Community Input - PvE, it's rewards and incentives

BioXide

Founder

Staff member
Lead Developer
Management
Jun 1, 2017
453
Portland, Oregon
Guns of the Conclave
Rank: Princeps (R7)
Service Points: 999999
I would never try to convince you that I'm not biased. I am a burnt out MMO player that was spoiled on gems like Asheron's Call and moments of Face of Mankind. Anything I write is personal preference and belief.

Truth be told I wouldn't give players the ability to print money period. Not my game though so I'm going with your vision and offering my opinion as a player that focuses on the combat side of things. Players should not be able to print money. We agree on that.

I would also prefer a closed economy as far as items. You talked about showing off stats though. It would be more interesting if a player that has spent a lot of time hunting aliens would have access to unique ways of showing that off like being able to add cosmetic alien aspects to their armor or weapons. You'd know immediately what this guy is about without having to look something up. That's all I meant by item drops.

Keep in mind too, you've got a lot of players hanging around you that have been burnt by duplex and nexeon. I donated explicitly because I want a good version of FoM to exist and I believe that if it's done right it can succeed. But that doesn't mean I'm going to necessarily trust everything I hear. Hopefully you get that.

I appreciate the clarifications. I like what you added about what we can expect.

But most importantly remove mining guns.
We're carefully considering how players inject more money into the economy, we want players to do activities on the game and be rewarded with money, be it solo or factional activities (factional being the main one and providing most of the income), alien hunting is one of them, which is related to combat (there will be other solo activities that reward money related to gameplay mechanics, such as hacking, casinos, ecoing, exploring, etc).

From what I can see, capping the amount of money you can get by doing an activity is not something players would want, if someone just wants to log in and play in their own world, they shouldn't be restricted to progressing, be it any activity that prints out money, but at the same time we have to figure out a way of having a 1:1 or 1:2 sink so players don't end up with ridiculous amounts of money. We'll be exploring different options regarding this when we introduce PvE, but our priority will always be the pvp/player ran aspects.

Regarding cosmetics, yes we want that, the stats are just something for convenience, it doesn't hurt having them in. Aliens giving money, dropping crafting parts, pmods (having them drop from aliens mitigates most the sink cost of production), the pmods can be varied depending on the alien type, so weak aliens will drop pmods for low tier equipment, consumables, while strong ones will drop rifles, mods, different cosmetics (we're planning a shader system like destiny, where you can change the color of your clothing/armor/weapons on a mod terminal/station)

And yeah I understand the grudges, I've been banned multiple times on FoM and I've seen how it was badly handled, I'm not much of an old school vet, I joined on Jan 11', but I've been through most of it's radical changes till it's death and I played the shit out of fom all those years, I've reached the "end game" multiple times, was rich, self sufficient (i made all my stuff), one of the best fighters during my time, led major cells & was part of the best cells, was motb r7 and led a faction during FOTD as well, so I have a very deep understanding of it's design/technical flaws, why it failed and what it needed to be successful, from a hardcore player and developer perspective.

I can't expect people to be 100% supportive of some ideas in this new iteration, but I would love for more openness and trust, we're not nexeon, or duplex, nor we're backed by them, most of us are hardcore vets that want to play fom again, but at the same time evolve it into something that's viable for the current market, which is the only way this game will survive and grow.

The more ideas and discussions we can get going on the forums regarding the game, the better we'll be able to make it.

Regarding mining guns, we will have automated ways of getting resources, manual labor is just the fastest way of getting resources, I invite you to join our upcoming testing sessions so you can see that our manual mining system is actually really good and completely different from fom's.
 
Last edited:

TheJoker

Dilettante

Bronzed Donator
Alpha Tester
Sep 20, 2017
133
Australia
Guns of the Conclave
Rank: None
Service Points: 0
Firstly as mainly a player in fom solely doing combat i am abit worried about your ideas, i like some pve as there was not really anything in fom especially at the start, but fom is to me at least was heavily focused on social interactions and i feel that if pve is more focused on farming higher level materials it will withdraw players from this and negatively effect the game. PVE atleast to me is always a secondary function to this game with the main focus on PVP and social experiences.

i really cant see the raids and dungeons working out to and are they really needed in the game? WoW did it great at the start and nowadays it seems that for a MMO you need them but i would disagree we all have ran through many dungeons and for the time you invest making these dungeons unless you have a large team able to push out new content quickly i think it is just a waste *cough*SWTOR*cough*.

