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  #21  
Old 28-01-2010, 12:55
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Pan Pan is offline
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Quote:
Originally Posted by Vaksai View Post

Spawn timers are bad. Reinforcement timers are better.
That is not a completly bad idea really.

My main gripe with respawns is that if you happen to be playing with random's, they often don't understand that they should regroup before moving back into the action.

A reinforcement timer would get that result regardless of the players ability to understand the benefit of it.
I'm a bit devided on the cost of dieing. A debuff isn't much of an incentive to me. And a repair cost often works counterproductive. XP loss seems a bit silly in a player skill based game.

I would have to agree with Taofd on the idea that the solution should not decrease the overall fun factor while at the same time keeping the exitement of actually staying alive.

The supply line idea seems pretty good too.
As I can see those work as rezz pads in both PvP and PvE. Capture the point/objective to secure a rezz pad location.

Perhaps some positive reinforcement idea?
For example, instead of punishing death, reward staying alive.
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  #22  
Old 28-01-2010, 13:04
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Vaksai Vaksai is offline
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Quote:
Originally Posted by Pan View Post
Perhaps some positive reinforcement idea?
For example, instead of punishing death, reward staying alive.
Too easy to abuse and detrimental to pvp. If you start giving out marks/xp/cash for staying alive, people will be too careful, which will result in the classic AV standoff... And the pvp instances will run for hours. (unless they are time limited, which I don't like either.)
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  #23  
Old 28-01-2010, 13:16
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Pan Pan is offline
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Originally Posted by Vaksai View Post
Too easy to abuse and detrimental to pvp. If you start giving out marks/xp/cash for staying alive, people will be too careful,
Yeap I know.
But its just the same with harsh death penalties.
Both systems can be abused and can kill PvP.

Its a tricky tricky question and a bit hard to speculate on.
However a timer is essential in some scenarios.

Still early days of course, I'm quite curious to see what the Dev's are coming up with.
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  #24  
Old 28-01-2010, 18:57
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Zepheris Zepheris is offline
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well alternatively, a significant travel distance can be used as well...

typically it's a combination of that and respawn timer,

another alternative would be:
a significant full respawn timer is used which allows the player to respawn somewhat closer to the front line (from specified points, perhaps a capship or captured bases etc... anything to justify front line entrance).

And a shorter respawn timer also ticks upon death but this only allows for respawn from the original entrance which would mean that if the battle has progressed far from the original respawn site then there will be significant travel time.

so the choice upon death for the player is to either wait for a shorter timer and respawn at the start, or to wait longer and respawn closer to front line.

The shorter timer favor the losing side most likely (assuming a territorial grab scenario), while the longer respawn timer ensures that the attacker doesn't simply overwhelm the defender with waves of ship rush when they respawn close to the frontline.
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  #25  
Old 29-01-2010, 00:13
taofd taofd is offline
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Quote:
Originally Posted by Vaksai View Post
Spawn timers are bad. Reinforcement timers are better.
I like that idea . My main point is that if this game is going to succeed, it's got to have some tactical play required, and not in the form of paying excessive fees for repairing / salvaging your ship. A timer would allow players to get back into the game quickly, but also enough for there to be a significant disadvantage to their team if they let themselves die a meaningless death.
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  #26  
Old 09-02-2010, 02:58
McGillicutti McGillicutti is offline
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Hi,

I'm new, haven't played, and am not versed in the game to any extent, but after listening to you all, as the outsider who may have an objectivity that could be useful, an idea comes to mind.....

Within this whole battle structure and command system is there a means to warp things away? Starcraft sort of gave me the idea here. The zerg queens will infect a damaged terran command center.

Well, in similar fashion, a ship can be subject to teleport when damage achieves a certain level. At repair, resources are sold at a discount based on the importance of the battle, but more importantly, and this could be very interesting, the opposing team has a chance to teleport the ship away, and the one who owned it has a certain period of time to make an exchange to retrieve it.

Now when a group of these has been teleported away and taken, then another battle could ensue to try to get those ships, and this could be a sort of "hide and seek" element to the game, where spies and such would have to find these stockpiles, which can be taken by any faction. Yes you could still lose your ship. Yes larger factions have a higher likelihood of success, but you could also save your ship, make repairs in a timely, though regulated manner, and you could also end up on a larger quest to get your ship back of your faction, clan, corp, or whatever if they would like to retreive the stockpiles held by another group. And as I said this is certain timeframe to exchange to get the ship back, after that the other group can do whatever is done in Black Prophecy with a ship that is taken, unless you retrieve it by force.

Probably doesn't fit anything but found it seemed to address a number of concerns and add some new elements to the story, to the interface of PVP, and game commerce as well so it's not as much a penalty as another opportunity.


Just an idea,


McG

Last edited by McGillicutti; 09-02-2010 at 03:02.
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