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Skyroguen

Pathfinder
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Everything posted by Skyroguen

  1. i can't post any more because i'm dead....see last post.
  2. you need to build a bank before you can attempt a claim. i am betting that other will also need to build a bank before they can contest the claim.
  3. But we are having so much fun Don't forget the password is..... <transmission ended at the source>
  4. contact the MiB for an explanation. ask for Bob.
  5. music should be Metallica songs played as Muzak like in elevators
  6. i agree. I don't want a land lord either. I don't mind helping someone out and letting them build a bit on my land, but I want to own my own piece of land. I m not looking to own an entire island. just a small piece with a little room to grow. the old flag system was fine. I had about 3 flags worth of land and 3 seas claims to secure the coast. They just need ti limit the number of flags. 1 to 2 per person max would be fine. it takes about 20ish to 50ish flags to own a whole island depending on size. average 4 islands per grid soon to be 5. 225 grid minus homeports, golden age, lawless, and polar. leaves about 114 grids on the current world map. at 5 island per grid this leaves about 570 islands. with about 20 to 50 flags per island is about 11400 to 28500 flags. this is not a bad option. of course they want a population of about 40000 players. As a solo player I could easily live with a single flag plot. the problem is going to be coastline. which is more limited.
  7. I think they should have divided each island up into predefined territories. Theses would have definite borders with the near by territories, i.e. no overlap. place a flag in a territory and it is yours to build as you wish within this territory. options to allow others to build as well. each play gets one flag. Shoreline territories would need to include the water nearby to allow for the building of shipyards and docks. to help prevent one person claiming entire islands make the flag a constructed item that requires materials, maybe some of them are rare or require multiple types. have this flag decay like buildings and requires resources to maintain. continue to have a claim time requirement but increase this time based on how many flag are already placed. limit the number of flags to the number of people in the company. A single player is a company of one. Limit taxation to 10% and make the building of a bank very expensive. Have a skill tree that would have other territory benefits such as allowing for higher taxation. increased territory allowance and reduced upkeep costs. require a territory to be visited periodically, say once a week. If the territory is not visited recently then upkeep cost will increase exponentially with each day missed. This will prevent abandoned territory from taking up space forever and eventually allow those territories to be claimed by others.
  8. We need to be able to invite people onto our ships. we could do that with Alliances.
  9. so instead of limiting part you limit how many individual separate building you could have. a couple of big building instead of a lot of tiny ones? my current build is pretty much one continues building that includes 3 large shipyard, 2 small shipyards, a workshop, barracks, stables, garage (for wagons), barn, lighthouse, couple of docks and a bridge.
  10. if they quit playing then even though they have no body and are waiting at the re-spawn screen they are still a part of the company and thus the company keeps the flag. the problem comes when the player quits the company. the company would need to give up a flag. of course if the player is required to place the flag and thus owns the flag then when he quits the company that flag leaves as well. the player now has a small chunk of land that the company no longer has. To deal with overlap issues i feel that the land should be own based on first come first serves. if two flag overlap the the flag put down first owns the shared area.
  11. PvP on a PvE server should only ever be consensual, such as when two companies agree to go to war. The should never ever be forced PvP on a PvE server. if you have a PvP zone then you are forcing PvP when you enter the zone. Not entering the zone is not an option because inevitably you will be required to to complete some objective.
  12. If I am understanding correctly your say limit the number of foundation based pieces per player. The other pieces would not be restricted, so you could build vertically as high as you wanted to. I am guess any piece that can be placed directly on the ground would count toward this count limit, but pieces that can only be placed on floor or attached to other pieces would not. This is actually not to bad an idea. I would go so far as to suggest that the first piece in a connected group count a say 10 pieces. but any adjoining pieces only count as 1. thus a 5 x 5 building would be 34 pieces but 10 individual pillars would be 100 pieces.
  13. My company held a territory of about 3 flags. We also had 3 sea flags to protect our coast. Our company had 6 people in it. I feel this was very reasonable. I think 1 flag per person is the way to go. a Company with 10 people could have 10 flags. A large company of 200 could plant up to 200 flags. this would be enough to take control of entire islands. the catch should be that this limit is applied across all sever grids. one flag means one flag per game world, not 1 flag per grid.
  14. they reduces the build limit on ships. If your current build is above the build limit you will not be able to replace a removed or lost item until you fall below the new build limit. Planks, Masts, Cannons and Decks all count against the build limit.
  15. On one hand I understand where you are going with this, but I don't think this kind of conflict is going to work for the PvE side. Most people that play PvE only want to build, trade and explore without losing everything to a raid from players. It's one thing to lose to the environment because you have a choice to enter that environment. you except the risk by choosing to travel or face down an NPC Enemy. But when players attack they take this choice out of it. On the other hand I like your idea of a bribery system, but I think it is better suited to the PvP servers. It might in fact solve some of the offline raiding issues that they are having.
  16. I could see connected as the restriction. I am down with that. However most structures of similar design in ARK were radius based. also what defines a connection. obviously shared snap points would work but what about overlapping foundations. would foundation within a certain radius of another count as being connected? what about pillare snapped beside another pillar. they are technically not physically connected unless you also have a couple of ceilings.
  17. After the wipe the biggest guilds will go out an attempt to claim their many islands. Others will spawn to those island to make their own claims thus preventing this from occurring. Large Guild will span huge populations to kill of anyone that spawns. if the timer reset like they used to then no one will ever successfully make a claim. if the timers are only stalled when contested then eventually the biggest guilds will succeed in claiming almost every island in the game. small groups and solos will of course just start building which will contest the flags. More likely the only way to contest a flag is to try and place one of your own, thus requiring that a bank has been built.
  18. I expect this structure will have a limited radius. this might prevent some of the foundation spam we will see. I am also wondering how many resource it will take to build this structure. It will probably require some hard to get resources or multiple types or resources. Just speculating of course.
  19. Agreed for the most part. The only time I have seen an MMO do a complete wipe is during alpha testing and when they moved from Beta to Release (SWG, CoH) and in most cases gave the Beta testers a few days head start. but never once it was released. of course Atlas is still in Developement, and is essentially in an alpha state.
  20. 500 hours in any game is a successful game for $30. remember the old days when a game had endings. Half-life was very success and had less than 500 hours of content.
  21. we offer safe harbor to any that need it. we allow overnight parking and willing to accommodate longer times if needed. we do not like it when people abandon ships in our territory as this just makes it difficult for us to build and harvest. we did have on ship abandoned in our territory but he was kind enough to leave the ship pretty far off shore in shallows, which had little effect on us. his character has since died from having been logged off for too long but the ship is still there. Another ship was abandoned in our neighbors territory near vital resources. my neighbor claims this has prevented those resources from respawning. Can ships do that?
  22. The distance icon represent how far from land you are. you get increases hunger based on this rating. the farther from land the faster your hunger and nutrition bars deplete. i think water is also effected.
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