I agree with the stat tracking although i don't think anyone would care about how many NPCs you have killed i believe it could be repurposed and allow for past contracts to show up and reviews posted about the person, for example i complete a contract and get paid person who hired me can write a short message on performance and assign a value on skill. (simple idea needs fleshing out) but i remember playing there was a tremendous need for this function as no one could tell you were actually good at being a merc and wanted an easy way to know.

not trying to be harsh but i think you should instead of focusing on dungeons and raids and trying to create a high PVE experience i think you should invest the manpower into one thing that past FOM absolutely failed at and which i believe cost them big time...



* Dynamic events created in game by GM's and writing team.


FOM players liked the freedom that came from the game what your suggesting is implementing features that impair that freedom scrap them focus more on making dynamic story lines. The best times in fom came from the players that is the only reason the game lasted as long as it did. task GM and Dev team resources to create random events in the game.

I remember running around colonies for five hours looking for an alien as someone said it hatched somewhere. (was a gm who spawned it for fun) but man it was great fun if you instead said hey you can mine for five hours to get the best gear i would have logged off. It is crucial for this game to have active story lines in the game, GM's can make in game chars and promote story's, promote characters and events etc etc,

To me looking as your a smaller development team that takes alot of pressure of the team to design and test (haha lol) new dungeons/raids or pve experience from which you will never satisfy players, Also saves money and stress due to time savings in development and increases player enjoyment way more than farming minerals and running a raid or dungeon repeatedly. Create side activities but nothing that takes away from the core experience of the game,

leave that for a Expansion after you have mastered the core experience :)
 
  • Like
Reactions: Shakespears

BioXide

Founder

Staff member
Lead Developer
Management
Jun 1, 2017
453
Portland, Oregon
Guns of the Conclave
Rank: Princeps (R7)
Service Points: 999999
Firstly as mainly a player in fom solely doing combat i am abit worried about your ideas, i like some pve as there was not really anything in fom especially at the start, but fom is to me at least was heavily focused on social interactions and i feel that if pve is more focused on farming higher level materials it will withdraw players from this and negatively effect the game. PVE atleast to me is always a secondary function to this game with the main focus on PVP and social experiences.

i've mentioned multiple times that pvp/player interactions come first, how will giving incentives to actually go and kill AI negatively effect the game? when it's only another way of generating resources, as mining, except you're shooting moving targets that have the ability to kill you and have a brain

i really cant see the raids and dungeons working out to and are they really needed in the game? WoW did it great at the start and nowadays it seems that for a MMO you need them but i would disagree we all have ran through many dungeons and for the time you invest making these dungeons unless you have a large team able to push out new content quickly i think it is just a waste *cough*SWTOR*cough*.

please read previous posts, especially the quotation marks wrapping those specific words, "raids and dungeons" are non-instanced areas, that have higher density of stronger enemies, yielding more rewards, we're not investing more time to make these "dungeons" as they're just parts of the world with the spawning set to specific parameters to increase the challenge

I agree with the stat tracking although i don't think anyone would care about how many NPCs you have killed i believe it could be repurposed and allow for past contracts to show up and reviews posted about the person, for example i complete a contract and get paid person who hired me can write a short message on performance and assign a value on skill. (simple idea needs fleshing out) but i remember playing there was a tremendous need for this function as no one could tell you were actually good at being a merc and wanted an easy way to know.

you just contradicted yourself lol, missions/contracts will have a log that track actions, once the mission/contract is done, these stats would get saved to your character, displaying how much people/AI you've killed, missions completed, etc, people would care because these "stats" are essentially a resume/portfolio for your character, if someone had the option of hiring someone with 500 player kills and 100 contracts successfully completed over someone with 10 kills and 1 contract, who do you think he's going to pick?

not trying to be harsh but i think you should instead of focusing on dungeons and raids and trying to create a high PVE experience i think you should invest the manpower into one thing that past FOM absolutely failed at and which i believe cost them big time...

lol


* Dynamic events created in game by GM's and writing team.

