Page 4 of 5

Posted: Thu Oct 04, 2007 12:18 am
by cheeser
maybe you can hold like 10 artffiacts, but you need certain ones to take certain planets?

Example: Volt Storage to take Oceanic *opposites*

Posted: Thu Oct 04, 2007 12:46 pm
by Talak.Winstar
This is an add-on to all the other ideas I made:


Good aligned artifacts:

1. Something that enables you to get more accurate clues about a pirates whereabouts and even his/her possible destination/current location from bartenders if commissioned by the U.N. and if that bountied person visited the port from which you bought the captain's stash to obtain this info.

2. An artifact that enables you to control nearby yellow npcs depending on your rank (gives exp a tangible purpose)

3. An artifact that gives you a +10 morale/population factor (making building a little easier).


Evil aligned artifacts:

1. An artifact that allows you to recruit followers from a port.

2. A revision of the cloak of disguise involves tricking the inn keeper into giving pirates the same rates they charge yellows to sleep per hour.

3. An emp-add on artifact which disables weaponry. (but not the ability to use hardware like nukes)

Since Toonces picks the winners tomorrow, (and since I a highly doubt toonces will pick me as the winner, and hoping toonces DOESNT pick kit's idea of nerfing artifacts as winner. No offence intended kit) I want to congratulate the winner in advance, and hope that toonces implements his/her idea.

Edit: Madace, I waited till everyone ELSE broke the rule, especially toonces and kit, b4 posting more than once... And I dont plan on making any further posts in this thread, as I feel I have made enough of them... I am glad that madace agrees with me that artifact degeneration is a bad idea. :)

By the way, there should be a rebang specific artifact that is super rare, and it boosts the exp you earn considerably. :) In addition, there could be an artifact that gives you 50 exp per minute, sort of like a miniature igp... I know toonces really cares about exp, so I am taking lengths to propose passive artifacts that provide exp for simply posessing them, making things more interesting.

And I am gonna agree with almazo, only server I see kit on is p3, and he has only 1 other person in his corp with 20 somthing thousand followers a piece... Also, note that there are others who, like me, spend alot of time and fuel fending off noobs and vets alike from taking your empire...



DAAAAAAAAAAAAAAAAAAAAAAAM! IVelios idea pwns them all! Hope he wins. :o

Posted: Thu Oct 04, 2007 5:36 pm
by angelizer
to only hold 3 artis is kind of limited ... it should be more like 5 or 6 (or more depending on the number of artis).
like mentioned in the first page a storyline about the intergalactics for the arti system would be intresting and it makes arti hunting more enjoyable and fun.
and artifacts should remain permanent even when yu die or if upgrades are included the upgrades disapear when yu die but the original arti remain.

Posted: Thu Oct 04, 2007 9:46 pm
by MadAce
THis is hopefully my only contribution to this thread. I'm not talak. I can't go about breaking rules set forth by the admins.


Artifact degeneration = BAD!


My idea:

A few more kinds of artifacts. The idea is too have a lot of quite powerful artifacts. This way people will be more inclined to spread their abilities out since they don't have to stack them to achieve a noticable effect.

-Reduce bouncing effect.
-Please boost that shield emanator.
-Reduction in planetary pollution.
-Reduction in time between selling buildings.
-Taxation bonus.
-Speed boost.
-Reduction in energy required to warp (90% or so).
-...

ship specific artifacts?
-scout artifact that allows... to hold and stack 4 or 5 artifacts.
-Falcon artifact that quintipples the effect of the shield furnance.
-...


More places to find artifacts:
On NPC's that travel in packs.
As a random hidden treasure that might come up during planetary harvesting.
Ability to rent selling spaces on (player owned? :oops: ) starports where you can deposit an artifact for an hourly fee and have it be sold for a certain price, even when you're off-line.


You'll notice that this is easy to understand, straight-forward and quite arcade-like. As it should be.

