Jump to content

Proposal For Community Warfare


5 replies to this topic

#1 Lewellyn Frost

    Member

  • PipPip
  • Elite Founder
  • Elite Founder
  • 21 posts
  • LocationRobinson, in the Draconis March

Posted 30 November 2012 - 04:42 PM

MechWarrior online – Proposal for Community warfare

Lewellyn Frost




Over view:

The following proposal lists several ideas for how the broader community warfare of MWO could be conducted as observed through my gameplay of MechWarrior online and my experience with the BattleTech universe. All the concepts below can be quickly navigated using a simple GUI, similar to the way space travel was managed in Mass Effect 2 (EA 2010). The various menus and options can be quickly selected by right clicking on an object and having the available options presented to the player.

On the greater Inner Sphere map, locations of players’ avatar, known as a Player Character (PC) Pilot and currently owned BattleMechs will be highlighted on the star system map. Locations of player group (i.e. A registered group/clan/Mech corp. of MechWarriors, with roster of PC pilots, operating towards a common goal under some form of command structure) assets, affiliated PC Pilots, controlled systems and enemy factions can also be indicated on the map.

NPC units can be hired to assist in battles but can not be controlled. They allow players to act as a real MechWarrior would, as the tip of the spear driving the battle, with the rest of the armed forces providing the haft, supporting the attack. Players will have the ability to construct and raise their own planetary communities gaining benefits and income, but also giving ownership and makes players want to defend their hard won and constructed assets and become a point of conflict with other players who covet others power.

I hope that through these means players and player groups will gain notoriety through conquest and honour through defence of the planets they control. With the proposed Battle Cycle system, there will always be action somewhere. Player groups with similar play times will naturally migrate towards each other to enable their Battle Cycles to coincide. Like a living, breathing BattleTech universe, there will always be a battle, star system changing hands or valiant defences against over whelming odds to hear about in the greater community. Enabling a dynamic world that is exciting and deadly, that can be reported on by people in the wider community forming another layer of realism and interaction.

1. Community warfare on the greater Inner sphere map:

Unlike with the random battles currently implemented in the game - in community warfare, the Inner Sphere map places restriction on the battles a player can participate in. There are two factors which dictate the battles a PC pilot can engage in.

A player can only engage in battle if:
A.) Their PC pilot is on the planet the battle is taking place or aboard a drop ship in the star system where the battle is taking place, and;
B.) The PC pilot has Mechs available that are stored in a Mech bay on the planet the battle is taking place and/or aboard a drop ship in the same star system.

This introduces a level of equipment availability, logistics and planning that has been instrumental in the battles that have played out in the history of the Inner Sphere.

2. Star Systems:

Each star system is unique, with a varying number of planets, some planets will be uninhabitable while others are seemingly paradise. With no match exactly the same the level of excitement pre-match and the thrill of the unknown will reflect what it is like to engage in real Mech combat.

3. Planets:

A majority of combat that will occur in will be on a planets surface. Planets come in many different sizes and with many different climates and terrains. Planets will rotate around the star systems sun in real time. Each planet will have a unique battle map representing the distance from the systems star, climate, terrain and level of human influence. This enables each planet to have a unique and changing battle map.

Several factors which have an influence on the planet are;
a. Size;
b. Type;
c. Distance from the systems star; and
d. Type of star at the centre of the system.

This will be the basis for the planet itself which has an effect on what type of map will be generated. For example a planet that is around 149 600 000 km from Yellow Sun would be very Earth-like. Planets towards the outer edge of star systems would tend to be either frozen or barren rock, while planets closer to their suns would be hotter and more arid. Systems with blue giants at their centre would be hotter overall so earth like planets would be found further out while systems with red dwarfs would be cooler and have more frozen planets. Larger plants will have more gravity while smaller planets will have less. Some planets can even be gas giants, that while the surface is uninhabitable, orbital mining stations or moon bases can be fought over, low gravity and jump jets can be a dangerous combination with the possibility of falling into space a constant threat.

This gives us the basis for what type of terrain can be fought over. Other factors that will affect what type of map will be fought over are;

a. Rotation, if any of the planet
b. Current orbit of the planet around the system star (seasonal climate)
c. Level of human colonization, and;
d. Random weather effects

To this end no battle will exactly the same, even on the same planet. One match could be in the early morning, with an unseasonal fog. The next match could be a monsoon that had built up in the humid morning limiting vision but increasing Mech cool down. As will be covered later, player groups will have options to develop planets under their control. Several buildings could have been constructed with defensive turrets which can change the dynamic of the battlefield in favour of the defender, there are limitless possibilities.

