mattbuck
Eeyore
Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
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Matt's Top X fixes for Neveron
#157523 - 02/22/10 09:18 PM (128.243.253.104)
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These are not in any particular order (well, roughly maybe), but are generally I think good ideas...
0) Remove the ActiveX login control.
1) Remove all upgrades. Compensation to be paid to the tune of SQRT(upgrades/100)*cost of mech
2) Remove requirement of DoW in order to attack. Attacking may take place at any level.
2b) Reintroduce costs to attack zones, with DoW reducing costs by 90%, and costs doubling for each level downwards you're trying to hit. Empty zones to cost 2mil standard, cities substantially more.
3) Remove upwards DoW restriction.
4) Allow wars to be ended peacefully via a cancel war button.
4.5) Remove the option to immediately abr a zone which has more than 10* bv. This would be allowed but only after a zone has been in battle for 30mins.
5) Reduce tower multipliers to small range increasesm eg +1/+2/+3 for double range and +2/+4/+6 for triple range
6) Remove IDF2,10,20, and all towers/vehicles incorporating those weapons.
7) Remove the following mechs: STR-WIE-1, NEM-HOC01, PIL-SLY01, GRF-DEST, AS7-HOC, VX-HOC02, STY-3C. Compensation will be given to their owners in the form of dp.
7.5) Make the FFA fun again - free to enter, 20k/min for the leader, random unit with random skills.
8) Run the abandoned/inactive empire deletion algorithm.
9) Phase out n00b island, transition all empries to mainland, remove that annoying "destroy your infra thing", laugh at Dawk.
10) Stop the random-skilldowns. Instead return to the old system of maintenance rates.
11) Run that program to flatten terrain generally in all zones where either terrain has not been created or which are undefended. Allow owners of defended & created zones to choose whether to regenerate terrain to the flatter version (may only be done once).
12) Reimplement infantry, but nerf their abr-effectiveness and make energy weapons kill them more easily.
13) Remove the minimum 30% surrender restriction, increase maximum surrender rate to 90%, allow surrender to be turned off.
13a) Add in new surrender options such as % of BV, infrastructure CF, pop, land area, research capacity, base income, production capacity, or total rep loss.
14) Remove empire class levels and all effects, reduce standard remote zone cost to $12.5mil.
15) Remove the 10k unit cap.
16) Remove recycling options.
16.5) Remove the option to sell back mechs. Consider allowing them to be used like vehicles, eg decommed.
17) Make industrial complex research allow the building of a TC-like factory.
18) Reintroduce pirates, but scale their attacks off at high levels so you don't get several million BV dropping at once. Allow people to request pirate hits, or pay them off.
19) Reintroduce FWAR, but remove the FL surrenders = faction surrenders option, and make the faction surrender rate be settable by the FL, eg 10% of empires surrender = faction surrenders. Allow FWARS to be ended by mutual consent.
20) Get some #neveron people with too much time on their hands and who are trusted to sort through non-donation related help tickets. More generally allow FLs to handle tickets from their own faction where possible, so that mere queries can be dealt with without admin intervention.
21) Allow people to DP for mines and minerals. DP mines would expire more quickly than standard mines, but produce more resources.
22) Allow people to purchase mechs directly to the duelling stables at lower cost.
23) Allow people to pay pirates to attack other people.
24) Essentially implement all arena ideas from http://mattbuck.irongalaxy.com/tsw/Outline.pdf (pages 72-78).
25) In the very long term, consider changing zones to be hexagonal to stop people hiding in corners.
26) Allow people to create under-strength unit formations.
28) Redo the battle interface for people using widescreen.
29) Remove SOI.
30) Allow OMT empires to attack.
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Edited by mattbuck (02/26/10 06:19 AM)
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Matt's Top X fixes for Neveron
[Re: mattbuck]
#157524 - 02/22/10 09:25 PM (210.86.1.168)
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Nice list. 27 is the best!
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Elisius_Pryde
Newbie
Reged: 05/08/08
Posts: 3
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Re: Matt's Top X fixes for Neveron
[Re: buc]
#157541 - 02/23/10 09:13 PM (67.183.199.36)
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I agree with most of these.
