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View Full Version : Colonies and Starbases.


Forgotten-Nemesis
10-09-2009, 12:47 AM
Highest on my STO wishlist is to able to survey new planets for colonization and assist in developing those colonies. They could be a goof system for gaining merit points which are supposed to be the ingame currency on the Federation side. They could provide a steady income stream in the form of daily merit points/latinum/whatever.

Klingon players could get something different: they could get the opportunity to build prisons to mine dilithium or other exotic materials. Instead of colonization, they could find already inhabited planets to invade for the glory of the empire.

These could be un lockable at the Captain level as a form of midgame content.

Another thing that would be good is if you could later construct outposts or deep space stations orbiting these colonies, perhaps at the Admiral level. You could install defenses and repair facilities at your outpost and perhaps later you could have upgrade facilities which allow you to upgrade your ship at reduced merit point cost.

Of course these colonies and bases would fly under the Federation's or Empire's flag, but you would be the commanding officer of the facilities and base your fleet's operations there.

JacobFlowers
10-09-2009, 12:49 AM
Highest on my STO wishlist is to able to survey new planets for colonization and assist in developing those colonies. They could be a goof system for gaining merit points which are supposed to be the ingame currency on the Federation side. They could provide a steady income stream in the form of daily merit points/latinum/whatever.

Klingon players could get something different: they could get the opportunity to build prisons to mine dilithium or other exotic materials. Instead of colonization, they could fuiind already inhabited planets to invade for the glory of the empire.

These could be un lockable at the Captain level as a form of midgame content.

Another thing that would be good is if you could later construct outposts or deep space stations orbiting these colonies, perhaps at the Admiral level. You could install defenses and repair facilities at your outpost and perhaps later you could have upgrade facilities which allow you to upgrade your ship at reduced merit point cost.

Of course these colonies and bases would fly under the Federation's or Empire's flag, but you would be the commanding officer of the facilities and base your fleet's operations there.

Great idea. I posted something similar to this, in that these very same game mechanics play a part in massive PVE campaigns where people work together to establish a new base, secure it, etc and eventually it will be added to the 'World Map' as territory that is added to your faction.

Unfortunately this conflicts with Cryptic's PVP Mantra 'consensual blahness'.

If it doesn't get implemented with such depth, I at least hope it is part of the plans. Good thiking!

Peregrine_Falcon
10-09-2009, 01:12 AM
Unfortunately this conflicts with Cryptic's PVP Mantra 'consensual blahness'.
Perhaps you'd be so kind as to explain to me why consentual PvP is a bad thing.

I ask because I've heard other PvPers criticize the idea as well. How is it a bad thing when a game is designed to allow people to play the way they want to play? PvPers can PvP and PvEers can PvE. Why is that bad?

Forgotten-Nemesis
10-09-2009, 01:14 AM
At the risk of dragging the thread off topic, I don't mind non consensual pvp like in the neutral zone or wayyy out in deep unclaimed space beyond Federation borders.

Now what do you think of my colony/outpost idea!?

Avenger_Dragon
10-09-2009, 01:21 AM
I am a big fan fleet/player owned facilities. It works well with eve, i don't see why fleets can't at least operate the same way here. If a fleet has collected the resources and skills to have a station or even a starbase to call their own to conduct repairs, hel maybe even trade those services for a collective merit-pool for the fleet level.

Unfortunately i'm dreaming a little big there as fleet-resources are going to come at a later date.

However, a player being able to colonizea planet or start operations to continue the staying power of their faction would definitely be cool.

I can see the klingon version being a conquest mission to establish a base and kick-start the operation in their own brutal way.

I like it!

Paulo999
10-09-2009, 01:23 AM
hell yeah it will be cool to set up a fleet colony here and there :D invite some peoples over :D hae huge partys :O then when it becomes useless... we play armageddon

Peregrine_Falcon
10-09-2009, 01:31 AM
At the risk of dragging the thread off topic, I don't mind non consensual pvp like in the neutral zone or wayyy out in deep unclaimed space beyond Federation borders.
I don't either. In that case it is consentual, because if you go there you know that you're entering a PvP zone. I guess I just wanted to see if he was going to proclaim his love of pwning n00bs.

Now what do you think of my colony/outpost idea!?
I think it needs more details, but the basic idea would be great!

