CONTEST: Design the new artifact system
Moderators: Moleman, Kwijibo, Luna
They could've made it a little more complicated!! They left out the quantum physics. This facet plus that aspect equal two universes colliding and creating a mass of dark matter and energy that would eventually tear apart existance as we know it, yadda, yadda yadda... Make it easier to read and understand and you have a great idea.
My conclusion...
Way over done and too complicated.
My conclusion...
Way over done and too complicated.
Art system (short version)
Ok. Here is the short version:
Step 1: You find artifact. This may be the way you do it now, or some other way suggested here.
Step 2: You have no idea what the arti does, so you ask the bartenders, who tell you for a price.
Step 3: You try different methods of placing the arti in your ship. You actually have no idea what the arti does, unless the bartender told you a lot of info.
Step 4: You find out that the doesn't actually work very well the way you put it. Heck, it actually weakens your ship! So you try another method of putting it in your ship.
Step 5: Hey, this way of fitting your arti into the ship is pretty good for you. You keep it this way. OR Hey, this arti sucks no matter how i fit it. Let's find another arti
I admit, the rest is details and examples. But the fun is in the details and examples! The whole point of the system is to make it appear that artifacts do random things, without any of it being random. What we don't need are artis that can be easily min/maxed, or else we'll just have people only using superconductors and intergalactics' suit equivalents again.
I think I've seen the arti for cols suggestion before. But that's all I have against it. Otherwise, it's good.
Although really, the fact that volcs and rockys are messed up doesn't mean they should be fixed using an arti system. They should just be fixed, period. We want bug fixes AND new content. We don't want just bug fixes that is disguised as new content.
Edit 1:
As it is now, anybody can just run into a superconductor the first time they find an artifact. My suggestion makes you use a little dedication and thought. If you look at my short version above, you'll see that each step requires progressively more dedication.
Some people wouldn't mind playing this game for a treasure hunt, me included.
Sorry about this being the second post, but I really doubt anybody would read my first post. That one was meant for Toonces.
Edit2:
Edit3:
Step 1: You find artifact. This may be the way you do it now, or some other way suggested here.
Step 2: You have no idea what the arti does, so you ask the bartenders, who tell you for a price.
Step 3: You try different methods of placing the arti in your ship. You actually have no idea what the arti does, unless the bartender told you a lot of info.
Step 4: You find out that the doesn't actually work very well the way you put it. Heck, it actually weakens your ship! So you try another method of putting it in your ship.
Step 5: Hey, this way of fitting your arti into the ship is pretty good for you. You keep it this way. OR Hey, this arti sucks no matter how i fit it. Let's find another arti
I admit, the rest is details and examples. But the fun is in the details and examples! The whole point of the system is to make it appear that artifacts do random things, without any of it being random. What we don't need are artis that can be easily min/maxed, or else we'll just have people only using superconductors and intergalactics' suit equivalents again.
I think I've seen the arti for cols suggestion before. But that's all I have against it. Otherwise, it's good.
Although really, the fact that volcs and rockys are messed up doesn't mean they should be fixed using an arti system. They should just be fixed, period. We want bug fixes AND new content. We don't want just bug fixes that is disguised as new content.
Edit 1:
Employ somebody trusted to screw around with the arti for you. The way I see it, the game should allow you to easily be able to try a bit of everything it has to offer. But if you want to be able to excel in one particular thing, you should have to work hard to do so, whether it's building, invading, fighting, sleeper podding or finding artifacts.Jwilson6 wrote:I dont like it because I dont want to spend all day screwing around trying to figure out what an artifact is... I dont play this game for a treasure hunt
As it is now, anybody can just run into a superconductor the first time they find an artifact. My suggestion makes you use a little dedication and thought. If you look at my short version above, you'll see that each step requires progressively more dedication.
Some people wouldn't mind playing this game for a treasure hunt, me included.
Sorry about this being the second post, but I really doubt anybody would read my first post. That one was meant for Toonces.
Edit2:
Brilliance! I'm going to make a small, near unnoticeable change to my massive post.KiT wrote:...like IG Radar Amplifier which would decrease costs of scanning by 1/2/3, dropping it up to 1 fuel per scan.
Edit3:
Definitely some good changes there. I think this might be the winning entry.Talak.Winstar wrote:Milo's idea on page 1 ftw... Its awesome!
Last edited by NeatLogs on Thu Sep 27, 2007 1:10 am, edited 9 times in total.
