Jumpgate Evolution
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- Developer: NetDevil
- Genre: Sci-Fi
- Status: Development (est. release N/A)
- Platforms:
- Website: http://www.jumpgate-evolution.com/
- Retail Price: n/a
- Monthly Fee: n/a
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Jumpgate Evolution » General Discussion » SWG economy
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Nerf09 4/18/08 3:08:48 AM
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Advanced Member
Joined: 3/14/04 |
decay 100% player made Housing and factory structures (space structures of course) No Instancing
Without all 4, it just wouldn't work. |
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Nerf09 6/02/08 9:55:21 PM
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Advanced Member
Joined: 3/14/04 |
AI mining too. SWG had thumpers you stuck in the ground which mined for you so you didn't have to manually mine. While I do admit that mining in Jumpgate IS fun and challenging. BUT I would still like to see non-player mining equipment, like in SWG. If only SWG would let you destroy player owned structures, and those structures were cheap to build, then a thriving civil war would have taken place. Unfortunately developers can't think out of the box, so they made housing expensive and invulnerable.
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Tortoise 6/03/08 12:46:44 AM
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Novice Member
Joined: 11/18/03 |
Yes, these things sounds like a good way to do it, SWG got it right there. Though the JGC mechanic of loosing all equipment after the ship is destroyed, and (most of ) it's worth refunded by insurance money, was a sufficient substitute to decay to keep demand up. |
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Tikigod 6/03/08 1:53:32 AM
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Novice Member
Joined: 7/29/05
Those too smart to engage in politics, are punished by being ruled by those less intelligent. |
In responce to AI mining for you..... your kidding right???
Why would a game thats main focus is on players performing the tasks themselves introduce a system where people type a command and sod off for a day or two whilst the game does the job for them? We have already been told that the mining system in JGE will feature a more 'active' role, where the player will not only have to find asteroids to mine, but then find veins on that asteroid in which to extract ore.
As for Player owned station, the last we heard from Netdevil regarding them, they were still unsure if they should even be included into the game on launch. So it could be that the problem will be a non-issue as player structures simply won't exist. |
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| Those to smart to engage in politics, punished by being ruled by those less intelligent. |
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Nerf09 6/03/08 1:50:11 PM
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Advanced Member
Joined: 3/14/04 |
Originally posted by Tikigod If mining is all manual, then equipment will be all expensive, and dying and losing equipment will be horrible, and when dying and losing equipment is horrible there are carebear rules and PvP zones. That is why. |
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Eraser55 6/03/08 4:22:28 PM
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Novice Member
Joined: 8/05/04 |
I got the impression that AI in Jumpgate Evolution will fill basic Player roles.. so I think there will be AI mining.. transporting, patroling, killing bad guys...
But I also got impression that it will be balanced.. so if there are alot of players mining, there wont be need for AI to mine.. and so on..