FOM players liked the freedom that came from the game what your suggesting is implementing features that impair that freedom scrap them focus more on making dynamic story lines. The best times in fom came from the players that is the only reason the game lasted as long as it did. task GM and Dev team resources to create random events in the game.

again, how is adding more mechanics removing the freedom from players and limiting their ability to make dynamic storylines? this is offering more gameplay which will naturally produce more conflict which leads to new storylines

I remember running around colonies for five hours looking for an alien as someone said it hatched somewhere. (was a gm who spawned it for fun) but man it was great fun if you instead said hey you can mine for five hours to get the best gear i would have logged off. It is crucial for this game to have active story lines in the game, GM's can make in game chars and promote story's, promote characters and events etc etc,

you're viewing this game like if it was built on fom's engine and it's limitations, this is unreal engine 4 lol, we have a dedicated storyline team who's gonna be fleshing out the background story and assisting player created storylines

To me looking as your a smaller development team that takes alot of pressure of the team to design and test (haha lol) new dungeons/raids or pve experience from which you will never satisfy players, Also saves money and stress due to time savings in development and increases player enjoyment way more than farming minerals and running a raid or dungeon repeatedly. Create side activities but nothing that takes away from the core experience of the game,

erm ok?

leave that for a Expansion after you have mastered the core experience :)
 

TheJoker

Dilettante

Bronzed Donator
Alpha Tester
Sep 20, 2017
133
Australia
Guns of the Conclave
Rank: None
Service Points: 0
i've mentioned multiple times that pvp/player interactions come first, how will giving incentives to actually go and kill AI negatively effect the game? when it's only another way of generating resources, as mining, except you're shooting moving targets that have the ability to kill you and have a brain

I have never played an MMO that have NPC's with a brain they are easily manipulated if you create them tho and they are smart that is another story i'm not doubting you :), the first run is fun then after its a grind. The reason i say it will have a negative impact on the game is a lot of players will focus on grinding away reducing the amount of players located in social areas. But to be fair I'm comparing this to fom in where it was pretty important to have players in close proximity for fun could be different with this game.

please read previous posts, especially the quotation marks wrapping those specific words, "raids and dungeons" are non-instanced areas, that have higher density of stronger enemies, yielding more rewards, we're not investing more time to make these "dungeons" as they're just parts of the world with the spawning set to specific parameters to increase the challenge.

I'm sorry but are these then just grinding areas? if your "not investing more time to make these "dungeons" " how will quality control work? are they just gonna be static areas? pertaining on how you said that NPC's will have brains i guess i will just have to see it could work i guess.

again, how is adding more mechanics removing the freedom from players and limiting their ability to make dynamic storylines? this is offering more gameplay which will naturally produce more conflict which leads to new storylines.

because you said

"the "best" equipment can only be produced by high end minerals, which are only gathered from these dangerous locations filled with difficult pve, this creates a situation where players will be required to work together in order to produce the highest quality items and always keeps a sense of risk associated with eco"

from what I'm guessing if you want to have the best gear which I'm guessing makes you better in combat etc you need to do grinding otherwise you wont be able to produce them? how would this work for mercs?


you just contradicted yourself lol, missions/contracts will have a log that track actions, once the mission/contract is done, these stats would get saved to your character, displaying how much people/AI you've killed, missions completed, etc, people would care because these "stats" are essentially a resume/portfolio for your character, if someone had the option of hiring someone with 500 player kills and 100 contracts successfully completed over someone with 10 kills and 1 contract, who do you think he's going to pick?