Whatever happened to not posting more than 1 reply?
Here's the concept I've been toying with, although it pales in comparison to those from KiT and NeatLogs.
Level
Determines the rarity and power of the artifact. A level 2 artifact would have the approximate power of a current artifact. Level 1 would be half as effective, while level 3 would be 1.5 times as effective as a level 2. Level 4 would be the highest level (see Uniques below).
Class
Detemines what the artifact does. I'm not about to go into detail here, as there are already plenty of viable suggestions on this.
Type
Determines where the artifact is to be stored. As these are to be used by a captain in a spaceship, they would be gaudy trinkets to be placed about the bridge/cabin. I'm thinking seat cover, dashboard ornament, and fluffy dice.
You can only carry one of each type at a time. No putting three seat covers over the top of each other.
Class/type combinations are random, but a few combinations never occur.
Uniques
The elusive level 4 artifacts. These come with a predetermined class/type combination, and only one unique exists for each class.
The uniques may also have specific names; for example a '+4 dashboard ornament of power' may be listed simply as 'The totem of Creeper'.
As long as a unique exists on a server, the same unique will never spawn. For example, there will only ever be one 'The Totem of Creeper' and one 'Kwijibo's Dangly Bits' (+4 fluffy dice of thrust) on perma 2. Both can also exist on Boundless Sea, and so-on.
Death
When your ship explodes, you franticly scoop up your most prized possessions and leap into the escape pod. You only have time to grab one of your artifacts, however. The remaining 2 (assuming you had more than 1 to start with) remain in your ship as it explodes and crash lands on some nearby planet. It will remain there in the wreckage of whatever ship you were flying at the time until somebody flies up to the wreck and claims the last of its contents.
Determining which artifact to keep is determined beforehand by giving one of your artifacts priority. Priority can be set at any time by either the Ship Status window or the Personal window. Priority defaults to the first artifact you pick up. Uniques cannot be given priority.
Collectors
NPCs in taverns or possibly merchant docks will be willing to trade you money for your artifacts. The cash given will depend on the level of the artifact, but will be substantially less than what players are willing to pay. This gives people something to do with all those +1 seat covers of stealing that nobody wants.
Collector NPCs may also give out missions to retrieve an artifact for them.
Here's the concept I've been toying with, although it pales in comparison to those from KiT and NeatLogs.
Level
Determines the rarity and power of the artifact. A level 2 artifact would have the approximate power of a current artifact. Level 1 would be half as effective, while level 3 would be 1.5 times as effective as a level 2. Level 4 would be the highest level (see Uniques below).
Class
Detemines what the artifact does. I'm not about to go into detail here, as there are already plenty of viable suggestions on this.
Type
Determines where the artifact is to be stored. As these are to be used by a captain in a spaceship, they would be gaudy trinkets to be placed about the bridge/cabin. I'm thinking seat cover, dashboard ornament, and fluffy dice.
You can only carry one of each type at a time. No putting three seat covers over the top of each other.
Class/type combinations are random, but a few combinations never occur.
Uniques
The elusive level 4 artifacts. These come with a predetermined class/type combination, and only one unique exists for each class.
The uniques may also have specific names; for example a '+4 dashboard ornament of power' may be listed simply as 'The totem of Creeper'.
As long as a unique exists on a server, the same unique will never spawn. For example, there will only ever be one 'The Totem of Creeper' and one 'Kwijibo's Dangly Bits' (+4 fluffy dice of thrust) on perma 2. Both can also exist on Boundless Sea, and so-on.
Death
When your ship explodes, you franticly scoop up your most prized possessions and leap into the escape pod. You only have time to grab one of your artifacts, however. The remaining 2 (assuming you had more than 1 to start with) remain in your ship as it explodes and crash lands on some nearby planet. It will remain there in the wreckage of whatever ship you were flying at the time until somebody flies up to the wreck and claims the last of its contents.
Determining which artifact to keep is determined beforehand by giving one of your artifacts priority. Priority can be set at any time by either the Ship Status window or the Personal window. Priority defaults to the first artifact you pick up. Uniques cannot be given priority.
Collectors
NPCs in taverns or possibly merchant docks will be willing to trade you money for your artifacts. The cash given will depend on the level of the artifact, but will be substantially less than what players are willing to pay. This gives people something to do with all those +1 seat covers of stealing that nobody wants.
Collector NPCs may also give out missions to retrieve an artifact for them.
