Best Of
Re: Kinetic battery buffs to batch size and damage vs. organics would alleviate new pilot problems
Mining can be done by looking for just what you need, but the better way to do it is to take whatever's large and to refine it so that you've got a little of everything on hand to fill those orders. Whether it's tedious is somebody's taste, though there are ways that it could be made more consistent and, therefore, less frustrating.
Factions can step in to help players get corvettes. Nobody's playing the game alone.
edit: there's also friends, dynasties, clans, and so on. I do recognize that some players are factionless, but that wasn't quite what I was getting at.
Steve
1
Re: Kinetic battery buffs to batch size and damage vs. organics would alleviate new pilot problems
Adrenn, it sounds like you're doing about the best someone piloting a light interceptor can do. If not for a faction member (my bene-faction-er -- GET IT??) giving me a light corvette early on, I would've had a very bad time making marks. It's not a smooth progression. To answer your question directly, I don't think you're doing anything wrong, from the perspective of making marks in a light interceptor.
I don't know quite what I think of increasing the payout of only easy incursions. I'd have to go and get those numbers again. Related: I do wonder whether we ought to change the difficulty ratings to reflect that organics are much easier than ships.
Steve
1
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
Game Mood, Propaganda and Theme Photos
I have been scouring the net for some propaganda poster materials and stumbled upon this thinking it is incredibly fitting for mood of Litharge. Let us have a thread to fill with custom or not-so-custom photos that could portray the factions, propaganda or other game stuff!
And potentially a Bushraki street samurai,
And potentially a Bushraki street samurai,
Zhulkarn
2
Re: What's the state of the different factions? And other questions.
[Admin edit]: You two, time out!
Zhulkarn
1
Re: What's the state of the different factions? And other questions.
[Admin edit]: You two, time out!
Kestrel
1
Re: If you were a newbie again...
I’d grind for 75 in my “off” times. For example I have a bluetooth keypad, sit my laptop in the kitchen and while cooking, slowly move around clearing rooms.
And in the “on” times when I can focus 100% I’d do whatever is fun. Maybe that way I wouldn’t have burned out and taken a few months off shortly after hitting 75
And in the “on” times when I can focus 100% I’d do whatever is fun. Maybe that way I wouldn’t have burned out and taken a few months off shortly after hitting 75
Indi
1
Re: If you were a newbie again...
Burnout from max level grind is a true phenomenon that is present in all IRE MUDs. Take care of yourselves, nerds!
Matlkael
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