But my idea gets more complicated. So last but not least:

To finally have them old experience points regain a... purpose it would be nice if there would be an "average experience". It would be determined every week: current exp + all previous exp on the "reset" / number of weeks playing.

example:

Code: Select all

week 1 - 1500 exp.
week 2 - 5000 exp.
week 3 - 4000 exp.
week 4 - 7500 exp.
_________________ total
         18000 exp.

/ 4 weeks

= 4500 AVERAGE exp.
This will be compared to the MEDIAN exp of the active (logged on in the past week) players.

If the AVERAGE PLAYER exp < MEDIAN SERVER exp then artifact strength = 75%

If the AVERAGE PLAYER exp > MEDIAN SERVER exp then artifact strength = 125%

Or something like that.

Very crude figures. But it's just a concept. A dev can work this out much better. ;)

Posted: Thu Oct 04, 2007 10:23 pm
by toast
Thats brilliant. MadAce just owned all of the other ideas.

Posted: Fri Oct 05, 2007 1:02 am
by Nertanef
If you're going to increase the artifacts, perhaps not increasing the slots majorly, wouldn't be a bad idea.

For this reason, it'll allow focus of a character to be more so unique than others.

EG: 15 artifacts that do various abilities, however you can only hold 5

so if someone wants to highly advantageous in combat, then they can be, if someone wants to have a huge edge in colonies, they can have that.

So far, Volcanics and greenhouses are no longer used as 'viable' long term colonies, perhaps someone colony orientated would get a larger bonus to Pollution effective production rate etc. If they're in a corp, the ability is split according to how many are in the corp, if there is 2 people in the corp, including the colony orientated one, it works at 50%

Variance on shield output, some arti's increase the amount of shields you can have, while others may decrease it but increase the firepower of your ship.

So someone could have an insanely powerful warship, however it has minimal shielding. Invaders of planets would have to choose what kind of artifact's they'd have in order to work effectively.

Artifact degeneration: If that was the case, and those "artifacts" are as old as they're supposed to be, then why would they still be around? They don't break for a reason. Another alternative, is if you're in port and you use the cloak of disguise, they take your cloak on the random amount of times you've been caught.

just a thought.

Posted: Fri Oct 05, 2007 2:19 am
by Roe
I like the idea of artifacts losing power, but only in combination with the ability to carry more than 3 artifacts at the same time (but keeping only 3 in use).

Let's say the cap is set to 5. You have 3 in use, degenerating, but have 2 intact on board to swap. Perhaps the cost of being able to carry extra artifacts could be fuel lost, as it would make sense to have lower fuel efficiency on a heavier ship.

Don't shoot me, guys. It fits well.

Posted: Fri Oct 05, 2007 6:45 am
by Jiachi
I'm going to put all my power here into one point, one post, clean and simple.

NO: Degeneration/Wear&Tear/Breakdown/ArtifactDamage/ect.

Think balanced, please. We have things messy enough as it is. :mrgreen:

Posted: Fri Oct 05, 2007 8:52 am
by awmalzo
kit doesn't clean 1300 + cols a day....you know I am going out of point of this..but I have kept silence for about 4 months and now I am going to tell out my ideas........like it or not..this is what I think.

current arti system : the current system is not bad......I don't figure while it needs so many changes... however I need to spot out the defects of the current system.

1) oracle of wonders is totally useless since ig map is much better then it is.

2) cloak of disguise and pulsators effect is very small.