Well first of all a newb did not think of it first... I have seen this idea posted at least 3 other times... And i dont believe it ever got much attention either (i may be wrong though) there are so many reasons that i dont like it.. first of all that is just what discoveries are for, I dont like the idea of rich people being able to buy up all these artifacts and having better colonies than everyone else, and i dont like the idea that when i go artifact searching to start invading colonies on a new server i might find a bunch of these artifacts instead of the ones for my ship that i want to find.dan wrote:Jwilson6 wrote:
am i the only one that doesnt like the idea of planetary artifacts? And dude whoever u are that posted like 10 pages of info there i read bits and pieces of it and it doesnt look like theres even an idea in there... if you want to better explain it shorten it up dont lengthen itwhy dont u two not like the idea he has found a way to have a new art system + save cols this would stop a lot of ppl crying about there cols dieing off and wut nots or is it u like his idea and are up set a newb thout of it befor u twowound wrote;
/second that motion
And also i dont like the idea of your artifacts dissapearing when you die... when im active i might die up to 3 times a day (*cough darkrider tought me how to slide ) at that rate id be sure to lose all my artifacts in a day or two
and as for the dont post more than once in this topic im sorry i couldnt help it i tried my best but i just couldnt stand the though that toonces might like these ideas and put them into the game i had to try and dissuade him from them
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personally though i like the artifact system as it is and if it were up to me i wouldnt change it all except to maybe put an inactive slot in
oh yeah and im too lazy to find the qoute but someone said something about not liking my idea because builders would be forced to hold invading artifacts and so on... that is why i put in there that you can place an artifact in any slot, if the artifact you have in a specific slot doesnt go there it will just remain inactive and you can switch it in and out if you want... So say your a builder and go to get some colonists you put your charisma artifact in there.. then you leave port and take out the charisma artifact and put the wisdom artifact in to give you better fuel efficiency
Re: Art system (short version)
sorry for the double post but what the hell i didnt figure anyone would read it if i edited this into the last postNeatLogs wrote:Ok. Here is the short version:
Step 1: You find artifact. This may be the way you do it now, or some other way suggested here.
Step 2: You have no idea what the arti does, so you ask the bartenders, who tell you for a price.
Step 3: You try different methods of placing the arti in your ship. You actually have no idea what the arti does, unless the bartender told you a lot of info.
Step 4: You find out that the doesn't actually work very well the way you put it. Heck, it actually weakens your ship! So you try another method of putting it in your ship.
Step 5: Hey, this way of fitting your arti into the ship is pretty good for you. You keep it this way. OR Hey, this arti sucks no matter how i fit it. Let's find another arti
I admit, the rest is details and examples. But the fun is in the details and examples! The whole point of the system is to make it appear that artifacts do random things, without any of it being random. What we don't need are artis that can be easily min/maxed, or else we'll just have people only using superconductors and intergalactics' suit equivalents again.
I had to debate this one also
I dont like it because I dont want to spend all day screwing around trying to figure out what an artifact is... I dont play this game for a treasure hunt i play it to invade, fight, invade up a large empire, and for the community. All that building crap and pollution are just annoyances along the way....
- Talak.Winstar
- Posts: 2392
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Dont hold it against me, as I waited till others made more than one post, but I am posting these artifacts for Hollow (quoted from another thread):
Milo's idea on page 1 ftw... Its awesome!
Cant speak for him on how the artifact system should be changed.hollow wrote:Nano swarm: this artifact is a swarm of nano machines that will constantly repair your ship causing you to gain 10 shields every second.
Perfect Diamond: increases damage dealt by lasers by 30%
(fusion blasters, Hellborn Laser, Death Ray)
Dimensional Chest: increases cargo bay by 30
Crown of Kings: increases morale on all colonies by 1 per hour
Milo's idea on page 1 ftw... Its awesome!
- Toonces
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- Contact:
They are around but just haven't decided to colonize the Milky Way galaxy and surrounding areas en masse yet. They are big shaggy creatures, remarkably like ourselves actually, yet average about 10 feet in stature and 2000 lbs.Spectre wrote:Who were the Intergalatics? Where did they live? What kind of beings were they? They obviously had a higher tech level than that of earthlings and Antareans (not to mention who the hell are the Antareans and where are they?) so where the hell did they go? Was it some kind of mass extinction where they all died simultaneously and crashed their high tech ships into nearby planets? If those ships have something left after being destroyed than why aren't there remains of other (more common) ships on planets? I dunno just random musings and food for thought...