But nothing about Players having their own AI to mine for them.. that would be a Big NO NO. |
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| My cool sig: Turrets suck. |
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Nerf09 6/03/08 6:51:21 PM
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Advanced Member
Joined: 3/14/04 |
Originally posted by Eraser55 Manual mining means carebear rules and invulnerable player stations. |
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kawiho 6/09/08 5:08:24 AM
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Novice Member
Joined: 9/13/06 |
I do to some extend agree with nerf09, and will add that manuel mining and so on is a way to fill in.. why nor just dump a mining probe and pick it up a few days later, so u can spend ur time finding the best astrooids to mine ore fly ur hull full of contraband from one station to another. the good thing about manual mining is that not everyone will mine and therefore it will keep the prices up on good materials. and ppl can make alot of money without having to fight all the time, this will make the good merchants happy and a nother aspect of the game. more ways to get rich. the market will not be flootet with mats. this is entirely my pwn opinion. |
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sa1yaman 6/09/08 6:44:37 AM
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Apprentice Member
Joined: 4/17/06
EVE:Zaskarr |
Op talks about stuff we won't see in J:E. Just a reminder. |
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Nerf09 6/09/08 1:28:28 PM
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Advanced Member
Joined: 3/14/04 |
Originally posted by kawihoHigh prices on materials mean equipment is expensive, and nobody is going to mine for a year to get their uber Eve Online version of a ship only to have it ganked. So carebear rules are introduced. Heavy Grind Mining = Carebear rules Easy materials, cheap cheap cheap, or automatic mining like SWG = No Carebear rules it's not so bad being ganked and losing stuff. The Merchants were very happy in SWG without manual mining. |
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Newt 6/15/08 11:20:37 AM
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Apprentice Member
Joined: 10/08/04 |
You must be coming from an EVE background, because well, the death penalty isn't that severe in Jumpgate Classic. Losing stuff comes out to maybe 10% of the value of your ship. And you get the same ship hull back, you just have to re-equip it. JGE will have the same type of model.. insurance pays for a percentage of the value of ship, cargo and upgrades AND gives you the same hull, but you'll have to buy the upgrades again. |
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SioBabble 6/15/08 11:57:46 AM
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Hard Core Member
Joined: 6/10/07 |
Originally posted by Nerf09 Yeah, think "out of the box", but also THINK THINGS THROUGH. The SWG harvesters, if you were paying close attention, can have factional allignments. I believe the original design was for factionally alligned harvesters to be attackable by the other faction. The problem is, however, that due to the nature of SWG's Galactic Civil War, in which it was impossible to secure an area, unlike IRL, and furthermore next to impossible to defend a fixed installation on 24/7 basis (which is why bases had vulnerability windows), also unlike IRL, you can't have vulnerable harvesters. The griefing issues would drive customers away. Frankly, it's not fun standing around guarding something for hours or days on end. I've actually been in uniform and done this. It's not fun. At all. Which is what would happen if you had attackable harvesters. Might as well just eliminate the harvesters and have only hand sampling. Then of course there's the obvious tactic/dodge of only placing your harvesters when you're on leave, so that they have no factional vulnerablity. But of course, you haven't bothered to think any of this through. The problem here is not that developers can't think out of the box, but that some developers AND players can't think through some ideas that at first blush appear to be interesting ideas, but when are thought through are not so great ideas after all. SWG was plagued with developers who could not think through some of their design choices, and furthermore did not challenge those design choices with the mind of a relentless min/max gamer. They got stuck in an "as intended" mode...on numerous things. They blinded themselves...the law of unintended consquences is like iron. I was a beta 3 tester for SWG. It seemed to me that one of the problems with a lot of beta testers is that they're earnestly trying to find bugs and design flaws, but they're fundamentally there to test it "as intended". When the game gets put on the market, a lot of people with not so noble motives get to stress the game, and when they find a seam, they won't report it. They'll exploit it for as long as they can get away with exploiting it. Suddenly the intent of the developers is irrelevant; the desire to be uber trumps every other consideration. The developers can't anticipate all this, and most of the time don't even try to. The result: nerfs out the yingyang as the seams are discovered and exploited. |
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| CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested. Once a denizen of Ahazi |
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Rabiator 6/17/08 9:54:43 AM
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Apprentice Member
Joined: 10/22/05 |
Originally posted by Tikigod
So th player has to scout the asteroids, find veins and then... 1) you could do it Eve style, with the player having to stay at the asteroid and unload the ore every few minutes into a container, or 2) the player could deploy a mining unit on the asteroid that works automatically, with less grind. I'd pefer that one. In both cases, the system does not need to be sod off-friendly. Every few hours, let some NPC pirates spawn that are too strong to simply ignore. Then the AFK miners will frequently find themselves without a ship BTW this is something I would recommend for EVE too. Macrominers are a problem there, because the better mining barges can tank the NPC pirates in highsec space. |
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Rabiator 6/17/08 10:29:12 AM
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