I still think,that the arti holdings is best to remain 3.....

however, making artis loose effect/ die after a time is not good.I have played this game for more then 1 year now, and if a such thing is implimented, starport will loose another 1/4 to 1/2 of the players again.I am telling this for the benefit of the game,making artis die is going to make you loose alot of players, and starport currently needs players.

ill take this opportunity to tell tonnces what went wrong in the other patches and why did many people quit before:

1) pollution : the environment thing was a good idea, however it didn't really helped the things out, and to say the thruth it worsent pollution rates for me.In old days an artic rate was 3.3%, while now an ocean is 4.04%. Bio 3 are only used on earths and sometimes rockies, it is not possible to use them on other planets.even if military is 0 sitll col doesn't support bio3.If pollution was there to make more planets free, it is now killing mroe planets then the ones are getting builded.and I can assure you that 1/4 of 11th dimension is empty cols, and most on other permas.The principle of the game is to fight/invade and wage war.Its impossible for a corp to stay stable on a amount of cols.If a corp goes to war it must increase her col count if it does not want to be wiped out.This is how corps become big, and the thing of having a corp stable is not pratical.If you really want starport good, I suggest you reduce pollution rates by at least 1/4 of the current rates, from 2 weeks every runtine to about 3 weeks every rutine, especially those of artics/oceans/mountains and deserts.Even the disaster thing doesn't work well, I havemet cols at 99% pollution that stay alive for about 1 week, then a col at 54% pollution that disasters.This is not pratical, I would suggest that cols disaster from 80%onwards.

My point is less pollution = more players

if you want to remvoe big corps, pollution is a solution, but too many pollution doesn't really help, cause big corps are still present!.the current pollution rates made people quit, leaving only about 400 too 700 on some permas, this will make it eaiser for a group of people to control most of the cols, however having a perma with 2000+ people on this will make it so difficult for a group of people to control things up and the possible of having big corps is much less, cause big corps willf ind too many oppositon when they grow up.

So if you really want big corps to dissapear, increasing pollution rates too many is not the right solution, but having more people around is the right solution.So you would better work on some advertisments around or some cool patches, we need new people ;p.This is just my point of you, if you don't like it just don't care about it, but I am telling this from my 1 year + xp , I ahve been in top corps for 10 months, and I can tell you that I always won over pollution, so if you really want to decrease my cols counts, you should work on attracting more people in game so I get some competition :).Reducing pollution seems 1 way of attarcting people.

volcs:

According to my estimates 1/2 of empty cols are volcs.These cols have turned useless, nobody waste time building them and msot of them are just like tinies and gas giants.I suggest that in a way you increase the possibility that when building a volc, it turns out to be good.I am not tellnig you to make all volcs stable, i am tellnig you to do something and improve the possibility of having a stable volc, cuase its very rarely to get a good volc now. Myabe an idea is that the lava mill increase some resources harvested cause lava has resources ;p.

newbies : Its so hard for these guys to start, they will usually end up annoying people like me so they will finish blown into peacies ;p.The new user protection is good, however I think new users will get another type of protection, i.e. the first col protection, which prevent their first col they plant from being invaded for a short period of time, cuase un protection is too short for new users.However they loose this protection if the new user land on someone else cols,jsut to prevent some vets going new-users for fun ;p.

thats all for now....but please Igot something else to say

I want my 3 ig maps I love them!!!!!!!



Posted: Fri Oct 05, 2007 1:21 pm
by DanathSC
I dont have the time to think of an idea yet but all I wanted to say after running over quickly the ideas proposed is that most of the ideas would actually only make the top players on permas stronger than ever. In fact, they wont even bother hunting for artifacts. They'd only shout 'Buying xxx artifact! 5000 tokens!'

Also please bear in mind that we are suggesting an artifact idea for BOTH rebangs and permas. Most of the ideas are quite good except they would have almost no effect on rebangs.

Posted: Fri Oct 05, 2007 1:46 pm
by DanathSC
Allright since a system is mentioned.

We create a character whenever we join a server. We allocate attribute points to our character. That should be all there is to character points. There is always the Admiral's Club if you wanted to reallocate your character points. Artifacts should not alter or improve on character attributes. Artifacts should only help boost or improve ship performance.

ie. The fact is that dome capping became so much more easier for someone with 10 dex and 3 IGsuits compared to someone with 10 dex and 3 superconductors.

So get rid of IGSuits, Cloaks of Disguise, Oracle of Wonders and Beautiful Aura Necklace. Most people would jet them anyways.