I agreed with you!!!!
my exact words were I agree !! but i said no one cares about how many NPC's you kill and i stand by that.


you're viewing this game like if it was built on fom's engine and it's limitations, this is unreal engine 4 lol, we have a dedicated storyline team who's gonna be fleshing out the background story and assisting player created storylines

i have no idea about game development, But i am a software engineer and know what it is to plan, build, test large scale projects its a whole Lotta work and with a small team who are perhaps part time? its a mountain. i want this game to succeed shit i donated never do that to games to many shills for my liking. i personally would rather that you focus on one area then release updates focusing on other areas in patches but shit if your flying then that's great now i cant wait to see the NPC's with brains.

erm ok?

......
 
  • Like
Reactions: Shakespears

Skiy

Dilettante

Bronzed Donator
Alpha Tester
Jun 12, 2017
107
The Syndicate
Rank: None
Service Points: 2

I have never played an MMO that have NPC's with a brain they are easily manipulated if you create them tho and they are smart that is another story i'm not doubting you :), the first run is fun then after its a grind. The reason i say it will have a negative impact on the game is a lot of players will focus on grinding away reducing the amount of players located in social areas. But to be fair I'm comparing this to fom in where it was pretty important to have players in close proximity for fun could be different with this game.

One of the major flaws FoM had was the fact it relied solely on players being around each other to create fun. Some of us like grinding. Those players will be online, they will be in areas where they can be interacted with. It's not like you'll be able to go auto farm aliens while you're off away from the PC.

I'm sorry but are these then just grinding areas? if your "not investing more time to make these "dungeons" " how will quality control work? are they just gonna be static areas? pertaining on how you said that NPC's will have brains i guess i will just have to see it could work i guess.

from what I'm guessing if you want to have the best gear which I'm guessing makes you better in combat etc you need to do grinding otherwise you wont be able to produce them? how would this work for mercs?

They could be general locations, AI patrolling the area, moving around, having different tactics depending on what they are. Raid areas don't have to be rare drops or anything AI spawns in greater numbers, or are stronger, requires a team to complete "raid" so you can harvest the stuff you need at the end. I can see players dedicating their time to that if the fights can be made entertaining/difficult enough. You can see factions competing for the valuable zones, Corp Wars over them? Sweet. Generates more conflict and what's even better for the factions like SyN? We're going to want to extort the carebears, obviously. Carebears are going to require looking after, Corps will have a reason for security forces. Mercs will be hired. It creates conflict in my mind.

I don't think PvE should have a major impact on the creation of PvP gear. By all means, drop common PMODs, skins/shaders for weapons and armour (I believe a shader system was mentioned previously) or even materials specifically used in the production of PvE gear. Better rifles that deal xeno/robot damage or armor that takes less damage. Maybe we can add poisons from certain types and use materials for healing. You can create a whole new market for PvE orientated players.

my exact words were I agree !! but i said no one cares about how many NPC's you kill and i stand by that.

I care. I don't think it's fair for someone to decide what the rest of us care about. I like character stats, seeing how long I've played for, what I've done with that time, etc. AI kills add as much for me as regular kills.

Overall, PvE doesn't subtract from the game and implemented correctly, it can keep players entertained when we're hitting a quiet period of the day. It adds to missions and gives a reason to have players play a protective role for ecoers who want to produce better equipment. If it adds more things to do, I don't see why it should be rejected because you want them to focus their time and energy on something that might not need it.
 
  • Like
Reactions: Shakespears

Cadonez

Enthusiast

Bronzed Donator
Alpha Tester
Jul 29, 2017
283
Brumpapa
The Syndicate
Rank: Master (R6)
Service Points: 0
If i have to go shoot shitty aliens to remain competitive in this game i will be displeased.
 
  • Like
Reactions: Cathmor

Skiy

Dilettante

Bronzed Donator
Alpha Tester
Jun 12, 2017
107
The Syndicate
Rank: None
Service Points: 2
If i have to go shoot shitty aliens to remain competitive in this game i will be displeased.
You know better. Shoot the people who are shooting shitty aliens trying to remain competitive, duh.
 

