Charging for Hubspace |
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Baesil
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Joined: 03 Jun 2013 Status: Offline Points: 19 |
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Topic: Charging for HubspacePosted: 12 Aug 2014 at 22:49 |
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Considering the nearly constant chatter about the unbalancing effect of permasat accounts, I am surprised there is so much resistance to the idea of changing the status quo of unlimited wealth storage with no possibility of risk. Veteran players and alliances can call upon literally billions of gold and resources, with the only real limits being caravan capacity (which doesnt exist for gold) and the remote possibility of a blockade. Newer players who are unaffiliated with wealthy players who have such access are at a real disadvantage.
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Angrim
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Joined: 02 Nov 2011 Location: Laoshin Status: Offline Points: 1173 |
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Posted: 12 Aug 2014 at 22:19 |
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Miradamian
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Posted: 12 Aug 2014 at 13:36 |
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What I am about to point out may already have been mentioned, but if you limit storage in a hub (i.e centrum) this will only cause surrounding hubs to fill up when players scatter their goods to take full advantage of hub limits per one hub. Large players have 5 - 12 traders to do this with.
Also, GM's pointed out early, when hubs came live, that they were temporarily invulnerable to thieving. I thought they would make the hubs vulnerable sooner, but I suspect it is still in their plans since they havent. |
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Aurordan
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Player Council - Ambassador Joined: 21 Sep 2011 Location: United States Status: Offline Points: 982 |
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Posted: 12 Aug 2014 at 04:59 |
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It would probably be easier to just give each hub its own value against theft, possibly with modifiers to race, and just let some of them be more secure than others (maybe based on standing or tax rate?).
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Rill
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Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Posted: 12 Aug 2014 at 02:06 |
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I like Angrim's idea, although I'm guessing it would be hard to code.
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Angrim
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Posted: 11 Aug 2014 at 22:49 |
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building on the suggestions of others here, i wonder if this would be playable.
1) allow thieves to be sent to and quartered at hubs as caravans and traders can be now, from the Trade Hub Orders screen. 2) count all thieves in residence at the trade hub from all players (see the caveat at 4 below) together as the hub's defence against theft. 3) allow thieves to be sent to steal from the hub. if successful, select the victim at random. each attempt can only affect one account's assets at the hub (but never the sending player's assets). 4) one's own thieves in residence do not count against attacks by one's own thieves. 5) players supplying thieves to secure the hub would gain a bonus their faction standing while the thieves are in place. 6) players caught attempting to rob the hub would suffer a penalty to their faction standing. 7) optionally, a new Guard tab could be created for the Trade Hub page logging thieves executed and, if made to confess, the players sending them. this would allow trade-oriented players visibility to any players making repeated attempts on a hub and allow them to take justice into their own hands if the situation calls for it. to my mind, this would make the security of the hub largely a player affair, allow the hub to take advantage of mutual interest in its own defence, and make well-used hubs like Centrum very secure while keeping hubs on the perimeter of the map feeling much more like the frontier trading posts they most resemble. |
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Angrim
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Joined: 02 Nov 2011 Location: Laoshin Status: Offline Points: 1173 |
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Posted: 11 Aug 2014 at 12:35 |
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@Rill: i was not including you in my prior comment, but clarification is always helpful. the difference you point out is exactly why i asked for players to make the distinction for themselves. whatever their actual motivation, complete comments like "worst suggestion ever" and "i dislike this idea. end of discussion" do very little to enhance the conversation. Epidemic has since come back to expand on his thought, so i stand by my request. Edited by Angrim - 11 Aug 2014 at 12:43 |
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Ficho
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Joined: 19 Mar 2014 Location: Split, Croatia Status: Offline Points: 85 |
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Posted: 11 Aug 2014 at 09:52 |
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Demolish all faction hubs, and make an option for alliance's trade hubs.
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Albatross
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Joined: 11 May 2011 Status: Offline Points: 1118 |
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Posted: 11 Aug 2014 at 09:35 |
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Again, it's one of those edges that doesn't look right to some players. There will be lots of those, with a game that has some features in common with reality. Some will want it simple, others revel in complexity, others want it real, and so on, but the 'right' answer is 'balanced and fun', sometimes foregoing the others.
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Epidemic
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Joined: 03 Nov 2012 Location: USA Status: Offline Points: 768 |
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Posted: 11 Aug 2014 at 08:59 |
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Those numbers are chump change for those of us who trade and gather. 2M res can be saved up in a few days, if I only had 500k adv. and basic harvestables i'd petition the game and tell them to find my missing millions! and 25k for others? I have 50k+ of a lot of rare minerals, herbs and animal parts hoping they'll be worth something one day. No way is this game going to penalize players who actually play it. Edited by Epidemic - 11 Aug 2014 at 09:00 |
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