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Maghetti123
Sergeant Major
Reged: 05/01/04
Posts: 203
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Re: Matt's Top X fixes for Neveron
[Re: Elisius_Pryde]
#157547 - 02/24/10 01:17 AM (67.236.132.187)
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STR-WIE-1, NEM-HOC01, PIL-SLY01, GRF-DEST, AS7-HOC, VX-HOC02, STY-3C, this list doesn't make much sense to me, I get the rhino, nemi, grif-dest, definitely, the other 3 are questionable for removing, and the starslayer is DEFINITELY going across the line. The starslayer is no where near overpowered, and would be slaughtered by every other mech in your list .
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Matt's Top X fixes for Neveron
[Re: Maghetti123]
#157548 - 02/24/10 02:21 AM (219.89.234.97)
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STYs are super powerful for the price. compare them to any other med mech (other than the dest) and the win hands down.
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Maghetti123
Sergeant Major
Reged: 05/01/04
Posts: 203
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Re: Matt's Top X fixes for Neveron
[Re: buc]
#157549 - 02/24/10 02:26 AM (67.236.132.187)
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that is if anything, a argument for a need for more dp only medium mechs, because the grif dest is a monster and your left with the slayer, everything else is market quality.
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mattbuck
Eeyore
Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
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Re: Matt's Top X fixes for Neveron
[Re: Maghetti123]
#157560 - 02/24/10 05:54 AM (128.243.253.113)
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Reharding mechs, what I want is to remove lvl2 and generally ridiculous ones. My list is open to change, I'm not sold on removing STYs, the only definites would be Rhino Nemmy & DESTy.
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Matt's Top X fixes for Neveron
[Re: mattbuck]
#157568 - 02/24/10 12:05 PM (219.89.234.97)
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hhmmm mattbuck wants to remove DEST. interesting
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Katrar
Major
Reged: 09/15/02
Posts: 1314
Loc: Seattle, WA USA, Terra
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Re: Matt's Top X fixes for Neveron
[Re: buc]
#157569 - 02/24/10 02:07 PM (67.170.89.133)
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I agree with many of your points. Some notes on a few of them, though...
5. IMO single range towers only. We should stick to CBT rules as much as possible. Giving them range bonuses is arbitrary. Why don't mechs have range bonuses over tanks? Because weapon ranges are irrespective of firing height in CBT.
6. A good start. IDF 5 is not too problematic. But we could go further, personally I think we should drop artillery style IDF altogether, and eventually have LRM's given indirect fire capabilities as they have in CBT rules. Besides, without Clan weapons the whole point of towers, and then subsequently of IDF, goes away.
7. Remove Clan tech weapons, but most DP mechs are ok IMO. Starslayer is a bit more powerful than a very good market medium, but it is DP only so it should be. Add more DP only mechs that are just slightly improved over their market variants (CASE? XL Engine? Endosteel?)
9. Phasing out noob island. STRONGLY AGREE, but only if most of the suggested changes we have been promoting as a community see the light of day. Under the old system new players were not mercilessly hunted. They had a degree of anonymity and they made local friends on the battlemap. Many alliances and factions were created by players that happened to start next to eachother on the map, and got to know one another. Some still exist today, such as UDC. The bottom line is that the game doesn't need noob island if noobs aren't unduly singled out.
18. Pirates is something that should be looked at down the line, in some totally new form. I think random hits are fun if you are level 3, and only have a lance to deal with, but even reduced high level pirates will be a pain and a net negative experience. A good pirate system would be some kind of on demand pirate system coupled with a global pirate system, IMO. What those are in practice? I don't know.
19. Strongly disagree with bringing FWar back in any form. There isn't anything that FWar code could do that bringing back freedom and politics wouldn't do better. FWar code in any less destructive form is just "more polite" handcuffs on what we can and can't do.
23. Not sure, but perhaps pirates can be looked at as an on demand type thing. It would be useful especially at lower levels/newer players for a little extra combat experience.
-------------------- HoC Gaming - Come war with us!
The HoC Archive - Neveron's definitive historical document
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Maghetti123
Sergeant Major
Reged: 05/01/04
Posts: 203
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Re: Matt's Top X fixes for Neveron
[Re: Katrar]
#157573 - 02/24/10 02:38 PM (67.236.132.187)
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I would hate a pirate system over all, but i could see a system where noobs can callon pirate fights for practice, and get some rewards got beating them.