Their homeworld was much larger than Earth and they had to evolve for higher gravity. They vary in specialty. For example there are winged ones who can fly, fast-running ones, smart ones, and ones possessing amazing beauty.
The only reason they haven't conquered our galaxy yet is because they fight amongst each other. In fact their current empire is on the wane since they became too dependent on their own technology and were left hamstrung after their last civil war, which caused the destruction of machines so sophisticated that they are having difficulty rebuilding them.
Their home galaxy is very far from Earth's Milky Way, which lies only on the far far distant outskirts of their great intergalactic empire.
Last edited by Toonces on Thu Sep 27, 2007 9:51 am, edited 9 times in total.
Uhm, toonces himself has made more than 1 post in this thread before you posted, so if the rule still applied by that time, he'd have to ban himself.Talak.Winstar wrote:Dont hold it against me, as I waited till others made more than one post....
The only thing i can add is about ways of getting artifacts.
I dont think killing "Boss" NPC is really good idea, because at currently you dont need to have a good ship to find artifacts, and i like it. It's important for rebangs, because there you dont have much money to buy a decent ship. And my favourite way of exploretion on rebangs is artifact hunting - just get the coords and fly to it slowly, exploring everything on the way.
Killing aliens for artifact will get really boring after you kill your 10000'th alien searching for that damn superconductor. And if its combined with the current bartender hint, theres no big difference.
What i dislike about current system is that its too easy to find artifacts. Really, how do bartenders know the exact location of artifacts? Of course chance that he tells you the location is low, but when he does, you know the exact location of art for sure.
I suggest making bartenders less "omniscient". They should give you a HINT, not a complete location. This can be done in many ways:
1) Bartender gives you only the name of constellation, like "I've heard there's an artifact somewhere in Ursae Majoris constellation".
2) Bartender tells you some random system up to 4 hops away from the real artifact place, like "I've heard theres some strange item somewhere near Lambda Antliae system".
2a) There also may be some additional hints for the location of artifact, like class of the star of the artifact system and the location of planet in the system. with these, bartender could give locaion of artifact up to 6 jumps away. Also, instead of measuring distance in hops (which is actually pretty wrong because some jump lanes are extremely long), distance could be measured in lightyears, like when you set proximity sort for colonies in holdings window. Of course bartender shouldnt tell that distance when he gives a hint. It should be a constant parameter, which maybe varies depending on the server, so players have to find it out empirically.
3) Bartender gives only one coordinate, like "Ive heard some strange artifact was sighted in a system with X coordinate 275". Searching for artifacts with this would be really hard, because you may get X for one artifact and Y for other artifact, and combining these coordinates will lead you to completely wrong place.
Personally, i'd prefer first variant (thats why its first ), but there are some unique systems which dont belong to constellations (like sol, and there are some others). Also, i think it would be harder to implement because you would have to extract constellation names from system names, which would be pretty hard to code i guess.
- Talak.Winstar
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- Location: In Space, contemplating how exactly to negate the crappy events of OMD and BND story arcs.
Since toonces broke his own rule, I shall make at least one more post.milo wrote:*****summary*****
Tradeing Artifacts
(new) artifact trading will be short range. this means that they may be traded with other players that are within 15(debatable) hops of your location.
artifact viewing in profile
- see example picture above
- other players can still view arti's in a players profile
Types of Artifacts
there will be 2 types of arti's personal and colonial.
- personal arti's will be obtained through combat with another player(you get the one they lose), a NPC(not every time), an alien(not every time), or as payment for a taxi or escort.
- colonial arti's will be obtained in much the same way as they are now. the only difference would be that they are more abundant.
colonial arti's:
- 2 per colony
- boost things such as; moral, reproduction, tax tollerance, pollution reduction, increased experience production. etc.
