Author |
Metavers system progression (Battle lines) |
Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2006-01-11 11:54  
- individual systems and their jumpgates into/out of funtion more like scenario servers, in that battle activity gets funneled into contested systems.
- systems are contested if adjacent systems are in opposition- lets say ross 148 is ugto and tripwik is kluth, r33 is contested
- only contested systems will have planets of mixed faction alliegiance. r33 again as example- ugto has paul cluster, skyline and haven, kluth has the rest.
- all other systems are secured. asumed that a faction's fleet command has left an adequate garrison force in system to maintain control (aside from the odd revolt), while the main fleet (all players) are at the front lines
- only contested systems, that is to say systems that border faction boundries, can be attacked, no WHing in home systems for bombing runs. from tripwik, kluth would have to secure r33, r148, lala and alpha cent to hit be able to attack sol
- risk-like system progression, also where we get to scenario-like. which system the battle moves to next dictated by win conditions of the scenario. in this case win condition is [FACTION] has to own all the planets in [SYSTEM], tho this could be modified to something like key planets/flags or shipyard planets
main thing here is it concetrates (probably) online into a smaller area, sort of like checking the mv map before you logged on is 1.480, you'd get an idea of where people were based on the number of people listed in a particular system, then everyone would congregate there and a brawl would usually ensue. similar thing here, by getting whatever players we have into the same 1-3 systems (depening on how the front lines are) theres an increased likelyhood of large fleet battles (large being a relative measurement).
also gives factions some breathing room for modding, and generally not having to worry about random mirv runs deep into their territory (/me looks at ugto, icc, and kluth... you know who you are), which could translate into a defence bonus for whichever faction is getting pounded on atm, especially if the mv layout was more 1.480-481ish, with sort of 3 opposing triangles that funnel towards the homesystems. but this does nothing to stop (maybe slow down. maybe.) those midnight capping sprees, nothing can really stop that, save for making it so you cant attack unless theres someone on the otherside to defend, which is a pretty poor solution
[ This Message was edited by: Doran on 2006-01-11 11:57 ]
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Veronw Marshal
Joined: December 13, 2004 Posts: 554
| Posted: 2006-01-11 14:44  
interesting......might work, might not, would favor a smaller MV i think...........no, keep the larger MV, would be able to support 100 + players, smaller mv with ur idea wouldnt
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Obiwan Kenobi Grand Admiral
Joined: January 14, 2005 Posts: 99 From: Mooresboro , North Carolina United States
| Posted: 2006-01-16 19:34  
i miss nicea and the umbrella cluster
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Axalon Vice Admiral
Joined: June 15, 2003 Posts: 442 From: East Windsor, NJ, USA
| Posted: 2006-01-21 17:49  
This is actually a pretty good idea. It would eliminate the initial confusion of "where's the action?" people get when they login to the MV, plus it brings actual...umm...action to an otherwise sleepy MV.
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c0ld Midshipman
Joined: June 24, 2003 Posts: 342 From: UK
| Posted: 2006-01-21 19:33  
How would the gates work Doran?
You say they act like scen gates, but in what way?
Would you have gates like the present MV ones, but 'intelligent' so as to stop enemy but allow friendly?
Or would each faction have it's own gate in each system? What if a faction has 2 adjoining systems, would they have two gates?
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ForMichael
Joined: June 11, 2004 Posts: 61
| Posted: 2006-02-02 17:25  
I have the same concerns as Coldfury. I also don't like the idea of stopping ships from attacking other systems because that system isn't disputed.
[ This Message was edited by: ForMichael on 2006-02-03 01:24 ]
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