I think adding Fleet/House facilities and bases along with some RTS-style resourse gathering type game play is a great idea. For those that like it it'll be a lot of fun, and for those that don't they can do something else. Anytime you add more options, especially non-combat "sandbox" options to an MMO you've increased the depth of the gameplay and the length that people will remain subscribed.

JacobFlowers
10-09-2009, 02:14 AM
Perhaps you'd be so kind as to explain to me why consentual PvP is a bad thing.

I ask because I've heard other PvPers criticize the idea as well. How is it a bad thing when a game is designed to allow people to play the way they want to play? PvPers can PvP and PvEers can PvE. Why is that bad?

It's not BAD per se. It's just 'blah' for lack of a better word. The closest thing I could describe it as is: bland. I myself am not a hardcore PvPer, I rather stink at it (always)... but having tried it out on several platforms, I can stand back and see how hardcore PvP'er might whine and QQ about it. As for me... I just think it's rather 'carebearish' and 'lackluster' and 'not exciting.'

Again, its not a BAD thing, but in actual game mechanics... it just makes the game that much more 'soft'.

I'll try my best to explain Peregrine.

1) This does not follow suit with what PvP'ers are used to.
a) In WoW people who are more prone to PvP or wish a more challenging environment (like myself) they were able to choose servers with designated PvP rule sets. The gist of... you could engage in PvP nearly everywhere, and everyone was automatically 'flagged' for PvP unless they manually turned 'unflagged' themselves (which they were able to do). You had faction controlled territories and contested territories. In WoW however you had the option of being so BOLD as to engage in PvP even in territories controlled bythe opposite faction.
b) The game that dominates this genre is based on 'open' PvP (EVE). While there are areas where you are 'safer' in... you had the choice to venture outside of 'Empire' space which were regions of space that were essentially lawless. You could fire even on ships of your own faction. EVE was able to accomplish something that recent MMO's have not been able too (at least from what I've heard, not since the days of EQ and major death penalties), a real sense of 'danger' when venturing out. I remember when I first went to 0.0 space, I was frantically moving my camera around looking for other ships... because you just NEVER know. That added a bit of sensation to the game that went above and beyond a sort of lackluster brainless safety net games. You could PvP in Empire space, but at huge consequnces, still the option was there.

2) Consensual PvP sounds nothing more than 'dueling' common in other MMOs.
CZ has stated over and over and emphatically 'if you don't want to PvP, you can choose not too'. We should get more info on this, but it sounds like, that even if you are in a PvP zone (i.e. neutral zone) you essentially 'unflag yourself' and fly around eating gorn made donuts with no consequence. This may or may not be true, but it follows suit logically with a game that is designed to 'let you play the way you want to'.

In this sense, PvP seems to carry with it restrictions, which as I would assume, PvP'ers do not appreciate. It takes the fun out of Player versus Player dynamics if it becomes Player versus another Player if they happen to be in the mood for it (PvPiTHtbitMfi for short).

3) It slightly takes away from the essence of the IP.
Where is the mantra 'to bold go...' if PvP is strictly consensual? Where is the adventure? Where is the risk?

4) Relegating PvP action to take place only in certain areas restricts players to locations.
This affects many people. Those who are hardcore PvP'ers, and those who are mildly interested in it (a larger portion) as well as those who would be 'open to trying it'. Who wants to be cattled hearded into a specific zone/area for PvP? I feel bad for hard core PvP'ers that while some opportunities awaits them on the other side of the quadrant, they are limited to a specific area 'to play in'.

While this in and of itself is not a bad thing. I mean, we have battlegrounds in WoW, and RvR in WAR, and open environment objectives. But even in those games, PvP could potentially take place anywhere, at any time. That is a highly of what defines a Massively Multiplayer Online Role Playing Game.

5) Cryptic has never developed any 'cool' or 'great' or 'innovative' PvP systems in any of their games. (No offense to them, perhaps they'll even admit this. But its from personal experience, as well as a good number of reviews, comments from loads of people). The concept of Consensual PvP sounds like CoX which in my experience... was blah... and could very well echo CO, which from what I read... is completely meaningless and pointless (but for many different reasons than just their implemented game mechanics). Lastly, 'consensual PvP' SEEMS like it won't be a feature that is greatly iterated upon. This is only a perception. Correct it if its wrong.