4. Battles:

Battles are fought on a battle cycle that is set by the controlling player group. Each planet is allocated a battle cycle in which in can be attacked. This battle cycle is a window of six (6) hours every 24 (24) hours where a planet they hold can be attacked.

When the six hour cycle starts, the planet map will open and players can choose to join as attacker (if they are not a member of the player group) or defender (if they are a member of the player group), or as an ally of either the attacker or defender if they are in a position to do so (explained in 12. Attacking / securing planets and star Systems).

Defenders and attacker can join a match at anytime. Defenders (members of the player group that currently controls the planet) are deployed from a Mech hangar or friendly drop ship on the planets surface. Attackers (members who are not part of the player group who controls the planet) are deployed by drop ship.

Attacking player groups place bids to attack planets. If multiple player groups bid to attack the same planet they can choose to be allies or enemies. If both attacking teams choose to be allies and they are victorious, all assets on the planet that are not destroyed are reduced into their C-Bill amounts and split evenly between the players that participated with a higher percentage given to those who spend a greater majority of time in the battle. However ownership of the planet stays with the controlling player group and can not be fought over for another 24 hours, this is to simulate the reactions of a force that is clearly out numbered retreating and forming a resistance movement.

Defenders can halt an attack prematurely if they are able to destroy the attackers drop ship/s and any remaining attacking Mechs on the map.

At anytime a pilot can leave the battlefield to rearm and repair by returning to either the Mech hangar or to a friendly drop ship. However rearming and repairing is restricted to 75% of maximum and is charged at a rate of 1.5% above normal.

If a Mech is destroyed or disabled during a battle it is locked until the battle concludes. A player may choose another Mech, if they have one to rejoin the battle, however only Mechs that are on the planet or on a drop ship in the system can be used. There is a 15min cool down before a pilot can rejoin a battle in progress in a new mech.

If a player chooses to leave the battle completely they will be unable to rejoin until the next combat cycle, they will however be able to join another battle in the same system if they have another BattleMech available. If the defender still holds the map after the 6 hour window the planet is retained by them. If the attacker destroys all opposition and captures all buildings the battle ends with control of the planet passing to the attacker.

4. Economy:

Apart from income from battles, Player groups can control and develop star systems. Spending C-Bills on a specific planet as well as the income from Non-Player Character (NPC) Transport that travels through star system will, over time, cause the planets within the star system to improve NPC services available and increase the base income generated for the controlling player group.

Player groups can influence this by constructing player group structures to provide specific services and facilities for their own use. These facilities can then, in turn be used by PC pilots that are not affiliated with the player group who controls the star system, to reduce costs and gain access to unit production facilities.

A portion of all purchases made in a star systems are paid to the controlling player group. By utilising this trade structure player groups will fight over profitable territory, smaller player groups can take advantage of lower prices and the facilities available to purchase advanced systems such as drop ships and support units which can then be used to attack planets and secure star systems.

Income payments from planets are made at the end of each battle cycle, to the current controlling player.

5. Mech storage, rearm and repair:
Mechs can be stored on any planet. Planets will provide different Mech services, depending on what facilities have been constructed on that planet. So a planet with no infrastructure would have significant costs attached to any repairs and rearming. While a highly developed planet will have reduced repair and rearm costs to reflect the competition between service providers.

6. Movement within the Inner sphere:
The only ways for a player to move their PC pilot and Mechs around the Inner sphere map is either via NPC Transport or to utilise player and/or player groups owned and controlled drop ships (intra-star system travel) or a combination of Jump Ships and Drop Ships (inter-star system travel).

NPC Transport:

NPC Transport acts similar to a package delivery service for your PC Pilot and/or Mechs and any equipment. Any player can use the NPC transport systems to move either their PC pilot and/or any of their mechs and equipment around the inner sphere.

NPC Transport cannot be utilised to perform a hostile action, such as attacking a planet, however it can be used to transport a drop ship you own to a star system prior to launching an attack using the drop ship. A delivery fee is charged based on what is being transported (Passenger fee and/or tonnage of Mechs plus any excess equipment) and the distance being travelled.

