[UI] Raise Level Requirements

Discussion in 'General Archive' started by Confessions, May 13, 2017.

Dear forum reader,

if you’d like to actively participate on the forum by joining discussions or starting your own threads or topics, please log into the game first. If you do not have a game account, you will need to register for one. We look forward to your next visit! CLICK HERE
Thread Status:
Not open for further replies.
  1. In order to invade you had to be a high level to get in a rival companies upper maps. Raise whatever the current requirement is to something higher. This will solve a couple things
    -Your temporary players will become more permanent because it wont be punishing to play the game due to being so far behind
    -Your older players will continue to play because they want to invade... its ALL they do, make them work for it

    Adding to this...
    Make the upper maps more secure for home team company
    Add a special timer that after it reaches zero a damage over time effect occurs while an enemy is in any of the rival company maps, jumping back to -5 wont reset timer, you have to goto 4-4
    don't cater to people who complain, make the timer 3 min or less
    Add a safe timer for players that have been destroyed
    If they engage enemies the safety blanket is gone, make the timer viable 15min or something
     
    Last edited by moderator: May 14, 2017
  2. 3 min is not very long. It takes longer than that to go from 4-4 to x-8 maps. Now that I think about it, it takes me 3 min to go across x-5 maps period. DO pushes players into invading before they are even level 10 with both PVE and PVP missions. Just my thoughts.

    At times, it takes a very long time to pop a base. The more defenders and/or the higher the base level, the more time needed. Also, hunting takes forever to get one kill without detection and/or staying alive before/during/after the attack. If you attack someone, you could find yourself running around for 10 minutes before getting out of a map safely and to do that without the ability to fight back seems odd.
     
  3. The protection of low level players has been an issue for several years and as such DOES need to be addressed. I do not believe this is the solution to it though. There are different missions that require you to remain in enemy territory for a length of time to complete. This does not mean they are attacking anyone and are just wandering around trying to avoid being found. The better solution, which has been suggested, is a strength/level block. This prevents a UFE from attacking a non-UFE (in the lowers) or a level 20 from attacking a level 10 player, the gap has never really been decided but has been suggested 5 level separation. But the whole issue is that NO ONE wants to PROTECT the NEW players in the game anymore. Before the UFE was added we had Portal Guards who sat at Port looking for the enemy to jump in and would report these to the Protectors of the maps to take care of them. NOW we have the Jump Chip that allows them to appear in the maps at will.

    The timers are a bad idea as stated by PSK~SUNDANCE there is a lot of time used just to locate a target or to get to a certain map (if using Portals) and this has nothing to do with attacking or being attacked. A better solution to the timer would be a Kill Counter, killing the same player or a certain number of players in a map and you are sent back to your home maps. This would force the enemy to keep moving through the maps and not select an empty map and keep killing the same player over and over.
     
  4. Its been over 7 years and EIC, VRU, and MMO have yet to provide their space pilots with a means of protection while working.
    The irony of a 3 min timer is not lost on me. However there is a jump CPU which makes traveling faster. The DOT (Damage over Time) effect won't be like radiation zone where its like 1% of your health per second, so escaping will still be viable it will just make it impossible to use repair bot to heal. In which case you can use battle repair bot or solace/aegis. I'm thinking like 80-200 damage per second, almost like a saimon or lordakia constantly hitting you. The damage will be absorbed appropriately by shields and such. The DOT could be scrapped completely for a debuff effect that increases to counter boosters and upgrades and pilot bio. For example:
    For each kill every modifier increases until it caps out at 100% reduced damage in which case you should get a trophy for being able to kill someone with a 95% reduced damage modifier.
    1) 5% reduced damage
    2) 10% reduced damage
    3) 15% reduced damage
    4) 20% reduced damage... and so on

    What sucks about this: people buy boosters for an advantage. Maybe sell a protection? Some sort of shield that makes you invincible to pvp damage for a prescribed amount of time unless you initiate an attack. Cons: UFE will buy boosters and protection to use to hunt people who cant buy protection and then begin their onslaught on those without protection while they are safe from being killed. The Protection would work both ways... Maybe make it a credit bought booster? That way NEW PLAYERS can afford it. UFE have plenty of credits so price doesn't matter to them. You're encouraging returning players to get in and safely get stronger in which case... Make the protection only for people below certain levels. I'm level 18 but I get pooped on by UFE when I'm farming cubikons. Level 20 and below?
     
  5. It would be much easier to implement a PROTECTION on the lower maps where players (say level 20+) are not allowed to attack players in the enemy lower maps, unless they are attacked first. This would be just like x-1 protection where you can not be attacked unless you start a fight with the enemy pilots and would only be effective for pilots in their home maps x-1 to x-4.

    Again the DOT is not acceptable as this will only reduce the time a player can sit in the map and not really affect their ability to one shot NEW players.
     
    neoonoma likes this.
  6. batata

    batata User

    I think a protection (or matching) based on equipment would be more effective then one based on level as level may not be equivelent to ones power.
    The game should know if u are sub-fe, fe, sub-ufe or ufe and reward kills only for higher or equal class then u.
     
  7. The equipment based idea has already been proven broke. Just look at UBA.
     
    neoonoma and Sapphire like this.
  8. I agree with both of these posts, in practice there should be a way to distinguish between the different levels of equipment owned/used. The problem is (and has been proved in UBA) "matching" is not working and warping into a different ship can cause issues with the "match". The player level can be a better way of doing this, but can also be affected by a PtW attitude player over a FtP but then they may not know all of the escape/defensive practices even though they have a FE ship at level 10 trying to attack a sub-FE level 16 player who has worked hard to become what they are and learned tricks to defend themselves from attack.
     
  9. batata

    batata User

    U forguet that uba as to match two players for a fight and if it finds no one it will just match u with who ever is available, my idea just sees: ok this ufe poped a sub-fe (computing) reward = 0 and thats it, it doesnt need to match u with someone for a fight like uba.
    Also u saing that bc BP cant program it right then it is impossible ? (if yes then gaming industry is in serious trouble :D).
    Moreover i dont even think they realy try to match players at all in uba.
     
    PSK~SUNDANCE likes this.
  10. neoonoma

    neoonoma User

    They should match player according to ship kill count and not according to rank,since you will be called a noob for having either a lieutenant rank or a colonel rank.And yes they do match you with whoever is available.
     
  11. I understand what you are trying to say but how is this a PROTECTION? The rewards are not important to many of the players killing everything they see in the maps. The kills being added to the RANK System is all they are looking for, even the "Pushing" punishment can be reworked to prevent a further attack after a certain number of kills, in a 24 hour period, of the same player giving that player a protection from this player after "x" kills.
     
  12. batata

    batata User

    I assume by saying "0 rewards" that:
    Nothing goes to rank system
    No honor
    No experience
    No titles
    No mission count
    aka NOTHING :cool:
     
  13. I did understand what you were saying but, I believe the problem would be in the KILL record where you are assigned the points per ship kill. It would be too hard to separate the honest earned kill from the "0 Reward" kills. This is the main reason the Lordakia and Streuner were removed from the NPC kill Point computation.
     
  14. batata

    batata User

    omg u are killing me man XD, "0 rewards" means exactly that ZERO everywere!!! :D
     
  15. Please close thread, I was butthurt about being killed while trying to cube. There is no easy solution to stopping the UFE players from griefing weaker or new players. The protection sounds nice but 1 hr and die 5 times to get it isn't appealing.
     
  16. Deter

    Deter Board Administrator Team Darkorbit

    Closing as requested.
     
Thread Status:
Not open for further replies.