- very high density in each galaxy
- arti's lost when col dies or is captured
- the artifact would be carried in an equiptment bay and droped in the biodome
- the artifacts affects would be like that of reasearch, affecting only the colony they are on.
personal arti's: (see example profile picture above)
- 6 artifact slots(instead of the 3 we have now); 2 for add-ons and 4 for upgrades
- arti's now come in 2 different sizes, small (takes one slot) and large (takes two slots)(in the example picture the ansible would be a large arti)
- artifacts would generally have 3 "strength" levels
- the new artifacts would be the following: (these are just for example purposes)
- energy regen rate level 1 = 110% level 2 = 120% level 3 = 130% (small upgrade)
- turning rate level 1 = 110% level 2 = 120% level 3 = 130% (small upgrade)
- thrust rate level 1 = 110% level 2 = 120% level 3 = 130% (small upgrade)
- topspeed level 1 = 110% level 2 = 120% level 3 = 130% (small upgrade)
- allowing the owner to carry extra shields level 1 = +500 level 2 = +1000 level 3 = +1500 (small expansion)
- increasing cargo holds lv1 = +50 lv2 = +100 lv3 = +150 (small expansion)
- increasing equipment bays lv1 = +1 lv2 = +2 no lv3 (large expansion)
- increase weapon range lv1 = 110% lv2 = 120% lv3 = 130% (small upgrade)
- increase weapon damage lv1 = 110% lv2 = 120% lv3 = 130% (small upgrade)
- atmosphere cavitation lv1 reduce drag effect by 5% lv2=10% lv3=15% (small upgrade)
- increase wisdom lv1 = .5 lv2 = 1 lv3 = 1.5 (small upgrade)
- increase charisma lv1 = .5 lv2 = 1 lv3 = 1.5 (large upgrade)
and so on.
- artifacts would be lost when a player dies (non pax). only one artifact would be lost each time the player dies. the artifact lost would be the most recently acquired. on pax servers the artifacts would wear out in 2 stages. in the first stage their bonus would be reduced by 50%. (this stage would last about 10 days. in the second stage they would become useless and have to be jetisoned or traded .
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***explanations*** (this is mostly outdated but the general reasons still hold true)
ok so you want to make the artifacts system more interesting. there are 2 problems with it now. some aretifacts are much more powerful/usefull than others and so once a player collects the ones they want they stop looking for them because they have no need to look for them.
we should definately keep the bar method of getting arti cords, but i think that we should add artifacts as part of taxi payments so the longer the taxi the rarer the arti. this could also be true of escorts.this is another good idea. getting arti's from killing npc's. you could even go as far as making it so that killing npc's gets you arti's that affect your ship and character and the artifacts you find on planets are ones you put in your coloniesHow to make arti hunting more exciting.....you need some kind of guard for an arti...like a wicked good NPC or something, because hacking your way through 100 aliens is no fun....
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there are a few steps we have to take to improve the system.
first of all we need to divide up each artifact's properties (like avithol mentioned) to make it 1 property per artifact. but since this will decrease the overall affect of arti's on game play so to compensate 2 things should be done
1. introduve levelsi don't like colors so lv1 lv2 and lv3== Artifact levels ==
Pretty much like petertje's idea - there should be 3 levels for each artifact (5 are just too much, higher level artifacts are imbalanced).
2. increase the number of artifact a player can carry
we would need to increase the number of arti's a player could carry from say 3 to 6. there would be 2 types of artifacts, expansions which would serve as expansions to your ship, and upgrades which would serve as upgrades to your ship or person. 2/6 slots would be reserved for expansions, and the remaining 4/6 slots would be for upgrade arti's. some arti's should take up more than one slot so you would have large(2 slots) and small(1 slot) arti's. these changes would ballence the system a little more. diversity and ballence among artifacts is what increases the importence of individual preference during game play, which in turn creates a deeper and more interesting playing experience. another good idea by jwilson is:
good idea but i feel that it would dampen individualism a bit too much by forcing a builder to carry weapon boosting arti and vice versa (i based my expansions and upgrades off this idea)Engines (2 slots)- only artifacts affecting speed, turning, energy regain, warp fuel efficiency, etc... will have any effect
Weopons, shields - artifacts affecting the strength of shields and or weopons will work in this slot
Character (2 slots) - artifacts affecting ur character stats can be placed here
This would make those currently worthless artifacts like cloak of disquise, aura necklace, and others i cant think of have some worth as u would have slots that would be good for nothing else
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next we need to increase artifact diversity. the following are some suggestions for new artifacts. adding levels to the artifacts would further increase thier diversity.
instead of the ig suits you would have these arti's that increase each aspect of dexterity individually. these would be small arti's.