Basic ship attributes and proposed ideas are :-

Shields - Shield Emanator (+5% max shield capacity)
Cargo Max - Cargo Compactor (+10 max cargo capacity)
Top Speed - Ship Computers (+5% max speed)
Turning - Gyro Stabilizers (+5% turning efficiency)
Thrusting - Warp Core Stabilizers (+5% thrusting efficiency)
Energy Regen - Dilithium Crystals (+5% energy regen)
Warp Fuel Efficiency - ( Extended Fuel Tank +1000 fuel max)

Note that most of them are 5% and compounded should there be more than 1 with the person. Please do not make more than 3 artis per person as it would make some artis too overpowered.

Posted: Fri Oct 05, 2007 5:37 pm
by milo
hmm i think the winner should get a "scroll" type award put on there character menu where trophies go in recognition of their contribution to game development.

just an idea especially if toonces plans on having more of these competitions. :D

Posted: Fri Oct 05, 2007 7:24 pm
by KiT
Okay, since the contest isnt over yet, i'll post here. This is just a smooth compilation of my ideas. No examples, no in-depth formulas.
I'll base on 2 opinions and tell my suggestion on what should be done.

Opinion one: Hunting for arts is time-consumptive, fuel-consumptive and boring.

Solution: No artifacts at all. You just select special "traits" or "skills" or whatever when you create a character. These do same effects as currently arts do - improve some special parameters. there may be multiple levels for skills, where higher level costs more points. There may be negativ effects on every skill, or just negative effects you can choose to get more skill points.change of skills may be done by paying money in a starbase... or maybe by paying tokens...

Opinion two: Hunting for arts is okay, and if there are people ready to buy them for decent price, it would be worth hunting them. Making an active artifact market would be a nice idea.

Solution: Artifact decay as a mechanism to produce constant demand from high ranked players makes it worth hunting for them. Possibility to make extra-strong artifacts because they will put owner will have huge advantage only for a limited time. There must be some inactive storage slots for artifacts which are for sale. To avoid scamming artifact decay should be probability-based. To avoid neccesity to discard useless artifacts when you find them, bartender may give vague hints on artifact type. Obviously, spawn rates should be increased dramatically to feed the constant demand.

My opinion matches with second. Though of course it will depend on whether will the hunting system be changed or not. With current hunting system the idea will barely work because some aertifacts are way more demanded than others (and have no cheaper substitutes), and since chances to find those are low because there are many other artifacts which actually do nothing but drop chances to find needed one; hunting for demanded ones is very hard and is barely worth searching.

Posted: Fri Oct 05, 2007 7:42 pm
by milo
i hope this contest ends soon the suspense is killing me lol :lol:

Posted: Fri Oct 05, 2007 7:53 pm
by Freakazoid
Hmmm, I guess it can't hurt posting my old idea here in this topic :)

1) Where do artifacts come from?

Well, if the whole artifact system changes, the way in which artifacts are found could be changed as well. Traditionally, in order to find the artifacts you want, a character has to go on a drinking binge, then salvage the purply remains of an alien ship on some random planet. How could a technologically superior civilization crash every explorer ship sent to the galaxy, is beyond me.

With the new system there would be several ways to get a hold of these pieces of alien craftsmanship. The harder it is to get the item, the greater the chance that the item would be particularly powerful.


-Starport Missions

Hard escort missions, and particularly long taxi runs could have a minor artifact as a reward, instead of cash. Needless to say items found in such way won't be very powerful (something like a +1 stat bonus). As an option, instead of cash reward or items, a player can get an IGP coordinate or a clue to the location of a crashed IG ship.


-NPCs

Some of the stronger NPCs (ensigns, thieves) could have a minor artifact on board. Once killed, they would drop it, and any player can pick it up.


