Best Of
Re: Planet exploration ideas!
I love huge swaths of this, but this is Big Projects. I think we should start small:
big, wide-open maps for each planet, some with hazards (like taking so much dps if you stand in Too Hot or Too Cold rooms), some with not. And locations (randomly generated?) where land has been cleared and replaced by autofactories and refineries.
Why?
To tie systems together. Right now, everything feels split apart. If I'm a miner, PVP and PVE are inconveniences I have to deal with or avoid, not necessarily something I am thinking about as part of the system. But the systems should be interlinked if we want a unique and interesting experience, in my opinion. Make every economy piece a tactical objective and it creates a lot of opportunity for roleplay, for interaction, and for (primarily) fun!
I realize this is also a Big Thing, but not quite as big as what was above. I still love those ideas and think they are great to go on the map (no pun intended)!
big, wide-open maps for each planet, some with hazards (like taking so much dps if you stand in Too Hot or Too Cold rooms), some with not. And locations (randomly generated?) where land has been cleared and replaced by autofactories and refineries.
Why?
To tie systems together. Right now, everything feels split apart. If I'm a miner, PVP and PVE are inconveniences I have to deal with or avoid, not necessarily something I am thinking about as part of the system. But the systems should be interlinked if we want a unique and interesting experience, in my opinion. Make every economy piece a tactical objective and it creates a lot of opportunity for roleplay, for interaction, and for (primarily) fun!
I realize this is also a Big Thing, but not quite as big as what was above. I still love those ideas and think they are great to go on the map (no pun intended)!
Nykara
1
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.
Grek
5
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.
Tallulah
5
Re: Cosmpiercers: Problems and an Ambitious Proposal
Folks, please let's get back on track! While the debate between players might point out things about how you all need to relate to each other, both intra-faction and inter-faction, let's keep this thread about feedback/likes/dislikes/wants of the current Cosmpiercer incarnation.
I have been keeping up with this thread and have kept on making changes throughout the month but the population issue is not one that has an immediate solution. When we get more PvP games down the line with different kinds of interactivity, I hope more of you will find your niche in terms of what kind of PvP game you like. The Cosmpiercer system can't be a catch-all system. I will keep on bringing changes to you all, we're not done with it.
Ilyos
3
Re: Announcements post #57: Faction Engagement Missions.
I was thinking, maybe slivers could be stored. So, for example, if your Experience buff as a faction is already at 5%, all extra slivers put into that category get added to a storage account. At the next Synch, the system automatically pulls (at most) 5% from this storage (if there is enough in storage, that is) to keep the bonus going. At the game's year turn, everything in storage also resets to 0, so you can't keep piling onto it.
Matlkael
1
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
Kirin
4
Re: Help choose our next "Big Thing"
It appears that there is absolutely no option to change your vote, which is unfortunate, because I glazed over the PvE Mechanics option (as Evasion/Cover) without thinking about what it could be.
Having a level cap has actually been OK in my opinion for the health of the game, because it gives us a good point to test from. We are in beta, so we are still testing things out; we still haven't gotten things to what I think is a pretty decent balance point.
On the other hand... PvE is in need of a lot of work, and it isn't about using cover or Evasion being more useful (although both of those are important issues). First and foremost, the problem is (as @kamyr said above and @Rhindara said elsewhere and @Pink_Candyfloss mentioned here) that solo bashing is really boring, and group bashing is not a viable option.
It has been said, "I don't want group bashing to be better than solo bashing." I don't share this opinion: I see absolutely no reason that group bashing shouldn't be better than solo bashing. It shouldn't be twice as good, but 20-50% better is absolutely a goal to aim for. Why? Well, simply: this game is social. Social activities should be more rewarding than not, because if we don't foster a community then we are in danger of the community falling apart.
blah blah, anyway. Long-winded post summarized as: pls to make group bashing (and bashing with your low-level friends that you just got into the game without rolling a whole new character) very viable.
eta:
Also sorry for late add but - level 50 areas. We need a new one, a better one. One that is not Literally Hell (anemoi is even Amaian for Hell) to bash in.
Having a level cap has actually been OK in my opinion for the health of the game, because it gives us a good point to test from. We are in beta, so we are still testing things out; we still haven't gotten things to what I think is a pretty decent balance point.
On the other hand... PvE is in need of a lot of work, and it isn't about using cover or Evasion being more useful (although both of those are important issues). First and foremost, the problem is (as @kamyr said above and @Rhindara said elsewhere and @Pink_Candyfloss mentioned here) that solo bashing is really boring, and group bashing is not a viable option.
It has been said, "I don't want group bashing to be better than solo bashing." I don't share this opinion: I see absolutely no reason that group bashing shouldn't be better than solo bashing. It shouldn't be twice as good, but 20-50% better is absolutely a goal to aim for. Why? Well, simply: this game is social. Social activities should be more rewarding than not, because if we don't foster a community then we are in danger of the community falling apart.
blah blah, anyway. Long-winded post summarized as: pls to make group bashing (and bashing with your low-level friends that you just got into the game without rolling a whole new character) very viable.
eta:
Also sorry for late add but - level 50 areas. We need a new one, a better one. One that is not Literally Hell (anemoi is even Amaian for Hell) to bash in.
Nykara
5
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.
Erkeeheb
3
Re: Help choose our next "Big Thing"
While I do feel all the options proposed are quite important and I'm sure the staff will get around to everything on the list, I had to put my vote in for improving and expanding ship stuff. One of the main selling points of Starmourn is cruising the stars in your own ship, the game is set up so everyone has a ship, there just needs to be plenty to do so everyone can continue to enjoy ship related content. I'd love to see hauling, smuggling, piracy and NPC trade convoys we can pillage for goods.
That said, I do think enabling and encouraging group bashing needs to be a priority. I don't care about new zones and lifting the level cap, that can come later when we want to flesh out existing content. Every IRE game has bashing, it isn't exactly exciting so shouldn't be a priority. All it will do is inflate the marks people can earn, increasing the price of credits for newbies. Being able to hunt with people no matter the level difference is a staple in IRE games. It turns it into more of a social activity and I think the social aspect is one of the main appeals to MUDs.
That said, I do think enabling and encouraging group bashing needs to be a priority. I don't care about new zones and lifting the level cap, that can come later when we want to flesh out existing content. Every IRE game has bashing, it isn't exactly exciting so shouldn't be a priority. All it will do is inflate the marks people can earn, increasing the price of credits for newbies. Being able to hunt with people no matter the level difference is a staple in IRE games. It turns it into more of a social activity and I think the social aspect is one of the main appeals to MUDs.
Re: Help choose our next "Big Thing"
Choosing is hard!
I think I'll go with hacking updates because right now, hacking is really only useful for cosmpiercers. A little diversification would be nice. Other PvP games or level uncapping would be a close second.
I think I'll go with hacking updates because right now, hacking is really only useful for cosmpiercers. A little diversification would be nice. Other PvP games or level uncapping would be a close second.
Jerom
2