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Make Captains require a block unavailable in the first materials


iwiws

Suggestion

Hello everyone,

 

I am a little newbie here (began playing a few weeks ago), but after seeing the latest talks around the 75k$ captains, I've read a suggestion on the r/avorion subreddit that seems to be a simple implementation of the goal the devs seem to have (make captains something you do not have access to in the early game) :

 

How about making the captain require a Triunium block in the ship ?

 

This would make having a secondary ship before trinium mining difficult (and impossible in the iron/titanium sectors).

 

 

If you do not approve of this suggestion, please tell me.

 

Also, what about another similar suggestion (inspired by the new distant docking module) :

How about making the captain require a module ?

 

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Hey! Nice to see a new face on the forums! :D

 

[glow=blue,2,300]Mabye consider renaming this thread to make it a general collection of ideas?[/glow]

 

I appreciate your thoughts on this problem, but i dont feel like it is the right approach. I like to have 2 to 3 ships in early game: A miner, my main ship and another kind of escort/backup ship, which your idea would make impossible to have.

 

 

[glow=red,2,300]So after a bit of thinking i came to another idea:[/glow]

 

- Each player has a number of slots in the game. He would start with 1 slot, which would mean he could have one ship at a time

 

-At a specific location (mabye factions headquarters? those are pretty useless at the moment...) he could purchase more slots, with the prices increasing with every slot bought (mabye with a cap at some point where it doesnt get more expensive? Or mabye not to control the ship count in multiplayer?)

 

-mabye an idea for the price ratio is they double everytime you buy one? e. g. first slot 12,5k, second one 25k, third one 50k, fourth one 100k i guess you get what i want...

 

With a system like that, players who want fleets could work towards them, why players who concentrate on single ships would have the advantage in terms of money (at least in early game...)

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Yes. It would cause a stupid rush to Trinium. It'd be like every sector behind the Trinium Reaches is useless :( !

Each player has a number of slots in the game. He would start with 1 slot' date=' which would mean he could have one ship at a time [...'] mabye an idea for the price ratio is they double everytime you buy one? e. g. first slot 12,5k, second one 25k, third one 50k, fourth one 100k i guess you get what i want...

That would kill empire building altogether even more :'( !

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That would kill empire building altogether even more :'( !

 

I cannot follow here. Why would this affect empire building?

 

If we assume 12,5k for the first slot, then the 10th slot will be 6.4 Million credits. The total of these 10  slots will then have cost me roughly 12.8 Million credits...

Let’s say we give it a cap at slot 11, at 12.8 Million credits per slot. That means a single trade run (which will take me about 20 minutes) with the cargo ship I am running at the moment will still give me enough money to purchase about 10 slots. I mean how many ships do you guys have in general? I have Personal never had more than 20, which would, assuming the 12.8 Million cap, have cost me about 260 Million credits. Clearly this is a lot, but if you build an empire, you should be easily able to have it.

 

Or are you concerned about stations? I would say those should not even need slots as they are expensive enough to not be build in early game... but if even if they would take a slot (or multiple slots?)... ... who cares? :D  :P

 

Another possible variation could be a flat price per slot or a much lower cap (e.g. at 100k), but personally I think that would make it way too easy.

 

Don’t get me wrong. I don’t want to be the guy who tells you „how things really are“, I simply don’t get why you are concerned.

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I haven't had many ships, but I know that if I did want a few dozen, then a price of 12 million per hour per ship would be extremely difficult to keep up with. You'd need to find many good trade routes. I've read that some of these forum users have many dozens of ships. I think one guy has 80 stations in one of his galaxies.

 

Having so many wages for the captains sounds like it might become confusing for a player. Something like having the first captain being inexpensive and the rest at the new 75k is good enough, right?

 

What even happens when a player goes bankrupt and in debt?

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I am sorry to make so many posts, I should have been more clear from begin on

 

I haven't had many ships, but I know that if I did want a few dozen, then a price of 12 million per hour per ship would be extremely difficult to keep up with. You'd need to find many good trade routes. I've read that some of these forum users have many dozens of ships. I think one guy has 80 stations in one of his galaxies.