TheJoker

Dilettante

Bronzed Donator
Alpha Tester
Sep 20, 2017
133
Australia
Guns of the Conclave
Rank: None
Service Points: 0
One of the major flaws FoM had was the fact it relied solely on players being around each other to create fun. Some of us like grinding. Those players will be online, they will be in areas where they can be interacted with. It's not like you'll be able to go auto farm aliens while you're off away from the PC.

True, it was a strength and weakness of fom and some players do like grinding which i completely understand but i guess we will have to see how it is in-game and how it works out. I believe a balance needs to be established as if its going to be integral to the game, if players like you like grinding then it works but people like me hate grinding which was the big calling card for me to like fom.

Overall, PvE doesn't subtract from the game and implemented correctly, it can keep players entertained when we're hitting a quiet period of the day. It adds to missions and gives a reason to have players play a protective role for ecoers who want to produce better equipment. If it adds more things to do, I don't see why it should be rejected because you want them to focus their time and energy on something that might not need it.

Because what I'm suggesting they focus their time on is not something that is easily done:

* Faction System
* Missions
* Economy
* Story
* Squads
* Weapons
* Clans/Guilds etc etc

These things are integral to the game in my opinion Just the first three after Design, Development, Test, Release, Maintenance will take a significant amount of time to develop perhaps even a year or more for a good system not something that is half arsed. That is why i said,

leave that for a Expansion after you have mastered the core experience :) ( I should add a patch as well or DLC).

I'm definitely not against all PVE aspects i play when all you Euro's and Muricans go to bed i will always be on during the graveyard shift because no player wants the high ping. So believe me when i say i want there to be things to do for me. But even still i believe the things mentioned above are way more of a priority. Also all the technical details on how your going to run all these NPC's how is the server going to cope? etc etc.

Your ideas sound good and i would love it if the NPC's where great and it flowed smoothly but in my experience no MMO has been able to pull it off ESO, SWTOR both gave it a red hot go but in my experience were both lacking.

I care. I don't think it's fair for someone to decide what the rest of us care about. I like character stats, seeing how long I've played for, what I've done with that time, etc. AI kills add as much for me as regular kills.

I'm not, the game will be made how BioXide wants it to be made but i'm also not one of these people who complain after the Founder gives them the chance to voice their concerns when they should have said something before work began on it but didin't.

Also, if i you had one player who killed 1000 players and another player who killed 1000 NPC's you would choose the guy who killed the NPC's? well then i stand corrected ( i meant in the sense of hiring a player in orig comment not stat tracking which i agree with which as a merc in OB was requested several times but never implemented).

I agree with the stat tracking although i don't think anyone would care about how many NPCs you have killed i believe it could be repurposed and allow for past contracts to show up and reviews posted about the person,


also why i suggested

Create side activities but nothing that takes away from the core experience of the game,

you could start of small with basic test things seeing reactions, using player data and test server conditions to see how it handles and what happens then build upon that over time, Warframe is a good example of this. Under promise Over Deliver
 
  • Like
Reactions: Shakespears

TheJoker

Dilettante

Bronzed Donator
Alpha Tester
Sep 20, 2017
133
Australia
Guns of the Conclave
Rank: None
Service Points: 0
Wait for meeee Jord :) Ive got a few, will be a big post and im looking for opinions/ criticism on the idea aswell taking the kids to the beach will post later tonight 9 am here.
 
  • Like
Reactions: Shakespears

TheJoker

Dilettante

Bronzed Donator
Alpha Tester
Sep 20, 2017
133
Australia
Guns of the Conclave
Rank: None
Service Points: 0
Ok, guys while sitting on the toilet this morning I was thinking of a few ideas and would like any feedback bad or otherwise on:) some of them as I feel that they could be fun to be implemented in Mankind Reborn but need to hash them out!.

from my earlier posts, its pretty obvious I'm not the greatest fan of pve but as previous posts discuss it is necessary for a game like this as it does add to the game in a lot of ways. So in my suggestion I'm trying to think of a way to add pve elements to compliment the main ideas in the game (my opinion).

Without knowing too much of how the faction system will work, Mission system and how the economy will work I'm going to assume a lot of stuff and base it off what fom (Specifically OB) was like for me as a player.