- energy regen rate level 1 = 110% level 2 = 120% level 3 = 130%
- turning rate level 1 = 110% level 2 = 120% level 3 = 130%
- thrust rate level 1 = 110% level 2 = 120% level 3 = 130%
- topspeed level 1 = 110% level 2 = 120% level 3 = 130%
some other possible arti's include:
- allowing the owner to carry extra shields level 1 = +500 level 2 = +1000 level 3 = +1500
- increasing cargo holds lv1 = +50 lv2 = +100 lv3 = +150
- increasing equipment bays lv1 = +1 lv2 = +2 no lv3
- increase weapon range lv1 = 110% lv2 = 120% lv3 = 130%
- increase weapon damage lv1 = 110% lv2 = 120% lv3 = 130%
- atmosphere cavitation lv1 reduce drag effect by 5% lv2=10% lv3=15%
- increase wisdom lv1 = .5 lv2 = 1 lv3 = 1.5
- increase charisma lv1 = .5 lv2 = 1 lv3 = 1.5
and so on.
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finally we need to improve artifact circulation. circulation is important especially on permas. i have listed some suggestions below.
- keep the ability for players to trade artifacts. with the added diversity and greater equality players will be more inclined to trade with one another. for example player 1 has their arti's set up for invading, but after taking a half build planet they would like to have some more cargo holds for building. player 2 has some arti's that do this and wants to configure for invading. so they talk it over and make a trade.
- players should be able to trade arti's with players in another system, but not across the entire galaxy. i suggest that we add the "short range" trade ability on the trade menu. this would allow a player to trade certain objects with other players within a certain, say 10, hop range.
- when a player dies they lose their most recently acquired item. this would allow them to arrange their arti's (by trading) in order to safegaurd the ones they like most. this may be problematic on pax servers so i would suggest a time limit on arti's in pax games.(for instance an arty would become old and it's bonus would be halved. the player would be notified in the news so they could search for a new arti to replace it, then a week later it would be usless and have to be jetisoned...or traded )
- there should also be some arti's that you can put in your colonies(2 per col) that would improve moral or reproduction rate etc. the same way as research. this would instigate the continual search for artis and would produce another economic purpose(like barging, and hauling) for players to interact. (<==not enough of that lately!)
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these are some pretty large and i imagine complex changes, so take your time with them like you did the "colony change patches"(they turned out very well ) combination bonuses is a cool idea and all but a bit unnecessary and mabe too complex so my proposal does not include them.
if i win tokens go to milo on pv2
Compared to kit's idea (which calls for nigh excessive artifact hunting), Milo's idea is reasonably balanced. Additionally, you don't lose artifacts for dying and what not (unless its a colonial Relic). I think Milo's artifact idea would bring a strong balance to the game...
Most of Kit's idea were ok, but the major problem with her idea speck, is that it fails to take into account people with real life jobs and BBQ, who cannot devote obsessively to taking care of their artifacts. This concept would be very good if you wanted to drive out the less-than-constantly-active people.. Not saying Kit's idea sucks, just the part on the lifespan of the artifacts.
it does feel that way doesn't itThat was sooo awesome Toonces replied directly to my post!!!!! Its almost like god answering a prayer!!!!!
anyways i'll come up with a complete list of the new arti's that would work with my system by the 5th. however i'll post it in a new thread so i can get some feedback on them.
Oh comeon toonces u better not even be going for the limited artifact life or lose all ur artifacts when u die ideas ill be oober-pissedToonces wrote: Right now leaders are Milo, Kit, Dirt, and hollow. Honorable mention Turkey.
Why cant we just keep them the way they are... I see no reason to change them
I think it should be kept simply, focus on what would be helpful like artifacts that augment your speed, turning, firing rate, damage increase and stuff like that. Starport has a real arcade feel to it and I don't like the idea of it being made more like an RPG or taking away too much from the skill vs skill aspect of the game.
As for the 'making arti hunting more interesting' maybe something like occasional UN broadcasts of arti locations, to make all the players rush to that location (Remains of an IG Ship located at xxx, xxx). Or make it so whenever you kill an NPC in an IG an artifact appears in the system on a planet. Another idea is having arti's be on UN defended colonies, making you work for the artifact.
I don't particularly like any of the making it more interesting ideas I suggested, focus on the first paragraph I just don't want to see the game changed into something where player A has better arti's than player B therefore will always win because of his arti's, not because of his skill.
And whoever suggested the 'bogus artifacts location idea' you need to hand in your forum account and never post again, that'd piss me off to no end and we don't need anything that will make the game less fun and more tedious.
Edit: If I win can you give the tokens to Milo...I'm sort of unable to play atm so would like to see em go to a good cause.