Player groups can place restrictions on who can travel to systems controlled by them via NPC Transport; however they have no control on player group Jump ships or Drop Ships, PC pilots leaving or passing through their system or have any ability to influence or alter NPC transport routes.

Distribution of NPC Transport income:

NPC transport travel through systems along a pre-existing route. Each system travelled through gains a percentage cut of the total cost of travel with the starting and finishing systems receiving a 10% larger portion of the income. This is due to the requirement of shuttles / drop ships to get the PC pilot and/or Mech/s from the jump ship to its final destination on a planets surface. All NPC Transport have a final destination onto a planets surface, this cannot be utilised to conduct hostile action against a planet.

If travel restrictions are set for a star system, the controlling player group receives no payment from NPC Transport through their system.

7. Drop Ships:

Drop ships can be used to deliver Mechs, supplies and troops from a Jump Ship or between planets within a star system. Drop Ships have a limited cargo capacity, measured in tons. Depending on the chassis and variant drop ships can be heavily armed and armoured.

These range from unarmed and poorly armoured, civilian grade Drop Ships, right through to military grade assault drop ships. Weapons system on drop ships can only be used against static defences and NPC offensive and defensive units, both on a planets surface and in space.

If a commander mounts an orbital command link module on his Mech, he can request a Drop Ship to land, take off and direct fire against enemy Mechs from a drop ships weapons systems.

Drop Ship attack options:

Certain drop ship chassis have the ability to perform aerial deployment of Mechs IOT clear a landing zone or perform quick attacks against weak targets. Mechs equipped with jump jets can use their jump jets to slow their decent to avoid damage, however Mechs that are not equipped with jump jets must purchase a single use disposable landing harness, which when attached to their Mech allows for a slow, computer controlled landing.

8. Jump ships:

Once purchased, Jump ships allow players and player groups to circumvent the NPC Transport routes and transport drop ships between systems. Jump ships are the only way to transport drop ships to engage in hostile action outside of a star system. Jump ships come in different variants ranging from unarmed civilian jump ships for transporting single civilian grade drop ships, through to invasion level military jump ships, capable of transporting multiple drop ships, complete with fighter wings and ship to ship weaponry.

Before a space fold jump can be executed, the ships jump drives, known as K-F drives have to be charged. K-F drive recharge times vary from 7 days in cheap older versions to around 24 hours for advanced military systems after a jump is conducted. A space fold jump has a maximum range and while jumps can be made in any direction, the destination must be a star system.

9. Player groups:

There are several options for player groups within the MWO universe. Whatever it may be - a mercenary corp., a house guard or a clan – a player group can be set up as a dictatorship, democracy or a committee. Once this is established any action taken on behalf of the player group must be agreed upon by the majority of voting members. A player group is not to be confused with an NPC Faction that players can be apart of.

Player group leaders can allocate privileges to player ranks and/or individual players. Player groups can work together for a common goal, gain income from systems under their control, purchase material and equipment for use as player group resources and pay salaries to their members.

Privileges allow players to perform certain actions, for example but not limited to; Jump Ship control and destinations, Drop Ship allocation and hostile actions, construction projects within controlled star systems, NPC support unit allocation and star system travel restrictions need to be supported by a vote before it occurs. Player groups can also purchase equipment, Drop Ships, Jump Ships and hire NPC support units to be used to expand their influence throughout the Inner Sphere.

All these options can be access from the Inner sphere map under the player group tab, which acts in a manner similar to the MechLab.

Contracts between player groups:
Player groups can raise contracts with other player groups to perform actions such as defending a star system, attacking a star system, or as part of non-aggression pacts or mutual support pacts. The time lines for these and costs involved can be negotiated by both parties. Any breach in contract by either party will be noted and a player group will be known as a contract breaker.

Player group benefits:
Player groups can provide benefits to the players affiliated with their group in many ways. Group funds can be allocated for use to assist in the transport, construction, repair, and rearming of affiliated PC pilot Mechs.

Player group income:
As aforementioned, Player groups can purchase equipment, Drop Ships, Jump Ships and hire NPC support units to be used to expand their influence throughout the Inner Sphere. The funds to do so can be generated through the following means:

1. A group tax, levied against all members of the player group for a percentage of the total income gained in a battle. This can be adjusted by the leaders and / or Officers of a player group, depending on privileges. This tax can be adjusted and has the option to be applied to all battles or only battles that take place on the Inner Sphere map.