Suggestion 1.

Add NPC's to missions created by the players IF there are not enough players to fill the mission.

What it's trying to resolve;

Your someone from the southern hemisphere with hours opposite to the busy times aka the graveyard shift, You start a mission hoping to get a kick-ass squad going and have some fun. You create the mission and wait for other players to join, The mission group can hold up to 20 players, after 10 minutes of waiting one other person joins and then you start the mission.... The mission starts its attack Pegasi 51 you cruise in there hearing that earlier in the day there were massive battles for hours trying to hold the colony. You vort into Pegasi 51 only to see 3 other players running around...


The above example was a huge issue for me and a lot of other players who played in times that weren't popular. So what I am suggesting is that when a mission is not full the game will automatically supplement the mission team with NPC's this, in turn, will hopefully give the game a feeling of being alive even when the game isn't busy. These missions could be your run of the mill defend or attack missions NPC's or colony patrol mission's, the NPCs could be given order's by the mission leader of the group as shown below:

https://www.lucidchart.com/documents/embeddedchart/6e1c12d7-c602-4abd-9308-47aefef30d1c

These NPCs added to the missions would be able to be killed quite easily by a player i think a good ratio is either 1 average player = 2-3 NPC's as to not make them too overpowered obviously would need testing to see how it works out. I suggest that all NPC's spawned also have names attached to them it would be random at first but if they survive the mission the name is saved and they can be added to the next mission.

Imagine having an NPC you saw on a mission a few days ago still going on for a few weeks surviving engagements only to do on a mission together raiding an enemy colony and they get killed by a rival player would add great story's on the forums.


Why do I think it would be a good idea vs dungeons/raids?

This would add NPC's in meaningful ways to what is going on with the player story's and would help factions who may be imbalanced be overtaken by a faction that is powerful at a certain time of the day. Also with players giving orders to the npc's on the fly, this would give the impression that the npc's are smarter than they actually are for example you could use them to patrol strategic points or hold important positions adds more depth and strategy to the game.

an example of what used to happen with fom in wars: I remember fighting a war in motb against BoS but we would hammer them because we had far more numbers at certain times of the day especially when you would get large groups like DL come online. But DL are scrubs ES > DL :).

I'm hoping some sort of system like this could help reduce the occurrences of this happening or at least give the idea to the player's that they are fighting a war and not hopelessly outmatched by player counts. Also how good would it be leading squads into battle?

NPC's killed by players would still drop the items Bio was suggesting its just really adding NPC's to do something associated with the players.

Problems of introducing NPC's into faction/ Mission System.

(these are some of the problems with my idea of the top of my head.)

Whats stopping each member of the faction from creating a mission and zerging everyone/ causing the server to crash ??!?!??

Have a limit on how many NPC's can be recruited by a faction this could be determined by looking at the server performance and seeing how they hold up and dynamically scaling them; they could be seen by as a resource by the faction for example;

Active Recruits: 100

Also there could be a cost incurred for every NPC in action this cost could be dynamic also and stop large amounts of NPC's from being deployed. This also would add to the economics of the game, if you're a poor faction you cant field as many NPC's as the richer guys.

Why bother Hiring mercs at all when you could just add NPC's to everything??!?!?!?!?

this is abit trickier but I think players should always be better than the NPC's even an average player could take on a few NPC's. Also, their could be a cost incurred when a NPC dies (Widow Tax?) so it gives a reason not to just sacrifice NPC's whereas Mercs already have cloning. also, make it so it gets alot more expensive the more NPC's you have in the field where its a lot cheaper to have mercs in the field.

Whats is stopping some scrub from making missions filling with NPC's then just being a douche in an area like a ganker or just annoying bastard ?!?

There could be rank restrictions, amount of NPC's per mission restrictions or make them only to deploy in friendly or hostile areas. As the price increases factions could have it so only, higher ranks can create missions with more NPC's. This one is tied to how the mission system will work don't have enough information for that one at the moment.