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Matt's Top X fixes for Neveron
[Re: Maghetti123]
#157577 - 02/24/10 03:08 PM (210.86.1.168)
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The main problem with Pirates, was that (like what happens today funny enough), you wake up, login to your emp and half your emp is dead. It wasn't the killing of pirates that was the problem, it was that they killed you while you weren't on. maybe if pirates took over zones without attacking UNTIL such a time that you engaged them.
Just a thought
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Maghetti123
Sergeant Major
Reged: 05/01/04
Posts: 203
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Re: Matt's Top X fixes for Neveron
[Re: buc]
#157579 - 02/24/10 03:13 PM (67.236.132.187)
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decent idea, but it does not address the hell pirates were at higher levels. Also, and i think this is the most important point, pirates DEFINITELY take away from player on player interaction and battles, which is something we are wanting to encourage, so the only good use i see for pirates is something to train noobs like quests.
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Matt's Top X fixes for Neveron
[Re: Maghetti123]
#157581 - 02/24/10 03:19 PM (210.86.1.168)
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I disagree. There was a whole new element pirates brought to the game. Mercing factions/emps were setup to primarily kill pirates. It gave emps new possible streams of income, and larger emps, different costs. I had my own emps setup for fighting pirates and they were great! Now obviously the multi-range towers would do some serious damage atm, and you'd need to re-address the high lvl pirates, but hell, i remember mercing for all my old enemies, killing their pirates. for chet, havok etc etc. was great in many areas. Let mercs move through pirate-infested areas without doing damage to the local defences etc. I think the concept has some real benifits, its just that the way it was implemented was too damaging.
I had fun with pirates, but i didn't own a large emp.
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Maghetti123
Sergeant Major
Reged: 05/01/04
Posts: 203
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Re: Matt's Top X fixes for Neveron
[Re: buc]
#157583 - 02/24/10 03:29 PM (67.236.132.187)
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You didn't disagree with me. You quite openly admit that with pirates around people spent significant amounts of time fighting pirates rather than fighting human beings. And you did not address high level pirates, which were a dangerous thing to deal with back in the day, even when you had far more pilots compared to today. Today you do not have the pilots to deal with a million bv in pirates.
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Matt's Top X fixes for Neveron
[Re: Maghetti123]
#157586 - 02/24/10 03:39 PM (210.86.1.168)
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[11:26] <@buc`afk> they go into your zones [11:27] <@buc`afk> but dont engage your units [11:27] <@buc`afk> well, dont NORMALLY engage [11:27] <@buc`afk> :P [11:28] <+Rodon> so what do they do? [11:28] <+Rodon> wander around amlessly not causing mischief? [11:29] <@buc`afk> no [11:29] <@buc`afk> they hold up in important zones [11:29] <@buc`afk> and stop all production from them [11:29] <@buc`afk> com zone, no income [11:29] <@buc`afk> factory zone, no prod [11:30] <@buc`afk> pop, no workers
[11:37] <@buc`afk> just think about that! [11:37] <@buc`afk> pirates kill some stuff, but their main objective is to STEAL resources!
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Maghetti123
Sergeant Major
Reged: 05/01/04
Posts: 203
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Re: Matt's Top X fixes for Neveron
[Re: buc]
#157587 - 02/24/10 03:41 PM (67.236.132.187)
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Still not addressing my points about player on player interaction and the massive size of pirates in larger empires.
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Matt's Top X fixes for Neveron
[Re: Maghetti123]
#157589 - 02/24/10 03:43 PM (210.86.1.168)
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player interaction was good when there was pirates, and massive size of rats in big emps, well, just dont code there to be so many.
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Katrar
Major
Reged: 09/15/02
Posts: 1314
Loc: Seattle, WA USA, Terra
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Re: Matt's Top X fixes for Neveron
[Re: buc]
#157592 - 02/24/10 05:57 PM (67.170.89.133)
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Pirates may have been fun for the mercs that could go and engage them for profit, at their own terms and at times of their choosing, but believe me for the players they were hitting they were not a source of enjoyment, and they were a huge unnecessary drain on resources.
Mercenaries are definitely something that can be fun and engaging on Nev, but the merc-pirate angle can only be considered a highpoint in nev mercenary history in the context of just how little effort was ever actually spent on making mercs useful and cool.
-------------------- HoC Gaming - Come war with us!