2. When a player group takes and holds control of a star system, income generated by the planets contained within is deposited into the player group account.

3. When a player group takes and holds control of a star system, income generated by NPC transport passing through that system is automatically deposited into the player group account.

Player group income can only be collected over time from controlled star systems or through taxes on income from combat. Funds can not be transferred from individual accounts to player group accounts nor can funds from player group accounts be transferred to individual members. There is no transfer of C-Bills between accounts.

10. Player constructed structures:

Player owned construction projects are similar to Mech bays and can be purchased with MC. All building construction costs are all in C-Bills. Players can build structures on planets that are controlled by their affiliated player group. Buildings can give a bonus to:

1. Income generation (e.g. raw materials and factories) and/or;

2. Reduction in costs to repairs and refits (MechLab and munitions factories) and/or;

3. Enable NPC unit production (barracks, vehicle factories, Mech factories and AeroTech factories/airfields) and/or;

4. Spacecraft production (space ports, navel yards and orbital construction stations).

The cost of a building varies and the ability to construct advanced buildings may depend on other buildings already being present on the planet. Once a player has built a structure on a selected a planet, the structure can not be moved. All construction slots are tied to the owning PC pilot account. Any buildings built in a construction slot owned by a player, pay a portion of any income generated from that building directly into the PC Pilots account. If a structure owned by a player is lost due to being destroyed or captured by an opposing player group, the construction slot is cleared, and a new structure can be built elsewhere.

If control of a planet is lost, all income and benefits are temporary lost for the player and player group that has lost control of that building and every other building on that planet. If control of the star system is lost, the building is lost. When a player group captures a star system all buildings on the planets within are placed into the player groups assets. If a player group asset is destroyed or sold, the construction slot is lost.

As when a Mech is damaged in combat, Player group constructed structures can also be damaged during a battle. These can be repaired in the same manner as Mechs are in the MechLab. Damaged structures produce less income and/or reduced benefits depending on how damaged they are. A structure reduced to 90% of full repair will produce 20% less income/benefit while a structure reduced to 50% repair will produce no income/benefit.

11. NPC Structures on planets:

NPC Structures come in various forms. At the lowest level these will include raw material collection structures like open cut mines, chemical plants and light residential these will give way to factories, commercial and residential blocks and administration buildings. The rate of construction will be influenced by the income generated by NPC Traffic within the star system combined with the amounts spent in repairs and refitting by PC Pilots on each individual planet. This means that player groups can have a direct effect on the profitability of systems and planets they control. NPC structures can be beneficial, however are inferior to the structures that can be constructed by players.

12. Attacking / securing Planets and Star Systems:

Planets can only be attacked / secured through use of a player controlled Drop Ship. This is to provide the manpower and equipment necessary to capture / secure a planet. Multiple Drop Ships can be used to attack a planet at the same time, up to a maximum of three per planet. Drop Ships have minimal restriction on where they can land, however some defensive structures can engage and destroy drop ships and should be avoided. The process of landing and disembarking from a Drop Ship is an extended process and may leave both the drop ship and any deployed BattleMechs vulnerable.

NPC infantry can capture structures more effectively than a BattleMech. The infantry themselves can only be delivered to a structure or capture point by either land (APC) or aerial (helicopter) assets. Depending on the mode of transport, these assets can only be controlled by PC pilot in a Mech mounting a command module.

A planet is considered captured once all enemy units (static defences, NPC defenders and PC piloted Mechs) are pacified or destroyed and all player constructed structures are captured or destroyed. If a planet does not have any player group constructed structures then three capture points will be spawned across the map. The attacking team must defeat any and all enemy units (static defences, NPC defenders and PC piloted Mechs) and secure the capture points with NPC infantry. A star system is captured when all planets contained within are captured and held by the same player group.

13. NPC support units:

NPC support units come in either ground or aerial support units. These can be squadrons of tanks, hover tanks, wheeled scout buggies, helicopters, fighters’ bombers and infantry. Ground support vehicles can only be deployed from a landed drop ship. NPC aerial support craft can be deployed from orbit if they are capable of outer atmosphere flight. If they are not they are restricted to deployment after the Drop Ship has landed. A PC pilot in a Mech mounting a Support Unit Command module can issue orders to NPC ground and aerial support units using the battle map.