-IG ship remains

These would work in the same way they work now, but perhaps in addition to getting the coordinates through drinking in bars, a player could get the location by completing a hard starport mission.
Most artifacts found inside IG remains would be mediocre (perhaps they were damaged when the ship crashed, or Intergalactics did not have their top technology on what appears to be scout ships), although some of the better ones could be found. (equivalent of +2, may be +3 bonus)


-Alien Ruins

Scattered throughout the universe are alien ruins. There could be 2 types of them - closed and open ones.
Open ones are visible on the planet and their weight could be picked with a scanner. Closed ones aren't visible and can only become visible if a colony is built on this planet. Naturally, IGPs would have a very good chance of having alien ruins, making them a lucrative target.

Every 24 hours a colony with hidden ruins has a chance of discovering them. For every 1000 people, there is a 1% chance of discovering ruins, (4% per 1000 people in research).

Colonies with discovered ruins have an extra option in the construction menu to "excavate". The amount of time a colony has to spend on excavation should be quite lengthy, may be 10,000 building points? Player would have to establish a well developed world, a mediocre 1000 pop planet won't be able to complete the excavation before UN protection runs out.

There is a small chance of ruins containing an exceptional item, more often you get a medium-good artifact, or a few minor ones. Once the excavation is complete, the colony owner would get the artifact (only if he's inside the colony and has a free artifact slot).

2) Artifact samples:
This is just my view of arti power distribution - what is a strong or a weak arti, from my perspective. Naturally I don't care if these get into the game or not XD, tho there are some interesting ideas there ;)


-minor arties

-IG navigator - .1 to warp fuel efficiency
Gloves of reflex - slightly better turning and thrust
-Ancient 8-ball - +1 to wisdom (artifact names are hard to come up with XD)
-Beautiful Brooch - +1 to charisma
-Credit Cache - not an alien item, but can be gotten the way minor arties are found (contains a random number of credits, up to 1M)
-Persuasive Pulsator - better haggling (duh)
- Hull expander +20 cargo slots


-mediocre arties


-Personal Advisor - .2 to warp fuel efficiency
-Damaged Superconductor - works worse than the regular one. Damaged, because, lets face it, not every piece of equipment found inside a crashed ship would work properly.
-Damaged Shield Emanator - worse than the regular one
-Helmet of Dexterity - Dexterity +1
-Beautiful Aura Necklace - +2 charisma
-Oracle of Wonders - +2 wisdom
-Cloak of Disguise - same as it is
- Medium Credit Cache 1-5M of credits


-standard arties


- Superconductor - needs no introduction
- Shield Emanator - same as it is
- IG suit - where would we be without it?
- Adamantium plating - lower turning and thrust +1000 to shields
- Neutrino-vision - see the shields of your enemies
- Titanium plating - lower damage from explosives (E charges, nukes, negotiators, flaks), works better than Sheild Emanator
- Mirror dissipator - lower damage from lasers (laser cannons, hellbores, fusion), works better than Shield Emanator
- IG map - I hope everyone knows what this does :)
- Large Credit Cache 5-10M of credits


Good Arties


- Micro-warp generator - +.7 to warp fuel efficiency
- Beautiful helmet - +3 charisma
- Astral Hull Expander - store an extra hardware item inside an interdimensional space. (quite powerful if you think about it, because an extra nuke could determine the outcome of a battle)
- Maxwell's Demon - more energy generation than superconductor through ungodly violation of thermodynamics
- Ancient Shield Overloader - recieve less damage than with a Shield Emanator
- Pilot's Aide - better turn and thrust as though you had +4 dexterity
- Reflex Implant - improves dex +3, by implanting a small brain-parasite


Exceptional Arties


- Beautiful Suit +5 Charisma
- Encyclopedia Galactica - +5 Wisdom
- Psychoremote - +4 dexterity, control your ship without using your hands!
- Damaged Temporal Generator - Turn back time to escape your death, but only once ( now it may seem too powerful, but before you all get mad and throw stuff at me, consider that this is an Exceptional item, and that it takes up a valuable Artifact space). You end up in Sol, with your ship still intact
- Portable Hole - get +2 hardware slots from a stabilized extradimensional rift
- Biocontrol - become one with your ship and get +5 dex worth of turning and thrust
- Eternium plating - +3000 shields, lower turning and thrust - your ship becomes more durable by using this heavy plate of undestructible material