The HoC Archive - Neveron's definitive historical document
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mattbuck
Eeyore
Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
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Re: Matt's Top X fixes for Neveron
[Re: Katrar]
#157596 - 02/24/10 08:18 PM (128.243.253.104)
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I liked pirate merc work - it was a chance to kill stuff without pissing anyone off and get paid to do it. Also you saw unusual units.
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Matt's Top X fixes for Neveron
[Re: mattbuck]
#157599 - 02/24/10 08:42 PM (210.86.1.168)
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Yeah. I think there must be a way that balances both sides. I have larger emps now, and prob wouldn't like big pirates. Then again, they'd prob all die in my cities >:)
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Pimpslap
Sergeant Major
Reged: 03/13/03
Posts: 365
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Re: Matt's Top X fixes for Neveron
[Re: buc]
#157601 - 02/24/10 10:45 PM (74.195.172.219)
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Quote:
Yeah. I think there must be a way that balances both sides. I have larger emps now, and prob wouldn't like big pirates. Then again, they'd prob all die in my cities >:)
You have clearly never had to spend weeks killing 10 mill bv in pirates. That all hit like 2 cities.
-------------------- Harbingers of Chaos
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Matt's Top X fixes for Neveron
[Re: Pimpslap]
#157602 - 02/25/10 12:22 AM (219.89.234.97)
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ah Pimp, I'd take that no probs. Send me 20 mil bv :P.
Note to 'future owner'. I dont ACTUALLY want that many pirates...
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Pimpslap
Sergeant Major
Reged: 03/13/03
Posts: 365
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Re: Matt's Top X fixes for Neveron
[Re: buc]
#157614 - 02/25/10 10:59 AM (74.195.172.219)
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Its even more fun after you get 10 mill bv in pirates that others find out you have pirates and hit you also, since pirates help remove or weaken tons of your defense.
Its a real joy.
-------------------- Harbingers of Chaos
COME WAR WITH US!!
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Comrade
Newbie
Reged: 02/25/10
Posts: 16
Loc: United States
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Re: Matt's Top X fixes for Neveron
[Re: mattbuck]
#157636 - 02/25/10 06:31 PM (74.240.3.204)
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Quote:
0) Remove the ActiveX login control.
I agree... this the only game I play online that uses it and it gets a bit annoying... Does anyone know why the ActiveX login control was installed?
-------------------- - Comrade [Comrades Commonwealth]-
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mattbuck
Eeyore
Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
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Re: Matt's Top X fixes for Neveron
[Re: Comrade]
#157637 - 02/25/10 06:33 PM (128.243.253.104)
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It was installed to try and enforce the 5 empire rule.
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Comrade
Newbie
Reged: 02/25/10
Posts: 16
Loc: United States
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Re: Matt's Top X fixes for Neveron
[Re: mattbuck]
#157638 - 02/25/10 06:34 PM (74.240.3.204)
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O ok I get it now... so if you see "primary login for a sixth empire" that was the reason for it...
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Comrade
Newbie
Reged: 02/25/10
Posts: 16
Loc: United States
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Re: Matt's Top X fixes for Neveron
[Re: mattbuck]
#157639 - 02/25/10 06:39 PM (74.240.3.204)
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Quote:
1) Remove all upgrades. Compensation to be paid to the tune of SQRT(upgrades/100)*cost of mech
I have never had an upgraded mech and I don't know much about upgrades so I cant say I agree or disagree with this at this time.... btw, how can a player get a upgrade? do they have to dp for it or what?
-------------------- - Comrade [Comrades Commonwealth]-
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mattbuck
Eeyore
Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
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Re: Matt's Top X fixes for Neveron
[Re: Comrade]
#157640 - 02/25/10 06:42 PM (128.243.253.114)
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You need to be lvl8 currently.
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Comrade
Newbie
Reged: 02/25/10
Posts: 16
Loc: United States
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Re: Matt's Top X fixes for Neveron
[Re: mattbuck]
#157641 - 02/25/10 06:45 PM (74.240.3.204)
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So once a player reaches level 8 then what?... they can buy them from market or something?...
-------------------- - Comrade [Comrades Commonwealth]-
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mattbuck
Eeyore
Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
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Re: Matt's Top X fixes for Neveron
[Re: Comrade]
#157643 - 02/25/10 07:12 PM (128.243.253.111)
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It costs to upgrade a mech, dependant on # of upgrades, rep and weight, it appears at the bottom of the mech info.
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