Best Of
Re: Station Missions
True, but it doesn't really pay the players back, ideally, it would, but I don't see that happening with how scarce money for Factions is unless it comes directly out of player pocket.Zhulkarn said:In CA we do not pay for ammo. Ammo pay for us!Vega said:@Zhulkarn even considering the funds you get per month, it doesn't even cover the cost of ammo from every person needed to take down those piercers. So if factions used the money they got from cosmpiercers, it is still a donation from the players, since they are footing the bill. That's Matlkael's point.
But I understood the point of Matlkael and answered despite that. It is a long term strategy, one you have to invest initially and it will pay back over time of course depending on your strength to hold onto them. Like investing in a dividend share, that is boring but potentially has solid return on the long run. After all the game has ample amounts of peace time too.
Vega
1
Re: Station Missions
@Zhulkarn even considering the funds you get per month, it doesn't even cover the cost of ammo from every person needed to take down those piercers. So if factions used the money they got from cosmpiercers, it is still a donation from the players, since they are footing the bill. That's Matlkael's point.
Vega
1
Station Missions
There's a tl;dr at the bottom!
-- Updates - #165 -------------------------------------------------------------
Date: 04/03/2019 at 20:55
Author: Garryn, the Reshaper
Subject: Station missions.
Station missions are now available! Each factional station has three subsystems -
hull, shield, and life support. Every now and then, the subssytems require some
maintenance.
You can use STATION STATUS while standing in it to see the status of its subsystems -
if a subssytem gets too low, the station may start malfunctioning, and should any go
below 10%, you will not be able to dock at it at all.
To repair the station, you need to complete a mission to obtain the necessary parts.
You can use the STATION MISSION LIST command to check if there are any missions open,
STATION MISSION <id> SHOW to see details, and STATION MISSION <id> COMPLETE to
complete it once you have performed the task. The first two commands are available
anywhere, the third one can be performed at your homeworld or the factional station
only. Missions are available to faction membes only.
To complete a mission, you need two things. A specified amount of commodities in your
storage, and a specified item. These items are available from shady shops that spawn
in random locations around the game ... If the mission has been active for 24 hours,
its description will also tell you the area that the sought item can be found at.
Items from other sources can be used as well, though!
We will be expanding on this system in the future, adding more features and mission
types - for now, the basic functionality is in so we can make sure that the system is
running smoothly.
-------------------------------------------------------------------------------
So! Station Missions are in. Initial thoughts: I love that we have more things to do as a faction. On top of cosmpiercers, we have our new Storytellers, and now this. That's really great - with group bashing being sub-optimal, there wasn't much mechanical reason to do stuff as a faction. This is a step in the right direction.
However, we (at least, the Song players I've spoken with) have seen some problems with the system. First, there's no real reward for completing missions. The "reward" is you can dock at your faction stations. Basically, we're constantly fighting off disaster and not really gaining anything.
Furthermore, the system adds more pressure to faction marks, plus more demand on the overall resource economy. The only supply of faction marks are from cosmpiercers (which are inadequate; you need to hold a cosmpiercer for around 10 RL days, from my last check, just to break even with what you've spent in terms of ship supplies) and from donations of citizens. As for the resource economy, I think the problem is more on the supply side (specifically, the tediousness of gathering resources) rather than the demand.
With that said, there are some solutions which we've been developing.
First, instead of a punitive reward for Station Missions (that is, if you don't do it, you get a penalty), make it more of a formative one. First, allow factions to set a tax on docking and setting up a shop. Let's take Danica Station, for example.
Song sets a docking tax of 500 marks. There's also a tax of 100 marks to set up a shop at the Danica trade terminal. Song can also set discounts for groups, such as for citizens or for allies. Now, let's say Danica station is at full station health (hull 100%, life support 100%, shield 100%, average of 100%). That means Song gets 100% of the 500 marks it taxes for docking, and 100 of the taxes for shops.
But, suppose that Danica's hull goes down to 50%, for an average of 83% (50%, 100%, 100%). That means that, for example, Nykara would pay 500 marks to dock at Danica, but only 83% (415 marks) actually goes into Song's account. The other 85 marks gets lost to wherever.
This would solve a few things; that is, it'll add to factional mark income, and make station missions more of an actual reward to complete. Plus, it won't actually generate new marks into the game (it'll still be a net drain); the marks that the faction would get would be from the players. The problem is that I'm not sure if just taxes would make station missions justifiable; it looks like station systems decay too fast and require a lot of resources to maintain (as the system currently works). It might be cheaper to just let them decay.
This brings up a tangent: right now, station systems seem to decay too quickly, and there's not enough materials in the economy in order to upkeep them. This leads us to problem #2, which, I'll admit, is a broad issue with the economy of the game.
Basically, gathering is a pain. It takes a ton of time and much tediousness to scoop up a gas (you need to slow down, make tight turns) or tether an asteroid (you can only do it one at a time, so you need to go back and forth to a station between each one). The supply itself isn't really the problem; I've seen a lot of asteroids and gases while flying. The difficulty of gathering is the issue.