As for the 'making arti hunting more interesting' maybe something like occasional UN broadcasts of arti locations, to make all the players rush to that location (Remains of an IG Ship located at xxx, xxx). Or make it so whenever you kill an NPC in an IG an artifact appears in the system on a planet. Another idea is having arti's be on UN defended colonies, making you work for the artifact.
I don't particularly like any of the making it more interesting ideas I suggested, focus on the first paragraph I just don't want to see the game changed into something where player A has better arti's than player B therefore will always win because of his arti's, not because of his skill.
And whoever suggested the 'bogus artifacts location idea' you need to hand in your forum account and never post again, that'd piss me off to no end and we don't need anything that will make the game less fun and more tedious.
Edit: If I win can you give the tokens to Milo...I'm sort of unable to play atm so would like to see em go to a good cause.
Last edited by rojo on Fri Sep 28, 2007 8:28 pm, edited 1 time in total.
rojo wrote:
well done nicely putI think it should be kept simply, focus on what would be helpful like artifacts that augment your speed, turning, firing rate, damage increase and stuff like that. Starport has a real arcade feel to it and I don't like the idea of it being made more like an RPG or taking away too much from the skill vs skill aspect of the game.
As for the 'making arti hunting more interesting' maybe something like occasional UN broadcasts of arti locations, to make all the players rush to that location (Remains of an IG Ship located at xxx, xxx). Or make it so whenever you kill an NPC in an IG an artifact appears in the system on a planet. Another idea is having arti's be on UN defended colonies, making you work for the artifact.
I don't particularly like any of the making it more interesting ideas I suggested, focus on the first paragraph I just don't want to see the game changed into something where player A has better arti's than player B therefore will always win because of his arti's, not because of his skill.
And whoever suggested the 'bogus artifacts location idea' you need to hand in your forum account and never post again, that'd piss me off to no end and we don't need anything that will make the game less fun and more tedious.
Thank god, that stuff would just confuse me.There are not going to be colony artifacts
I was thinking, why can't we have one of each artifact, but not more than one.
Or atleast make 4-5 slots with 3 varying artifacts for each slot.
Maybe add some characteristics to that slot.
Like:
Body - Ig suit or necklace
Engine - sc or oracle
Wing - SE
Navigation - ig map
computer - pulsator
But make it so you can't have three of each arti.
Thats a general idea.
Avit
i don't remember you complaining about the colony changes and they changed the game much more than this. they turned out awesome and greatly improved on the game. this will too.I think Rojo's idea basically hits the nail on the head...keep it an arcade style game, the artifacts shouldn't make the game more complicated. The beauty of SGE is the simplicity and that shouldn't be messed with too much.
The problem here is simple:Jwilson6 wrote: Oh comeon toonces u better not even be going for the limited artifact life or lose all ur artifacts when u die ideas ill be oober-pissed
Why cant we just keep them the way they are... I see no reason to change them
Many-level artifact system is not compatible with permament artifact system, especially if the highest level artifacts are really powerful. The same applies to "more slots" idea.
Everything will be alright on rebangs, but old players on permas will just have too much advantage because they had alot of time to get only the highest quality artifacts. Making slots for different types of artifacts also seems pretty unnatural way of making person disperse his bonuses among multiple stats instead of boosting one. Hell, if somebody wants to have one stat boosted, let him have it, but make that boost be much smaller than the overall boost when using artifacts of same time.
Thats my overal position on SGE development - "F#%k stagnation". Because without ways to fight stagnation every old perma will become completely inhospitable for new players. The problem here is that interests of newer people meet the interests of older players, who of course want to keep growing and growig infinitely. But that would be topic of my other huge suggestion i'll post later.
I dont think there is anything wrong with the current artifacts as they are... and i dont think they are too powerfull its not that hard to go find an artifact and its not like it takes long to get the best artifacts so thats just completely false... I have gone to permas and within a few days found all the artifacts i need... granted newer members arent going to know the system as well as i did so it would take them a bit longer but as rojo said one of the beauties of starport used to be that it was simple... in the effort to make it more equal for the newbs you have made it so complex that none of them understand what to do, i mean back in the day a new player had a chance to rise up in the ranks on their own... I havent seen any newbs rise up in the ranks lately without being tought by an older memberKiT wrote:The problem here is simple:Jwilson6 wrote: Oh comeon toonces u better not even be going for the limited artifact life or lose all ur artifacts when u die ideas ill be oober-pissed
Why cant we just keep them the way they are... I see no reason to change them
Many-level artifact system is not compatible with permament artifact system, especially if the highest level artifacts are really powerful. The same applies to "more slots" idea.