Aerial support assets capable of outer atmosphere flight can make preliminary strikes against targets on the ground prior to the launch of Drop Ships or can be commanded directly, after making land fall using the battle map. Many aerial support craft have limited munitions and will return to the Drop Ship that deployed them once they have expended their payload.

Controlling NPC Ground and Aerial support assets:
A PC pilot mounting the correct module can issue command to support units to aid in the defence or attack of a planet. Commands that can be issued are:
1. Move to
2. Patrol
3. Defend area
4. Ambush
5. Clearing patrol
6. Attack, and;
7. Fighting withdrawal.

1. Move to:
The selected unit will move to the selected location, via the shortest route, ignoring enemy units.

2. Patrol:
The selected unit will move to the designated location, by means of the shortest route, engaging enemy units that it encounters. Once it reaches the destination it will return to the starting location and repeat the process.

3. Defend Area:
The unit will move to the chosen location, via the shortest route, ignoring enemy units. Once it reaches the designated area, it will engage enemy units and pursued them for a short distance before breaking contact and conducting a fighting withdrawal back to the original designated defend location. This is the default stance for support assets that have not been issued orders.

4. Ambush:
The unit will move to the designated location, using the shortest route, ignoring enemy units. Once it reaches the designated area, it will shut down and await an enemy to approach close by. If an enemy unit passes close by the unit will power up and engage with the full force of its weapons for an alpha strike. The unit will then conduct a fighting withdrawal back to the drop ship that deployed the unit.

5. Clearing Patrol:
The unit will move to the nominated location, passing through the shortest route, engaging any enemy units it encounters. The unit will engage enemy units and pursued them for a short distance before breaking contact and conducting a fighting withdrawal back to the original path of travel. The unit will then continue towards the original clearing patrol destination.

6. Attack:
The unit will move towards the target, by means of the shortest route, ignoring enemy units and only engaging the designated enemy unit. Once within optimal weapon range the unit will split up and attempt to encircle the designated enemy unit.

7. Fighting withdrawal:
The unit will cease any orders or actions that it has currently been given. It will move back, via the shortest route, towards the drop ship that it deployed from while firing defensively at any enemy units that enter its weapon range.

Conclusion:

The use of the simple GUI, allowing access to the various menus and options gives players easy control of where they, their assets and friendly players are on the Inner Sphere map.

NPC units can be hired to assist in battles but can not be controlled. They allow players to act as a real MechWarrior would, as the tip of the spear driving the battle, with the rest of the armed forces providing the haft, supporting the attack.

Players will have the ability to construct and raise their own planetary communities gaining benefits and income, but also giving ownership and makes players want to defend their hard won and constructed assets and become a point of conflict with other players who covet others power.

Player groups will be able to support their warriors in many ways from salaries and bounties to Mech and equipment support. This will bring a level of realism and will allow player groups to work to some real tangible goals.

Players and player groups will gain notoriety through conquest and honour through defence of the planets they control. They will gain prestige as contract keepers or become un-trustworthy contract breakers. They have control over how the greater Inner Sphere perceives them.

With the proposed Battle Cycle system, there will always be action somewhere. Player groups with similar play times will naturally migrate towards each other to enable their Battle Cycles to coincide. Like a living, breathing BattleTech universe, there will always be a battle or a star system changing hands to hear about in the greater community. Enabling a dynamic world that is exciting and deadly, that can be reported on by people in the wider community forming another layer of realism and interaction.

Having supporting units restricted to NPC units allows players to focus on being a MechWarrior. They allow players to act as a real MechWarrior would, as the tip of the spear driving the battle, with the rest of the armed forces providing the haft, supporting the attack.

Having the ability to construct and raise your own planetary community gives ownership and makes players want to defend hard won and constructed assets. Through these means players and player groups will gain notoriety through conquest and defend with honour and pride the star systems that rely on them to be the stalwart shields of the people.

I want there to always be action somewhere. Player groups with similar play times will naturally migrate towards each other to enable their battle cycles to coincide and battles will be fought at anytime, like a living breathing universe. Enabling a dynamic world that is exciting and deadly, that can be reported on by people in the wider community forming another layer of realism.