I've already posted this in another thread (and hashed out the idea on Discord), but here are my quick fixes (maybe?):
First, make multi-tethering possible (again). So instead of going back and forth to a station each time, you can just tether a bunch of asteroids and then drop them all off at a refinery in one go. To prevent someone from tethering something like 1000 asteroids, just make each tethered asteroid slow down the ship. Bigger ships are less affected (superhaulers power!).
Second, turn gas scoops into gas vacuums. Point a ship in the direction of a cloud, and everything inside the ship cone gets sucked. You could clear a cloud in maybe 2-3 hits, which would cut down scooping time from 10 minutes to maybe 3.
-------------------------------------------------------------------------------
SO! IN SUMMARY;
- Turn the reward of Station Missions into an actual reward via improved tax collection.
- Tweak the numbers on station decay and mission requirements; they're a bit too quick or too high.
- Make multi-tethering of asteroids possible.
- Turn gas scoops into gas vacuums.
Matlkael
3
Re: Updated Policies Regarding Harassment and OOC
I'm sure everybody who had to witness the drama 'bout a month ago will agree with me when I say:
THANK YOU
I wanted to put some swearing or wittiness in my response (it's what the cool kids do) but honestly I'm just relieved. I really hope not to see a repeat of that bullshit ever again.
Cubey
3
Re: Meet your New Storytellers!
At this point, our shells are out of character. We are puppeteers making the little mobbies dance for you.Cubey said:BTW do storytellers exist in character? If so what's their role?
Which actually brings up and interesting point: Don't be afraid to interact with NPCs that you see about. There will be times they may interact back with you. Obviously, that depends on the availability of someone able to do so at the time but it is seen and are not wasted words.
Hroden
1
Updated Policies Regarding Harassment and OOC
Starmourn is still a brand new game, and many of our systems remain in a 'fledgling' state compared to the other games in IRE's ecosystem. This includes things like our customer service infrastructure, and the policies we have in place for properly monitoring and supporting players. To that end, we are working on building and reviewing a framework of behavior and rule enforcement that will serve the playerbase better in the future. Going forward, we hope to have a better understanding of how best to help out community thrive and grow.
Our HELP HARASSMENT and HELP OOC helpfiles have been updated to incorporate the following policies. Please review these helpfiles carefully, as our policies will be enforced.
- Players will be civil and respectful to each other out of character. In character, feel free to be a mean supervillain, so long as you are still capable of being kind to others OOC.
- OOC platforms are not avenues for roleplay. To be specific, they are not a place to pursue character development or interaction. Feel free to post logs and quotes if everyone agrees, and feel free to express appreciation for play you enjoyed, but in general, keep IC happenings IC. That means absolutely NO IC mudslinging or interaction on the forums or OOC chat channels.
- Justice for OOC grievances should be pursued through OOC means, and NOT through IC gameplay. If you are OOC upset or uncomfortable about something that happened IC, try to come to an OOC resolution with your roleplay partners, or use the IGNORE function. If you continue to experience problems, ISSUE.
- No trolling the newbie channel or faction channels, or posting inflammatory things in on the Forums or in News simply to get an exciting reaction from others.
- When in doubt, ask yourself if someone could construe what you are about to say or post as hurtful. Don't be hurtful. Follow the golden rule.
Eukelade
9
Re: Meet your New Storytellers!
So aside from not giving out uberblades what sorts of things are our new storytellers going to be looking to do? I love the idea, I'm just not sure the best ways to utilize them, communicate with them, stuff like that. Maybe an example of what a storyteller would be interested in doing? Also I feel bad for everyone not in Celestine and their lack of a @Hroden. I made a dynasty called Corvidae, his profile picture is of a corvidae, we're pretty much best friends now.
Revelin
3
Leadership Updates
Hey there, Starmourners!
Yesterday was Tecton's last day as Starmourn Producer. We will all miss him very much.
However, now that he is gone, I am pleased to announce that I, Eukelade, will betaking over. Things will not be too different under my rule, but I will be making a few adjustments to the status quo. Don't panic, they are minor.
Changes I Will Be Making, Effective Immediately
- I will be changing my title from Assistant Producer to Supreme Galactic Overlord.
- Storytellers will now be known as Minions.
- Garryn's brain will be uploaded to the server so he no longer needs to use a fragile meat puppet to write our code.
- We will be implementing permadeath.
- The three factions will be merged into one superfaction.
- The superfaction's logo will be a space unicorn.
- A new chain of credit-only synkaf vendors will be opening its doors throughout the galaxy, we're calling it Starmournbucks.
- Starmournbucks Synkaf will increase your damage output by 500% for one hour.
- Players will now start their Starmourn adventure equipped with a towel. Towels, as you know, are very important for space travelers.
To sum up, I am really excited about my new role, and I am sure you will all share my vision for Starmourn's future. Oh, I am also pleased to announce that I will be starting a side hustle as chairwoman of FiltraTech Solutions - so dissidents will be incinerated. Have an awesome day, Starmourners!!
Hugs and Kisses,
Supreme Galactic Overlord Eukelade
Eukelade
12