 

Having so many wages for the captains sounds like it might become confusing for a player. Something like having the first captain being inexpensive and the rest at the new 75k is good enough, right?

 

What even happens when a player goes bankrupt and in debt?

 

 

Hm, i think i really didnt express what i wanted to. I will explain again.

Those who have played Warframe might know what i want because there is a similar system where you purchase slots for your Warframes and Weapons. To say it in other words: With my idea every player would have a "ship inventory" and the slots you purchase are "inventory slots".

[glow=red,2,300]

1. The whole system of ships, building, crew, morale, payment etc etc etc will stay as it is right now with my suggestion. There will just be an additional handicap that will make it impossible to create fleets in early game and make having a fleet something you actually have to work for.[/glow]

 

2. When you start playing in a new galaxy or on a server,  you havea slot count of 1. This means that he is allowed to have (build, fly, operate) only a single ship. If you were to found a new ship, the game would not allow you and tell you to purchase more slots.

 

3. Whenever you want to, you can visit a friendly factions headquarters (or any other place the devs choose) and purchase more slots there (I suggested that the first slot you purchase aka your second slot will cost you 12,5k credits and then the price doubles with every additional slot, but that is just my idea).

 

4. For each slot you own, you are allowed to have 1 ship. Slots would be one-time purchases and of course you could just go ahead and buy 4 slots at once (which would cost you 362,5k with my system). You would then be allowed to have 5 different ships at the same time.

 

5. Obviously the system is just a modell, changes in any direction that fit the playstyle of the majority of players better can easily be made, e. g. that you start with 2 slots or that prices quadrupple with each purchase or even lower basic prizes per slot. My main motivation for this idea was that Koonshi said he wants to implement a system that makes fleets a middle to late game feature. My idea would allow that, but would not restrict fleets to a certain tech level and would also not destroy early game (cause the 37,5k credits needed to have 3 ships at a time can be obtained by just claiming and selling a single asteroid). When it comes to stations, I would have them not even take a slot, because they are expensive enough by themselves to not be build in early game.

 

I hope I made clear what I want this time, cause I would love this to be a discussion about actual solutions and not a series of missunderstandings.  ;)

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You wrote that clearly and I like the idea of having slots like that, Sir Charles! At first, I thought each captain would have a different price and you wouldn't know which captain in your fleet is charging more. I just need to play the game a bit more to really get an idea for what sounds truly right, so I shouldn't continue on this topic, haha.

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You wrote that clearly and I like the idea of having slots like that, Sir Charles! At first, I thought each captain would have a different price and you wouldn't know which captain in your fleet is charging more. I just need to play the game a bit more to really get an idea for what sounds truly right, so I shouldn't continue on this topic, haha.

 

Nah mate, make sure to leave your ideas here! We need a variety of ideas to be helpfull, so mabye we can at least inspire the devs to something great! :D

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So the fleet limiting system was  rolled back again, time to think about this topic one more time.

 

How about this:

The founding of a new ship could require a new type of MODULE. This module would be permanently installed in a (new and special, it will NOT steal one of your slots) separate slot and you would only get it back when you delete the ship. When the ships is destroyed but you had ensurance, they would send you the module as well as the money, otherwise the module would be lost.

Different rarities could give Bonusses like reduced building credit costs or crew payment, or the module could simply be aviable in one rarity. Higher rarity could even be necessary to make the ship a station founder or could affect the loot range.

This module could be looted and would be aviable on equipment docks when you reach a specified speed distance to the core.

 

With a system like that, advanced players would have no difficulty to have a fleet while new players would be happy with every new ship they „find“.

 

 

Obvious disclaimer: Players should always be enabled to have one (1) ship (e.g. by receiving a module per eMail if they don’t have any and no ships, this needs to check alliance inventories as well tho).

 

Another thought on rarities:

The rarity could represent the age of a ship. They would only be aviable in the lowest rarity and by the time they would „rank up“ and provide bonuses to the ship. These ranked up modules could even be traded between players or the rank up would require a special, very hard, quest (Potential end game content). Ranking up at research stations would be not possible obviously.

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