Thank you for taking the time to read my ideas,

Lewellyn Frost

#2 Quad Ace

    Member

  • PipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 179 posts
  • LocationMichigan

Posted 30 November 2012 - 08:26 PM

Wow. As epic as this would be, the hardcore playerbase would have to be enormous. Could MWO evolve into this? Absolutely, but what you describe is WAAAAAAYYYYYYYyyyy down the road. Great post though. I may try to distill it into something that I think could work over a shorter timespan, as some of the ideas here would be great to see.

Gonna need a PvE engine though.

EDIT: I've played EVE on and off since 2005, so this is relevant to my interests. =D

Edited by Quad Ace, 30 November 2012 - 08:28 PM.


#3 Lewellyn Frost

    Member

  • PipPip
  • Elite Founder
  • Elite Founder
  • 21 posts
  • LocationRobinson, in the Draconis March

Posted 30 November 2012 - 10:50 PM

Yes it is massive, and thank you for your feed back, it is appreciated, makes the hours of typing and revision worth it.

My proposal allows for room to grow, every journey begins with a single step.

At first it could be implimented with only a hand full of star systems, and grow as required with the player base growth.

A few of the basic features, like the control of planets and star systems would come in first with custom battlefields and player constructed buildings to follow.

This game has so much potential, why not push the envelope?

Edited by Lewellyn Frost, 30 November 2012 - 10:54 PM.


#4 Turook

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 60 posts
  • LocationAustralia

Posted 15 December 2012 - 05:56 PM

/Applause
Some very good stuff in there.
Would definately make the game into something epic.

#5 Skye Storm

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 250 posts
  • LocationPeriphery

Posted 15 December 2012 - 07:51 PM

So umm yay, love it.

#6 Damon

    Member

  • PipPip
  • 43 posts
  • LocationWyoming

Posted 15 December 2012 - 11:28 PM

Holy handgrenades Batman! Thats a long and indepth post.

Overall, good idea. It allows for an indepth economy with the ownership of planets in strategic areas to be more prosperous, and hence, more prone to attack. It allows for the development of said planetary system to provide more bonus' to the owner but also the ability of an attacker to eradicate such bonus'. Something akin to the Mercenary Review and Bonding Commission (MRBC) from the actual cannon BT Universe with contract records for units is awesome. That combined with the ability to 'hire' player units for missions is great. The battle cycles is a good idea but needs some tweaking. Personally, I wouldnt want to have to have an entire Battalion of my Merc Group online 24/7 to protect our planet we owned. So the battle cycles are a good idea that need to be fleshed out but good going! The individualized planet maps would be great, but right now, thats a lot of maps to fit all the varieties that the BT Universe could offer. The devs would have to shut everything down and just work on churning out maps in order to fill that order, and they wouldnt be able to. Some semblance of that idea, sure, great. The whole idea would just be too tall of an order for the devs Im afraid.

The part that irked me was the NPCs. PGI has stated in the past that they are not considering putting in any other form of combat besides Players in BattleMechs. So I do not think that they would throw in NPC units that would have a direct effect on Players battles. However comma pause, they could be added as fluff in a manner of speaking. They would not be active participants in battles, but could affect the ability of an attacker/defender to change the overall outcome. This runs into another problem however: this would lead to player groups with the most CBills/MC to be able to 'buy' an enemy held system. Overall, the NPC aspect would have to be very in depth and complicated, hopefully not but worst case scenario, to have it effect the Players experience in MWO.

A note on the battle cycles that just dawned on me. If a Player Group wishes to attack an enemy held star system, the attack needs to be declared a certain number of hours prior to the actual assault. This delay time would represent the transit time from a systems jump point to the target planet via dropship. Note: pirate jump points would not be available to the IS forces seeing as the necessary skill, training, and equipment precision makes these maneuvers exceedingly dangerous to IS vessels. When a player group designates an attack, they would have to use the transit options you have mentioned, NPC or Player group assets, and the number of personnel that would be participating in said attack. The delay time could be a set universal value of say 6 hours, or it could vary depending on the actual distance from the systems Nadir/Zenith Jump Points to the target planet. This could be something like 2 hours to 10 hours. A static number would most likely be easier on the community and the Moderators. This would allow a decent sized Player Group to not require an entire unit to be online all the time and to allow for the element of surprise for the attackers. Any way you set it up, theres going to be negative aspects that will annoy players in one way or another.

Overall, great idea. NPCs, bad idea/extremely complicated. Good, thoughtful, well rounded idea for community warfare. I wonder how this fits with the devs current workings/ideas for how it will be implemented....





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users