....
And so on...Hope you got the idea of what I consider powerful and not :)


Artifact Weapons

mmm, these would take up an arti space, and will replace your primary weapon. Only one can be equipped.


std. weapon

Blackhole Generator - low range, no bouncing, but immensely powerful.
500 energy, shoots 1 projectile every 2 seconds
Slime spitter - fills your enemy's hull with heavy slime, that reduces turning and thrust


good weapon


Deadly Bloom - shoots several weak self targeting projectiles extremely fast. Bounces.
50 energy, shoots 5 projectiles every .3 seconds (10 damage each)
Planck's Warp Interruption - shoots a fast moving, mid ranged projectile that prevents the target from warping for 5 seconds
250 energy, shoots every 3 seconds


Exceptional weapon

-Sentinel Cannon - big and powerful, slow firing weapon, that annihilates your enemy's shields fast. Long Range, no bouncing.
500 energy every 2 seconds.
- Ancient Death Ray - they don't make these like they used to. Mid ranged weapon, no bouncing, like death ray instead of damage (only not completely useless).
250 energy/second
- Stasis field - enemy loses the ability to turn and thrust, and immediately stops moving for 5 seconds.
800 energy, shoots every 4 seconds


****

Alien Sets

Another side idea. Basically if you collect a set of Exc, Good and Std artifacts of a similiar property, you get a bonus particular to this set.
Such as +5, +4 and +3 charisma artifact set would give you +1 morale to all your colonies.
Or +4, +3 and +2 dexterity will increase your firing rate 25%
The idea here is that instead of hunting for Exc, Exc, Exc artifact set up, players would hunt to get a specific set.


Colony artifacts:

An idea I ripped off from my old idea :)

These artifacts can only be found in ruins, and instead giving an item to a player, they give the colony a slight boost through alien technologies

- Terraforming
a randomly chosen resource is harvested 10-20% faster.
- Prosperity aura
morale +.2-.5
- Climate control
reduced pollution, .5-1.0%
- Advanced energy source
weapon factory works with a 5-10% bonus
- Stasis field generator
all defences have 5-10% more health
-Fountain of Longevity
increases population growth 10%
-Disaster Relief
no disaster count!
-Alien Knowledge
one random research level added

Phew...guess this is all...I'll edit this post if something comes up :D

Posted: Sat Oct 06, 2007 3:15 am
by DarkLStrike
Nice nice. Read them all. Although a perma player would probably find all of the exec artis or artis combo in a matter of weeks or months, it would certainly be a good addition to the game with some fine tuning. I can see you copied SOME of the idea off a pre-existing space game much like SGE (which I will not name for advertising reasons ;)).

Posted: Sat Oct 06, 2007 3:47 am
by Freakazoid
DarkLStrike wrote:Nice nice. Read them all. Although a perma player would probably find all of the exec artis or artis combo in a matter of weeks or months, it would certainly be a good addition to the game with some fine tuning. I can see you copied SOME of the idea off a pre-existing space game much like SGE (which I will not name for advertising reasons ;)).
Lol, well actually I had this idea for a really long time, back when I played sge everyday, and though there are SOME similarities , I'd say about 95% of it is original ;)

Posted: Sat Oct 06, 2007 7:17 pm
by M2-Destroyer
Rojo - In Tavern wrote:
For those who don't venture out past the Tavern section of the forum, I'd like to inform you that their is currently a contest going on (which is cool that PTT is letting us add input to one of the future patches) to develop a new artifact system. I love the idea of changing it up to have a more indepth gameplay and more player customization, but in one of the posts some ________ (rhymes with rumchuck) suggested that artifacts be made temporary, that they disapear or lose power over time until they 'break.' Normally I wouldn't be concerned about this or bring it to the tavern, because to me its pretty obvious that this is a dumb idea, but Toonces said he liked the idea. Nothing against the cat, I love him to death and love the way he's been running the game lately but we gotta prevent this future nerf from being implemented before its too late.

