators later in the post). Let's help out our new pilots by
incentivizing the production and sale of more kinetic batteries. SM's
ship system is fun, attractive; my experience with the game was
revolutionized when I learned how to fly. That's the game feature that
helped me to stick with the game through the pains of learning how MUDs
work.
---
Increasing batch size reduces the cost to produce each kinetic battery, thereby increasing the manufacturer's ability to make a profit. It also can mean an increase the number of batteries out there in the wild, assuming producers decide to make and sell kinetics instead of other batteries. I suggest increasing the batch size from 10 to 12, or a 20% increase. Enough said, I think.
However, the space economy is not all about marks; marks aren't that hard to come by for seasoned players. So, increasing profitability of kinetic batteries alone probably won't incentivize manufacturers to a sufficient extent to help new pilots. To double down on incentive to produce kinetic batteries, increase their damage against organics (the way this helps new pilots should be self-explanatory). Such a change should increase kinetic battery appeal to all pilots, including seasoned pilots. Seasoned pilots sometimes go after hard organic incursions, but this isn't really where the benefit lies for seasoned pilots: CP generators are organics, too. Right now, CP action is, well, inactive, but that won't always be the case. (Side note: Reducing the costs to take down generators would probably help CP activity.) Taking batteries just for the generators increases the amount of supplies you're taking into battle, assuming there are enemy ships to contest. The power increase is offset by the risk of having to take more supplies to tackle generators and player ships most effectively. But, by making kinetic batteries appeal to more of the playerbase, that's additional incentive to produce them, hopefully increasing availability. I think it would be sufficient.
So, that's what I've got. This post is the product of talking with Rhindara and Azlyn. (I really hope this wasn't addressed in the monthly discussion. I was at a wedding.)
Steve
5
Re: [IDEA] Faction Resources
-----WORKING ON IT----- The keiretsus shall rise again to furnish the Sector with goods once more. Obvs the economic downturn was a result of the Angel's Revolution.Ilyos said:If it'll get you all to stop sitting on that huge stockpile of resources (looking at you Song and CA), then sure.
Re: Announcements post #77: Music, bands, performance!
Fix gmcp Comm stuff to show emotes, including performance emotes
and/or
Add a precursor line to performance emotes since they're harder to capture. "Band continues their performance:" or whatever.
and/or
Add a precursor line to performance emotes since they're harder to capture. "Band continues their performance:" or whatever.
kamyr
2
Re: What's the state of the different factions? And other questions.
Song is, I'd like to think, very organized. We have:
I haven't played in Celestine regularly, but from my alt, I've gathered that they have:
Scatterhome is, true to form, the most disorganized bunch. However, they still have:
- a favour and advancement system in place (the medal system)
- rewards and credit sales
- regular writing projects (the Klaxon Horn and the Tourism Travel Guides, as well as Case Studies [admittedly, less formed than the first two])
- a lot of help files, from newbie guides to hunting guides and information on industry, hacking, piloting, etc.
- seasoned players who have, more or less, been continuously active since launch
- --- incredibly stable, and while this is very good, it also means it can feel a bit static
I haven't played in Celestine regularly, but from my alt, I've gathered that they have:
- an advancement system
- a reward system (true to late capitalist form)
- a newbie assistance program
- a load of helpfiles which are also interesting because they have advertisments (again, capitalism)
- highly compartmentalized groups (Coriolis Studios, AICo, LOB, III...I'm not even close to being familiar with them all!)
- --- least populated faction; on the other hand, this means you can easily get recognized if you put in a bit of effort
Scatterhome is, true to form, the most disorganized bunch. However, they still have:
- a lot of helpfiles; I even get some of my ideas here
- a LOT of people, from newbies to veterans
- --- you get left on your own, which often means that newbies don't get a lot of suppport (but newbie assistance is improving!)
Matlkael
8
Re: Announcements post #77: Music, bands, performance!
Band name changes. Maybe at a -1 popularity, maybe for a mark cost (to offset changing promotional materials or some bs). Popularity is more contained to the system, mark cost is less obnoxious if it's like 1k low end or 5k high end (1-2h of time for most people v 20h+ for 1 popularity).
kamyr
2
Re: If you were a newbie again...
Focusing on RP and IC activities that enhance that RP would be a decent way to go. That provides a decent feedback over time and if your story takes a different turn you can always hone yourself on other areas. No need to grind for something that you do not enjoy.
Zhulkarn
3
Re: Really want to like this game but...
The main draw of these games and MUDs in general is not necessarily the PvE, or even the PvP, but the community and the fun you have being around other players.
I try not to take a WoW approach or one where I need to achieve certain goals to feel complete in Starmourn, I just hang out with the other funny and brilliant players and occasionally get up to being productive in some capacity.
I try not to take a WoW approach or one where I need to achieve certain goals to feel complete in Starmourn, I just hang out with the other funny and brilliant players and occasionally get up to being productive in some capacity.
Oromoru
5
Re: What's the state of the different factions? And other questions.
Well this thread is off to a great start. Do not respond to hijackers. Flag/report and move on.
Xiru said:Specifically, what's the state of the factions? Are they all going strong?
Yes. Song is very active. CA has been at its most active since april-may. Scatterhome I have less info about, but it's got at least two active bands so there's that.
In terms of organisation power, Song is well organized and driven as usual. CA is lacking in leader numbers but the ones who are active are very proactive and it has a good economy going.
Xiru said:Is there any conflict going?
Not at the moment. Minor Scatter vs Song cosmpiercer fights broke out a few weeks ago but things have calmed down since then. I assume pvpers wait for the open pvp resource missions.
Xiru said:Is it possible to play casually in every faction?
Very much so.
Cubey
2