TBH looking for more suggestions on this one and i want to reiterate im not to interested in adding large amounts of npc's just supplementing the player count enough to ensure the game feels like their is always somthing going on and faction wars don't have to stop when the player count diminishes in certain times of the day.

feel free to give feedback or take ideas and make them better!
 
  • Like
Reactions: Shakespears

TheJoker

Dilettante

Bronzed Donator
Alpha Tester
Sep 20, 2017
133
Australia
Guns of the Conclave
Rank: None
Service Points: 0
Ok here is suggestion two it was a big one on the toilet this morning...

NPC's employed to protect strategic places and people.

Why?

I remember in the OB I felt that it was quite silly that I could go to the colony control hack the doors and attempt to take over, I always thought that the colony's were entirely deserted. When in a war with another faction you could walk the halls of Pax without seeing any activity at all. I felt there should at least be one or two guards looking after the place how on earth would you know who owned the place?.

Also, Faction leaders would most of the time be left entirely alone and open to attack, fair enough lower ranking members but the faction leader of a Criminal organisation? The Leader of the Police? Always felt a bit weird to me. Also when in war there would be no one guarding their colonies?

The Solution.

Allow faction leaders and maybe rank 6 ? the ability to spawn NPC's on a colony, This way they could in a war with another faction have some guards on their colony. Also, it offers some little deterrence (Or something to do :) ) for gankers and the like. These NPC's should be weak in my opinion a well-prepared player could take 2-3 or more would depend on balancing in a fight as to make it not prohibiting play styles (even gankers deserve to play free). In a hope to make this the opposite of what in fom they did with the Turrets being on god mode. But also to add some risk to players wanting to choose that play style.

These NPC's should also incur daily upkeep that effects the faction balance this cost comes out daily and the more NPC's you have, the more you pay. This would, of course, need to be balanced and looked at thoroughly so to limit a faction from just spamming guards everywhere. This, in turn, would give a visual presence on owning a colony having guards around.

Also, there should be restrictions on what rank 7s can have guarding them maybe no more than 1-2 to still that risk of being killed. NPC's should also have names assigned to them auto-generated "John Doe" and be able to be chatted to one of the best features fom brang was interacting with the NPC's and having those awkward conversations.

Some example use cases and states are here:

https://www.lucidchart.com/invitations/accept/d7c57d9a-2656-4889-aa51-e250f7d7652e

Some Problems with my idea.

off the top of my head add to them if you can think of any :)

Whats to stop Factions from spamming guards everywhere!?!?!

As guards increase faction resources decrease at an increased rate hard to know at the moment at what that price should be, but there could also be a limit in place on the number of guards available per colony.

If guys can kill NPC's what the point of having them there won't they just be farmed and cost the faction money ?!?!?

in my opinion there just used as a deterrent like a hive of wasps not enough to take down good players or groups but enough to throw some challenge into the mix.

You're trying to wipe out the merc faction !?!?!??!?!

I'm hoping this will add incentive to hire mercs as you will need more muscle to fight your enemies. Also, no NPC should be better than players and teams of mercs could be utilized to take out NPC's to inflict economic attrition against factions.

You Hate Gankers, and this will stop beef from getting settled in the game reducing player interactions ?!?!?!

Well, yea I hate gankers it's a bit shit when you get taken down three v one but I still feel that it is part of the game :) I hated the turrets when they introduced them into fom the god mode was ridiculous. These NPC's should only be few and can be taken down by skilled players easily. But I also feel that players should have some risk in the game and when the NPC's are killed they drop the items Bio was discussing giving some rewards to anarchists and gankers alike :).

it's getting late, and I'm probably dragging on have a look, and anything I've missed let us know. Also any ideas chuck them in or disagree and lets change some stuff.
 
Last edited:
  • Like
Reactions: Shakespears

TheJoker

Dilettante

Bronzed Donator
Alpha Tester
Sep 20, 2017
133
Australia
Guns of the Conclave
Rank: None
Service Points: 0
And the last one from me :)

Suggestion 3

Dynamic monthly Storylines culminating in large PvE event.

why?