Everything will be alright on rebangs, but old players on permas will just have too much advantage because they had alot of time to get only the highest quality artifacts. Making slots for different types of artifacts also seems pretty unnatural way of making person disperse his bonuses among multiple stats instead of boosting one. Hell, if somebody wants to have one stat boosted, let him have it, but make that boost be much smaller than the overall boost when using artifacts of same time.
Thats my overal position on SGE development - "F#%k stagnation". Because without ways to fight stagnation every old perma will become completely inhospitable for new players. The problem here is that interests of newer people meet the interests of older players, who of course want to keep growing and growig infinitely. But that would be topic of my other huge suggestion i'll post later.
so no changing the artifact system to something more complex isnt going to help newbs at all... and it wont be long before every older member finds a system that works for them and may be even more powerful
as for artifacts constantly dissapearing... people keep telling me well you can just pay someone to go hunt them for you... well what about the people that cant afford to pay someone to go hunt them for them... what are they supposed to do?
So stop saying these changes are going to help the newbs cause i havent seen one single idea that would make this game easier on newbs.
I absolutely hate artifacts that give you an outright advantage against your enemy. (+ shields) I would rather find artifacts that augment your playing style.
Remove charisma, deterity and wisdom, give everyone a base but add special artifacts that work well with every player's different playing style.
Each player uses about 3 artifacts but can carry a few more I suppose for trade. If a player has more artifacts however they each take longer to charge because they share the same power, so 1 person with a single artifact could use it more often. Giving a small advantage to people who can't find more.
Each artifact could have a minor disadvantage to make people wonder whether they're worth it.
Zealotry
When primed, increases your thrust, max speed and creates a magnetic field that attracts space debris. (I suppose the cloud would radiate out from your ship roughly the size of the hellbore laser) Your ship would be damaged inside this field slowly but any enemy ships entering would be damage more. This artifact can be stopped at any time, when it is the space debris will be forced away from your ship in an explosion much like the galaxy whale's repel, the damage and repel it causes depending on how long the artifact has been active.
Stealth
A simple but complex artifact that bends the very space you inhabit to hide your ship from everything. Weapons are disabled while using this as it uses a lot of juice. Energy regens normally so you could uncloak to instantly unleash a volley of nukes on your unsuspecting prey if you wished. This artifact can be used for long periods of time without having to regen it but frequent on/off use and extreme periods of time with it on cause it to become unstable and possibly warp you to any location in the galaxy. (Not of your choosing) The Seth is perfectly calibrated to use this artifact for longer periods of time and more frequent on/off use.
Trying desperately to think of more artifacts but can't... ah well, these things should be rare but not life changing. Like in a 1v1 if you're bad-donkey you should still be able to beat someone who's souped up.
Remove charisma, deterity and wisdom, give everyone a base but add special artifacts that work well with every player's different playing style.
Each player uses about 3 artifacts but can carry a few more I suppose for trade. If a player has more artifacts however they each take longer to charge because they share the same power, so 1 person with a single artifact could use it more often. Giving a small advantage to people who can't find more.
Each artifact could have a minor disadvantage to make people wonder whether they're worth it.
Zealotry
When primed, increases your thrust, max speed and creates a magnetic field that attracts space debris. (I suppose the cloud would radiate out from your ship roughly the size of the hellbore laser) Your ship would be damaged inside this field slowly but any enemy ships entering would be damage more. This artifact can be stopped at any time, when it is the space debris will be forced away from your ship in an explosion much like the galaxy whale's repel, the damage and repel it causes depending on how long the artifact has been active.
Stealth
A simple but complex artifact that bends the very space you inhabit to hide your ship from everything. Weapons are disabled while using this as it uses a lot of juice. Energy regens normally so you could uncloak to instantly unleash a volley of nukes on your unsuspecting prey if you wished. This artifact can be used for long periods of time without having to regen it but frequent on/off use and extreme periods of time with it on cause it to become unstable and possibly warp you to any location in the galaxy. (Not of your choosing) The Seth is perfectly calibrated to use this artifact for longer periods of time and more frequent on/off use.
Trying desperately to think of more artifacts but can't... ah well, these things should be rare but not life changing. Like in a 1v1 if you're bad-donkey you should still be able to beat someone who's souped up.