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Re: Starmourn: Year 2 Incoming!
[ ] More of that Xenozoology thing.
Re: Interdict
I think this is the entire point of them. You (hypothetical person) have been enemied, presumably for good reasons. You are now not allowed to be [wherever]. If you could easily kill the guards and just go there anyway, then what's the point of the enemy mechanic at all? So it should be a challenge.
Now, you might also say right now, that there is no reason to go to the effort to kill the guards to go to [wherever] because there is no reward for doing so, which is also currently more or less correct. But, at least to me, that's separate from whether or not the guards function as intended.
I think the costs proposed by @Ilyos are more than fair, and certainly a good place to start.
As for raid mechanics, I'm extremely ambivalent. They can be fun sure, but I've also been on the receiving end when it was very much "Oh, hell. Not this again." over and over and over. I like that we are not currently 3 armed camps, with every member of the opposing factions enemied the minute they leave the tutorial. I sincerely hope that doesn't change no matter what mechanics are put in place.
Re: Starmourn: Year 2 Incoming!
- Get more tradeskills (as limit allows)
- Design more fun clothing, maybe some drinks too
- Properly build out and fully desc up my battleship
- Reach L50 Captaincy
- Maybe think of weapon customizations
- Write up something fun (perhaps a series of detective fiction) for datashard repository
- Actually take sub-75 peeps hunting (get Winterflame collectible set for boooosts)
- Oh yeah, and learn how to kill people
Re: Interdict
My initial idea was simply an increase in annual upkeep. This would be something like 25k per contracted guard per year. This way, there's a constant drain for having respawning guards, but it's not something that raiders have control over as far as 'camping' guards and causing continual mounting drains every time they feel like it.
The second idea would be an annual drain like the first, except each guard death increases the premium of the contract for that year, up to some sort of cap. This could go up to 25k per contracted guard like in the first idea, or further if that's deemed fair. The idea here would similarly be that there's a constant drain for having respawning guards, but it gets more expensive the more action they see in a given year.
The third idea would be to implement the suggested 5k per guard death, but not charge the faction immediately. Instead, the amount would accumulate and be charged on the first of the following year, giving the faction ample time to budget for whatever costs they might have incurred for the year.
For all three ideas, it would be helpful to have some sort of command to view what the faction's current dues will be for the year, something as simple as FACTION GUARD DUES.
Personally, my preference is still the first option. I feel like the cost really shouldn't be something that raiders should be able to heavily influence, if at all. There should definitely be a cost for security, but there shouldn't be a situation where raiders are just clearing guards off-hours with the intent of costing the faction. Guards should be an obstacle in the way of a real objective, and factions shouldn't be penalized for not having defenders to come fight alongside their guards.
If the problem with guards as an obstacle is that they're too strong, then they can be appropriately adjusted down. However, if the problem is that a singular person wants through them, they can already pay for temporary faction anonymity through FRAY contracts. An individual that has earned enemy status to a faction shouldn't expect to be able to walk around that faction's immediate territory (their main station and their capital city) without paying some kind of cost. Voidgates and PTPs already exist to allow for enemies to access bashing areas (past the level 20 range, anyway) and caches, and you can still get to the homeworld stations to clone there.
Re: Starmourn: Year 2 Incoming!
[ ] Work out my factionless RP for Xiru so he has a purpose outside a faction but...
[ ] Engage with factions more.
[ ] Hunt up to 75 finally... Maybe.
[ ] Buy a fancy new ship under the new system unlike the two less fancy ships I bought under the old system.
[ ] Make a permanent mark on Lamentations.
[ ] Let @Zhedan take me hunting cause he's promised. (Seriously glad you're back and loving it.)
Re: Interdict
Re: Starmourn: Year 2 Incoming!
Re: Starmourn: Year 2 Incoming!
Gonna steal @Zhedan 's format cause, why not. I love check lists, I'm sure if Mairon hadn't snatched Vega she woulda been married to one.
[ ] Do something I always thought I couldn't/shouldn't/can't in MUDs but make it work for Starmourn
[ ] Finish all those items I promised I'd do and have drafts started for. (Stretch Goal: Submit 50 designs in 2020)
[ ] Win something in the next Auction
[ ] Solo carry one pvp skirmish
[ ] Make an npc piss themselves due to fear
[ ] Get past my IC socializing phobia I'm currently struggling with
[ ] Finish the Astral Center (IC shopping experience rp thingy)
[ ] Join a secret society
[ ] Start a Fatar farm!
[ ] Officiate 5 weddings!
[ ] Lead an expedition down to Song planet
[ ] Get married before Mairon dies of old age
There we go! Those are the ones I want to do.
Re: Starmourn: Year 2 Incoming!
[ ] Reach L50 Captaincy rather than procrastinate.
Re: Starmourn: Year 2 Incoming!
2. Get better at my characters RP
3. kill a lot of people for fun reasons
4.Work on my SUIT’s design
5. work on my GUI
6. work on my mask
7.find a vibroblade
1B. Improve myself in SARO
8. Bring content to the game
9. More combat events!
10. Be meaner I am to nice
Always something I am looking to do so this list changes All the time