Instead of having static areas where you kill npc's there could be a chain of events created by the writing team and acted out in-game these storys would last monthly and climax in a large scale event. Each week there could be a snippet of the story released either on the forums, discord, twitch, or what I'm gonna suggest in another thread a news feed ingame :).

The story could be done with assets in-game and npc's and could come from sub-factions, they could be alien attacks on colonies, terrorist groups gain control of territory, secret Bioweapon test etc. etc. I believe this would be great for exposure for the game and give the community a sense that the world is alive even when you log off. This could be in-depth with a high level of attention to detail or just some random news feeds and events.

This would help even out the constant Faction vs Faction which we had in fom were if their wasnt a war going on after a couple of weeks the game was a bit boring waiting for the next fight to kick off.

Problems with my idea.

( just some issues of the top of me head)

Story lines get wrecked by player.s

can happen and there will be people furious but in the end its abit of fun and hopefully the story could adapt to it.

Any ideas let me know about it getting tired so i probally missed out on a lot :)
 
  • Like
Reactions: Shakespears

BloodyNex

Taxpayer

Mar 7, 2018
26
No Faction
Rank: None
Service Points: 0
I'd like to see at least a subset of aliens which are humanoid and use common tactics that players use (maybe involving some sort of bio-weapons to simulate getting shot at while maintaining the no-gear-drops rule). That way, it would be possible to get some practice in for those of us who aren't all that good in PvP.

Just throwing this out there (mostly irrelevant) but I hated gankers for a while too, until it finally clicked that they were the best way to get better. It's downright frustrating at first, but once you notice you're lasting longer against them it starts to feel rewarding. That's as a newbie/not-so-great-fpser, at least. lol
 
Last edited:

BloodyNex

Taxpayer

Mar 7, 2018
26
No Faction
Rank: None
Service Points: 0
My opinion on this is that storylines should adapt to player rather than require players to be railroaded.
Agreed, insofar as that's possible. But there's times where players get involved that can't keep things in-game (story/actions-wise) and get things way off track. Hopefully the Story GMs will have some tricks up their sleeves for such an event.
 

TheJoker

Dilettante

Bronzed Donator
Alpha Tester
Sep 20, 2017
133
Australia
Guns of the Conclave
Rank: None
Service Points: 0
My opinion on this is that storylines should adapt to player rather than require players to be railroaded.
Absolutely true, But I remember one event in fom where it was an organised story event and a group of players ran in Nading and spamming chat destroying the event. Now you could spin that and say " yea but they were rebels protesting the event" but in reality, it was annoying as a player as the event was just a spam fest overriding whatever the story actually was. So some involvement is necessary for my opinion to stop the just pure disruptive behaviour from an albeit small player base that will just want to see any story events held cancelled.
 

Winston

Taxpayer

Nov 5, 2017
29
Terran Defense Corps
Rank: None
Service Points: 0
Suggestion to make alien worlds less static:

Random attacks on humanity's outposts can happen. Large waves of aliens start invading the outposts and players have to fight back. Starship trooper style.
If the outpost is left defenseless or the players can't survive the waves, the aliens will eventually take over the outpost and start spawning eggs there until it is taken back.

Would make far away colonies feel like dangerous areas, instead of just hunting grounds for rare materials. Players would have to fight a war against the local life forms to survive and hold territories there.
 

John White

Dilettante

Supporting Donator
Jul 23, 2018
148
Avalon Enterprises
Rank: None
Service Points: 0
Front lines

Push back hordes of alien scum and take back human lands!
Have aliens have active and passive hours. While passive they just wonder around and defend their vicinity. During active hours they attack human bases and take them under alien control.
Incentive for the fight will be districts that grant players ability to mine rare/exclusive material or just lower production costs in that area.
Fixed amount of income from these districts will be given out as rewards for missions, defense/capture.
Each district having central power source, which is targeted by xenos. If destroyed district is lost. To recapture the district power source will need to be fixed. (providing materials)
Also each district will belong to a faction that captured it, but other factions can try to take it for themselves.