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Should all tasks be complex?


Marshal Afghanicus

Complexity of tasks  

240 members have voted

  1. 1. How complex should a task be (relative)

    • Extremely- I will master one trade
    • Very- I want to learn many things but still like a challenge
    • Normal- Make it intuitive so anyone can do it
    • Easier- Grind mode, I press one button
      0


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The idea behind the question is how difficult should it be to get around, to dock, to mine. Fighting of course will be about skill and not macros but transferring power to different systems, effective CnC, and Comms can all make the difference. I would like to know how you guys would like to see these task handled. An example of Extremely would be: I've never mined, so I get a freighter with proper gear and I go to an asteroid, perhaps I have to shoot specific pieces of or some other task but because I'm new I take nearly 45 minutes to fill my freighter and I'm working the whole time (no bots, no macros possible) an experienced miner would get it done in 10-15 so real skill is very relevant An example of Very is: No actual flying around or maneuvering around the asteroid (no risk of collision just targeting spots in front of you. You still can't read the news feed while doing it. Players will take 5-15 minutes depending on how on the ball they are. Normal would be: Almost entirely automated after actually locating and the asteroid and would maybe take 5-10 minutes Easy would be full autopilot: get into a system select asteroid on map and press 1 key, computer does the rest Maybe this to simplistic or unfair but I'd like to see real skilled masters, someone who says I mine, trade, and fight could only be so good because the tasks are complex. Someone who mines full time though could make real money because he's skilled and has invested time. He could also leverage his smaller ship to earn instead of having big mining ship equal big dollars.

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Your description of extremely closely fits what I would like. I think a choice between very and extremely would fit better. Everything should be fully dependent on 2 things, how your ship is outfitted and your skill. The less things you have that are geared towards mining, the longer it should take and even more so, the less you should make. Think: Can't scan for certain minerals, etc. Skill should be able to offset some of gear like maybe something to assist you in cutting the minerals out wouldn't be needed, or since you know what your doing you can do it quicker or more precis for a better collection rate, etc. This way, if you have multiple ships and timeskill, you could effectively master multiple trades, or switch from one to another without a huge penalty (sell old gear to buy new gear, etc.)

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Just retired IRL going back to school, masters programs so plenty of game time :P All good points btw, which makes me think maybe a dual approach is possible: a more skilled player can utilize a hands on approach to speed up resource acquisition time, what he's acquiring could be gear dependent, that way it just takes someone who can't be bothered with mini-games a bit longer to acquire the resources?

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"Easy to learn, difficult to master", isn't that the motto of good game design? For dogfighting: The Cal Mason stories set up a decent mechanic for this. Anyone can be good in a fight with the stability augmentation system active (let's call it that for now), but an expert can turn that system off and outfight anyone who left SAS on. It remains to be seen if CIG will pick up on that golden nugget of gameplay.

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I like the mix of Extreme and Very, because then you could add in elements like anchoring onto a prime location on the asteroid but have to go all hands on deck and have rare or higher quantities of material but a more precarious situation or have the computer handle the anchoring and get a relatively safe process but not so rich in resources at that location.

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  • 2 weeks later...

I too think a mix of extreme and very! I want some skill required but also want to still have Situational Awareness, Be able to keep ones eyes open for Pirates etc. as it seems there will be alot of people out to get your goods and even your Ship. The longer it takes the more complex the process is the higher the chance of discovery. But i Also intend to use a constelation, and since it has the P52 I would then like to think my Ai or friends can handle the mining while I Fly CAP.

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So you'll fly cap in your P52 while the Constellation mines? Seems like you'd still be pretty vulnerable unless you did it in groups.

 

Overall though I think players should get a choice of more difficulty for greater reward. Rather than capping at a very low level, if you can't tell I hate grinding, that's why I don't play many MMO's even modern FPS's are turning into grinds.

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  • 2 weeks later...

My particular view on things such as this is:

 

Make things complex, but not for the sake of including complex and convaluted systems. Promote realism and the complexity that each task requires on a task to task basis. I would hope crafting and gathering would require some sort of skill for efficiency - that is to the benefit of the more skilled and so that crafting is not dull or uninteresting.

 

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My particular view on things such as this is:

 

Make things complex, but not for the sake of including complex and convaluted systems. Promote realism and the complexity that each task requires on a task to task basis. I would hope crafting and gathering would require some sort of skill for efficiency - that is to the benefit of the more skilled and so that crafting is not dull or uninteresting.

 

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First off hello Somnium, I notice you're BWC in MW:O badass buddy, love their lore in the BT universe.

 

Secondly I agree that the tasks should make sense and be challenging to reward skill at piloting. They need to also be varied enough that a "gas harvester" isn't gonna be necessarily the best "miner" or "prospector" etc... 

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The most important thing is ballence in all professions otherwise ya get everyone dooing one thing and dose anyone want this game dumed down I would say the norm or verey is best at least in the presistant game verse for the offline ver let the player chose

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  • 1 month later...

The best answer here isn't really listed but does fall between or rather a mix of Very and Extremely, It should only be as complex as is required to give the broadest spectrum of players a fulfilling experience.

 

Sorry that it's such a general statement. :P

 

I would like to see something along the lines of... (gonna use mining as an example here too :P)

* Auto-mining equipment: A device that when anchored to a large asteroid it will attempt to drill straight in and place whatever goodies you managed to place it over into some sort of collectible container that could be drained/emptied into your storage compartment.

 

* Auto-mining ship attachment: instead of having a device like above that you place on an asteroid your ship IS that device and will just automatically collect the whatever resources are nearest the surface into your stores.

 

* Manual mining attachment: A tool that lets you laser out chunks of asteroid that you aim your self.

 

* SPECIAL * a potentially reusable device that may be attached to asteroids that will attempt to push them in a given direction or to a marked location for processing, like say if it were a rare element that is volatile unless certain conditions are met.

 

 

The above ideas could be used even for exploration maybe a probe or dumb fire rocket that you can send through or near an anomaly to give better information.

 

Whatever, just my opinion. :)

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  • 2 weeks later...

I agree with "very" or "extreme" even.

 

Most of the fun in a game relates to its complexity, as long as there is something to learn one stays intrigued, granted the learning curve might then be harder, but that again is part of the fun.

 

It also helps with reward, its important to be better at something in game (then someone else) both due to practice and ability (modules, upgrades, skill points etc).

 

But there has to be variety, one should not need to have a different character for every task.

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  • 2 months later...

Very or extreme. Definately. This sort of game needs to focus on skill, experience and teamplay. Otherwise you'll grow tired of it too fast, or there will be no insentive to practise. I like the idea of having a team with their own talents. A team of very good miners. An escort squad that can stand their own and defend the convoy. And good cargo pilots that can get the job done and know how to avoid a fight, but stand their ground if needed.

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  • 1 month later...
  • 3 weeks later...

I think docking should be made fairly easy, with some sort of auto pilot maybe? Because if it's hard, the insurance companies will go broke from payouts and every ship is going to be very dented :P

They could use the docking mechanic from the X series. You can dock auto or manually. 

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  • 3 weeks later...

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