Temporary artifacts means that every few weeks or so, your going to have to stop invading, fighting or having fun in general to spend hours hunting down artifacts in order to keep your character in tip top shape. Personally I don't want anymore chores in the game, cleaning is bad enough already.

Now some people have made better suggestions in terms of temporary artifacts, such as making artifacts more common, or only occassionally losing them when you die (like 1/20 deaths you lose one), and those are all fine and good, but I still say the best approach is prevention. Say no to temporary artifacts, this can be a great, nerf-free patch if we can convince PTT not to make temp arti's a reality.

Thats my two cents, I think it looks like a bad idea, but hey maybe I'm the only one out there that does. If you dislike the idea, just make a post saying so, thats all I'm asking. PTT has been really receptive as of late, so I think if we post our thoughts in a mature manner we can prevent this one from happening.

Although this topic was locked due to arguements between 2 respected players and Talik,

[Hormonal Like Moley Said]

the original post,

[The One Quoted Above]

raises a good point.

Toonces, we are now coming to you, in a mature and sensible manner, to ask you not to implement this patch.

I know the obvious answer to the implementation is to say "adapt", however, with every adapted situation we've had, people have left.

It's like in a port. You can never get the full 1000 colonists out of the port. They (eventually) begin to leave.

Posted: Sat Oct 06, 2007 9:20 pm
by toast
i think toonces gets the point. Most SGE players dont like the idea of a lifespan on arties. Now move on and come up with constructive stuff instead of criticizing everyone else.

Posted: Sun Oct 07, 2007 7:41 am
by HangMan
think toonces gets the point. Most SGE players dont like the idea of a lifespan on arties. Now move on and come up with constructive stuff instead of criticizing everyone else.
one to talk :roll:

Posted: Sun Oct 07, 2007 12:54 pm
by M2-Destroyer
toast wrote:i think toonces gets the point. Most SGE players dont like the idea of a lifespan on arties. Now move on and come up with constructive stuff instead of criticizing everyone else.
I'm not critisising. I am expressing our views in a calm manner - as opposed to shouting, swearing etc, etc.

And Yeah - you're one to critisise

Posted: Sun Oct 07, 2007 8:27 pm
by dirt
Wasn't toonces gonna announce the winner 2 days ago?

Posted: Sun Oct 07, 2007 8:31 pm
by rojo
M2-Destroyer wrote:
Rojo - In Tavern wrote:
For those who don't venture out past the Tavern section of the forum, I'd like to inform you that their is currently a contest going on (which is cool that PTT is letting us add input to one of the future patches) to develop a new artifact system. I love the idea of changing it up to have a more indepth gameplay and more player customization, but in one of the posts some ________ (rhymes with rumchuck) suggested that artifacts be made temporary, that they disapear or lose power over time until they 'break.' Normally I wouldn't be concerned about this or bring it to the tavern, because to me its pretty obvious that this is a dumb idea, but Toonces said he liked the idea. Nothing against the cat, I love him to death and love the way he's been running the game lately but we gotta prevent this future nerf from being implemented before its too late.

Temporary artifacts means that every few weeks or so, your going to have to stop invading, fighting or having fun in general to spend hours hunting down artifacts in order to keep your character in tip top shape. Personally I don't want anymore chores in the game, cleaning is bad enough already.

Now some people have made better suggestions in terms of temporary artifacts, such as making artifacts more common, or only occassionally losing them when you die (like 1/20 deaths you lose one), and those are all fine and good, but I still say the best approach is prevention. Say no to temporary artifacts, this can be a great, nerf-free patch if we can convince PTT not to make temp arti's a reality.

