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[FAQ
Forum Index » » Developer Feedback » » My Own Reset Suggestion
 Author My Own Reset Suggestion
Fornax
Marshal
Raven Warriors

Joined: April 30, 2002
Posts: 906
From: Jacksonville, FL
Posted: 2004-08-11 12:51   
First - Please don't get this one locked like the other.

And my comment.
I've been listening to comments about the general theme of how the MV is going to be...some few patches in the future. The hint from Gideon was that planet building is going to become a huge time investment. Realtime Months, not hours.

Well, although such a thing might make it far harder to actually wipe out a faction (depending on how it's implemented...if you make it easier to rebuild than destroy) -- but we can't have that right now.

Since we're talking about cutting out all resets -- but there's still a question about whether players can actually have fun fighting in small unmodified ships against their oppressors with effectively unlimited resources...

How about guaranteeing a basic resource availability?

Extremely Simple.
1 - Expand the list of ships available from the home spawn gates
1a - Make it contingent on the entire faction having < a given # of planets

Similar to spawn gate protection.
2 - Give each faction at least one planet within the home gate. You could even make IT the home gate.

Yes, this is a small step backwards from the SY themed changes, but using option #2 at least keeps up the appearance of adhering to it. Giving each faction a single safe planet, is a huge step forward to giving the downtrodden a little more even footing - a chance to fight back.

Nax
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Sardaukar
Admiral
Raven Warriors

Joined: October 08, 2002
Posts: 1656
Posted: 2004-08-11 19:29   
I like the idea of a "safe" planet, but I can see a few problems arising from it. Given it's safe status, it won't need to waste half it's surface space on defensive structures, and that one planet could very easily become a freakish massive factory, mine, whatever, that could supplement much more than intended. Better that it be maintained by Moderators, who could balance out what was on it.
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Fornax
Marshal
Raven Warriors

Joined: April 30, 2002
Posts: 906
From: Jacksonville, FL
Posted: 2004-08-11 19:57   
My answer to being a freakishly strong factory planet is:

And...?

The nature of the MV (resets) is changing. Time to rethink how things work and what it takes to keep the gameplay going. To not 100% wipe out any given faction past any chance to ever have fun. Yeah, take everything else -- leave that one planet.

Really doesn't matter what's on it.

Nax
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Meko
Grand Admiral

Joined: March 03, 2004
Posts: 1956
From: Vancouver
Posted: 2004-08-11 21:59   
heh i agree with nax.

and uber planet that would be the alimo of a faction would be a great idea. fighting the hard fight back would still be tough.... but it wouldnt be so tough that ppl would leave.
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Sardaukar
Admiral
Raven Warriors

Joined: October 08, 2002
Posts: 1656
Posted: 2004-08-11 22:27   
Even then, it would do away with some tactical decisions to a degree. If said planet was chock full of factories and maybe barracks, and all the mining was done by a fleet of people using idle extractors, then there would not be so much of a point to identifying and razing the enemies production centers, or troop centers, or resource centers. What's a war without tactical targets ? Personally, back in th day, we always kept at least one Transport full of infantry (Station if you were a Fleet Admiral) to help combat a situation of emergency. For awhile we even had an entire backwater planet filled to the brim with technology- dozens upon dozens of AME drives, AM Torpedoes, AMJD's, Heavy Armour's, Etc. And then some fool of a recruit found the planet and capitalized on it, somehow completely spending the stock in a matter of days, save for a few of the heavy armours and weapons... Still, this sort of thing would doubtlessly be exploited for purposes beyond it's original intention. I haven't been able to play in the 'new' MV, but I would like my target planets to carry some tactical value in the long run .
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