6) Making PvP strictly consensual does not necessarily mitigate the problems associated with 'open pvp'.
Carebears generally complain something like 'I was picking herbs minding my own business when all of a sudden, a rogue sapped me and zonked me, and ravished me, and then I was dead. This SUCKS'. Unfortunately, this goes with the nature of an 'MMO'. Interacting with people is what its a about. Someone could grief you with PvP actions, the same way they could by spewing illogical mumbo jumbo that is generally derisive towards your mother. Sure, it might lessen this, but it also lessens the appeal for people who genuinely enjoy the challenge of squaring off with people who possess more than artificial intelligence (sorry Data).

7) Points 1-4 really sum up the whole feeling of 'bleh'.

I want to make it clear however, that its not necessarily a BAD THING. But Peregrine... neither does it seem 'exciting'. I think PvP'er in general would like to hear more things along the lines of 'Epic PvP for STO in the works' or 'Crazy innovative PvP mechanics never before attempted in any other MMO' or 'PvP that will convert Miss Piggy AND all the Carebears' or 'PvP that will change your life, AND your Mom's'.

Things like 'Hey, in STO, if you don't want to PvP, you don't have to! It will be completely consensual' doesn't exactly titillate anyone's senses.

Anyway, you asked for understanding. I hope that helps. I am by no means an authority on this matter, as I am not a hardcore PvP'er.

JacobFlowers
10-09-2009, 02:17 AM
I don't either. In that case it is consentual, because if you go there you know that you're entering a PvP zone. I guess I just wanted to see if he was going to proclaim his love of pwning n00bs.


I think it needs more details, but the basic idea would be great!

I think adding Fleet/House facilities and bases along with some RTS-style resourse gathering type game play is a great idea. For those that like it it'll be a lot of fun, and for those that don't they can do something else. Anytime you add more options, especially non-combat "sandbox" options to an MMO you've increased the depth of the gameplay and the length that people will remain subscribed.

For the record - I'm not a big proponent of pwning n00bs. I don't even know where the term 'pwn' comes from (and thats always bothered me on a subconsious level haha!).

And yes, I agree with you Peregrine, adding Sandbox elements to the game would no doubt increase STO's playability and longevity by untold amounts. I think espescially in a sci fi MMO, it fits quite nicely. I'd much rather have my own space station (or have helped in building one) than a drafty fortress any day. :p

Piotrek
10-09-2009, 02:53 AM
Highest on my STO wishlist is to able to survey new planets for colonization and assist in developing those colonies. They could be a goof system for gaining merit points which are supposed to be the ingame currency on the Federation side. They could provide a steady income stream in the form of daily merit points/latinum/whatever.

Klingon players could get something different: they could get the opportunity to build prisons to mine dilithium or other exotic materials. Instead of colonization, they could find already inhabited planets to invade for the glory of the empire.

These could be un lockable at the Captain level as a form of midgame content.

Another thing that would be good is if you could later construct outposts or deep space stations orbiting these colonies, perhaps at the Admiral level. You could install defenses and repair facilities at your outpost and perhaps later you could have upgrade facilities which allow you to upgrade your ship at reduced merit point cost.

Of course these colonies and bases would fly under the Federation's or Empire's flag, but you would be the commanding officer of the facilities and base your fleet's operations there.

Definitely some fun ideas that one would expect in a game of this type, but i doubt its going to ever happen.

jeandeaux
10-09-2009, 09:30 AM
Being able to claim a planet is a VERY cool idea, it is a way of leaving your mark. You would probably have to babysit such a planet in order for it to succeed. It takes a few hundred years to develop a planet from a founding colony to a thriving and industrially supportive megtropolis, unless there is a mass exodus from one planet to another. Population and industry need time to take root, populate, and have any sort of export to offer, short of perhaps raw materials.

It makes more sense to be able to plant a Guild or "fleet" presence at a discovered planet than it does to claim an entire planet and nuture it to a productive and populated planet. If faction lines fluctuate, then perhaps starbases for your faction might be built or aligned to your faction if enough trade or good politics (or conquered if Klingon) prevail.

It is a very cool idea, but I do think realistically you'd never live long enough to see the fruits of your labor.