![]() |
|
|
||||||
| Jumpgate Development Chat Talk about Evolution's Design, Tech or Art. |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
14-07-2008, 06:35 AM
|
#1 (permalink) |
|
Junior Member
Join Date: Jul 2008
Location: Australia
Posts: 25
|
Are there plans for empire tasks/goals in JGE ?
In case you didn't play JGC basically there was a massive task that player could help out with by doing missions and each completed mission increase the project completion by X amount. I'd love to see that taken further with JGE to make it alot more dynamic. Firstly Empire projects: There should be varying sizes of project from one that will take a full year to other that take as little as a month. These projects should come from a pool of possible projects that players vote on to determine what they actually want. Projects should range from new stations to new ships to ship improvements new mods. And this is how it would work. after the first month of JGE you log in and a window pops up saying your empire is now voting on projects for the next year. You choose 1 Major project, 2 Minor projects. Everyone votes or selects non participation. Once voted you can see the vote numbers. Once the votes close after a week. Stations will offer missions of all types to further the completion of each of the projects both minor and major.Player then can help quicken the completion of the project by doing missions for that project. Also Opposing empires will get counter missions against the projects to reduce the completion of a project. Thus if player don't like their own empire projects or think an enemy project is better stopped they can actively work against opposing empires projects. E.g. once a project reaches 20% completion enemy empires start getting counter missions with start pushing the % complete backwards, if an enemy empire commits enough force to reduce the completion to 0% then they have effectively destroyed the project and the empire who's project it was must choose another project instead and cannot choose them same project again for X months. This would allow particularly powerful improvements to be stopped e.g. the Ovtaivans are working on a new Heavy fighter with an additional 2 gun turrets over the former. So both the Solarians and Quantar make sure the project is never completed because that not a ship they ever want to fight against. You'll be able to track the % you've contributed to any given project and more importantly you'll be able to see the daily/weekly participation in a project from the total empire. A project that is not seeing any activity for several weeks may be voted on to be scrapped and a new one chosen or continued. In this way an Empires player base can drive their destiny one way or the other and it will give a very unique flavor to each Shard after a few years of play. Some examples of Projects which would all be made by the devs. Major Project (1year with 30% participation) 1) Build New mining/manf station in system YG to access the abundant mineral resources 2) Build new battle/supply station in system UH to better defend your empire boarders 3) Build AI battlefleet to take over enemy empire system and stations FG-234 Minor Projects (ranging from 1-6months each again with 20-30% participation) 1) RnD a new Heavy Fighter with these specs (link) 6 months 2) RnD a new Heavy Mining ship with these specs (link) 6 months 3) RnD new afterburner mod +200% speed over current mod 3 months 4) Build 5 new AI Cruiser class Capital ships to deploy against X 1month 5) Build 5 new AI Cruiser class Capital ships to deploy against Y 1month 6) Upgrade exiting Station X have have "refining services" 2 months etc for maybe 20-30+ options |
|
|
14-07-2008, 07:13 AM
|
#2 (permalink) |
|
Member
Join Date: Jul 2008
Location: United States of America
Posts: 82
|
Very, very interesting idea.
__________________
Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup.
http://www.far-side-of-reality.net/ http://forums.far-side-of-reality.net/ |
|
|
14-07-2008, 08:39 AM
|
#3 (permalink) | |
|
Senior Member
Join Date: Jun 2008
Location: Finland
Posts: 258
|
I stopped reading when you said "There should be.."
__________________
Callsign Meerkat. Bartle Test Achiever 53.33%, Explorer 66.67%, Killer 26.67%, Socializer 53.33% Quote:
|
|
|
|
14-07-2008, 09:07 AM
|
#4 (permalink) |
|
Satine's Web Browser
Join Date: Oct 2003
Location: San Diego, CA, USA
Posts: 1,138
|
Voting? I thought the Octs have plans for everlasting Universe Domination!
http://www.subgenius.com/bigfist/ear...E/DALEKRNT.wav
__________________
...constantly evolving virtual reality is the holographic discourse of the infobahn.... Apple ][+ MOSTech 6502 1.0 MHz • 64k Ram • Hercules 8k EGA video card • 300baud USR modem • 2 x 340k 5¼" floppy drives • Software Emulated Sound • Apple DOS 3.3 • Sony 13" TV monitor • Integrated Keyboard • No Mouse (not invented yet) |
|
|
14-07-2008, 09:58 AM
|
#6 (permalink) |
|
Senior Member
Join Date: Jun 2008
Location: United Kingdom
Posts: 181
|
Well i like the idea, it would give combat orientated pilots a reason to actualy get involved in these missions. Tho the timescales are a bit on the big side. Once you start talking years people tend to switch off completely, well i do anyway
__________________
FS R&D - For ever in search of new and exciting ways to Blow stuff up! |
|
|
14-07-2008, 12:40 PM
|
#7 (permalink) |
|
Senior Member
Join Date: Jun 2008
Location: Sea of Shadows
Posts: 1,339
|
Factions its Factions, the only one that’s an Empire is Octavia.
A year on one project is far too long; one of the main gripes about JGC was that some of the FM’s (Faction Missions) took too long. OK keeping it realistic maybe some projects would take that long in RL/Space time frame, but this is a game and people attention spans are not that long. Fast paced quick turn over, maybe more than one missions to complete the goal at hand would be my thing.
__________________
The fool thinks he has won a battle when he bullies with harsh speech, but knowing how to be forbearing alone makes one victorious. Samyutta Nikaya |
|
|
14-07-2008, 02:02 PM
|
#9 (permalink) |
|
Member
Join Date: Jul 2008
Location: United Kingdom
Posts: 57
|
I really hope there are going to be FMs. In practical terms, they weren't done too brilliantly in JGC, but the idea of them really inspired. Do your bit to make a serious change in the game? Fly missions to build a factory in space, and every time you fly past it, you think "Hey, I helped build that".
|
|
|
14-07-2008, 02:28 PM
|
#10 (permalink) |
|
Senior Member
Join Date: Jun 2008
Location: United Kingdom
Posts: 165
|
Having seen the economy of Eve I think there is definite room for much more sophistication in the reconstruction projects.
For instance multiple parallel projects sounds a good start. Some projects defined by TRI to meet Netdevil’s greater plot and some chosen by the Empires (players) to further their own aims would be good. The outcome of projects need a range of benefits with the potential of affecting the progress of other projects. For instance development of a new fighter might be fun but building an ore processing system at the edge of your empire might increase the rate of raw material acquisition 10%. A 10% increase in raw materials increases the high end products necessary to build that new station near a highly contested border. Items required for projects should vary from the simple to the complex to create. Lots of steel easily mined and refined but small amounts specialised equipment that may require research to develop. The rewards for supplying them being consummate to their difficulty to procure. This provides players of all levels opportunities to get involved. Hard core economy types will get a buzz out of the complex supply chains to make the esoteric items the random players or combat guys can help with the more straightforward items. I know NetDevil have talked about player expansion of space and the empires and I think this is an essential mechanism. Players should be motivated to extend their empires boundaries and spheres of influence through projects and missions. Empires should be rewarded for their pilots work with ownership or recognition within new sectors. This can be a phased effect with sectors discovered through gate manufacture and brought under the influence through policing and economic activity to finally being brought within the Empire. This process should also be allowed to go the other way if activity falls or other Empires encroach. If I get more time I might try and expand on this. |
|
|
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|