Thats my two cents, I think it looks like a bad idea, but hey maybe I'm the only one out there that does. If you dislike the idea, just make a post saying so, thats all I'm asking. PTT has been really receptive as of late, so I think if we post our thoughts in a mature manner we can prevent this one from happening.

Although this topic was locked due to arguements between 2 respected players and Talik,

[Hormonal Like Moley Said]

the original post,

[The One Quoted Above]

raises a good point.

Toonces, we are now coming to you, in a mature and sensible manner, to ask you not to implement this patch.

I know the obvious answer to the implementation is to say "adapt", however, with every adapted situation we've had, people have left.

It's like in a port. You can never get the full 1000 colonists out of the port. They (eventually) begin to leave.
BBQ, I apoogize for this third post in the thread, just want to clarify that I don't think there shouldn't be a patch at all, just don't like the idea of temp artifacts, and if thats included in the new patch, then I'd probably be more inclined to have no patch at all. Not trying to be disrespectful, just trying to express my views. Sorry for cluttering this topic further.

Posted: Sun Oct 07, 2007 9:34 pm
by Nomad
Toonces confirmed today that decaying artis are comming very soon - he was online in FW and said it - stating that there'll be hundreds of artis to look for - sorry to everyone to be the bearer of bad news - hopefully someone smarter than me decided to take a SS so people don't just think i'm crazy and lying

Posted: Sun Oct 07, 2007 9:49 pm
by Talak.Winstar
Joy, Toonces will you be incorporating other people's ideas or what?

Sorry for breaking the rules so much toonces, but I want to know right now... Will you or wont you be adding any new artifacts and any ways to save them?

Is it just me, or is starport more recently becoming team oriented... B4 one could make it without acorp, but now it seems you NEED a corp to survive.

Looking at toonces implementing of contractors, asteroids, and maybe a bunch of (hopefully) a bunch of badass arti combos. I erased my unnecessary comments.

Toonces, Artifacts should, since we can't dissuade you any time soon, die every 30 days. And the game should WARN you when your artifact(s) are reaching critical and are about to decay.

Posted: Sun Oct 07, 2007 10:45 pm
by Jwilson6
I was the only one still on that hadnt been d/c'ed so here

Image

for full version

http://img.photobucket.com/albums/v431/ ... onces2.jpg

Posted: Sun Oct 07, 2007 10:50 pm
by dirt
Hurray For toonces!!!!!!!

Asteroids, 100's of new arti's, and better graphics, pack it in with corperate contractors!!!


/love Toonces

Re: CONTEST: Design the new artifact system

Posted: Mon Oct 08, 2007 1:40 am
by Toonces
Thanks to everyone who took the time to post ideas and opinions. I wish we could have refrained from some of the arguing and other off-topic tangents because it makes it harder for me to read through everything when it is not specific and to the point.

Here are the winners:
KiT - 20k tokens for artifact wear/lifespans
Dirt - 15k tokens for IG npcs give artifact on blow up
Milo - 5k tokens for artifact that increases cargo holds
Talak.Winstar - 5k tokens for artifact that helps recruit cols from port
Hollow - 5k tokens for artifact that regenerates shields

Winners please PM me with the galaxy and character name you would like the tokens to go to.

These changes should be implemented within the next month or two. Maybe after the championships are over. The scroll trophies are a good idea too, that one was actually already on the list though, and not about artifacts.

Posted: Sun Dec 02, 2007 2:15 am
by metroidp4
Jwilson6 wrote:I was the only one still on that hadnt been d/c'ed so here

Image

for full version

http://img.photobucket.com/albums/v431/ ... onces2.jpg
hey! that was my conversation...

Re: CONTEST: Design the new artifact system

Posted: Sun Dec 02, 2007 3:01 am
by hi
Toonces wrote: If your idea gets used earn fame and glory plus 50k admiral tokens.
hehehe u said glory