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View Full Version : Brainport- Real Incentives for Faction PVP etc.



KRIMINAL99
19-09-03, 17:41
Ok I want to start off by making something clear: There are things that designers intend to be incentives and things that actually turn out to be incentives to the players. The better the designers the closer they are but so far havent seen many games that correctly predicted it...

Money in this game is only incentive in this game in LARGE amounts the way the economy is now (50k + at least) but of course that changes when you change the money input into the economy.
Rares are incentives
Slots are incentives on non rare weapons.
XP is an incentive (of course its very amount dependent)
All other items are considered money, valued at their buying cost if they dont drop off mobs and their selling cost if they do frequently.

10k for a OP capture + 10k a day? Who the heck cares..

Track down/ pay a hacker to hack a belt and get a duranit 2 vest? not worth the effort...

So simply put if you want the players to do anything in this game all you gotta do is put real incentives behind it.

Want people to run around rpking each other? Make it so theres a chance that someone could drop their rare or multislotted weapon. (oops been there done that.. and it was fun as heck for anyone who realized they could do it as easily as someone could do it to them)

Want people to clan up in big clans and take OPs or only fight faction enemies?
-Make it so the factories produce the rareparts rather than mobs
-Or maybe rares can only be made/researched at factories/labs...
-Or maybe factories boost slot chances directly and labs remove catostrophic failures(lose a tp).....
-Or maybe players get a nice chunk of XP for taking an OP or killing an enemy faction member (planetside)

-If you wanted to do it with money you have to be careful about how you do it. Basically if you made it so working for your faction made you more money than other activities then its an incentive, the actual amounts dont matter and prices will change to fit the system (by working for faction i mean maybe people get a salary from their faction based on thier activities) Like you have a faction score that goes up for killing enemies or helping to defend or take OP's and you get paid based on it at the end of the day (X-com). Or it could be instantaneous.

- Want to discourage anything in the game? Make it take away any of these incentive items. (thats one reason why the salary idea would be better than instant money) You lose xp for killing faction friends or nuetrals and they dont drop anything while enemies do...

10k for an OP for the whole clan to share isnt an incentive cause you can make much more money hunting high level mobs and an infinite amount of money compared to that with a resser, constructor, and barter.

EDIT: If you didnt notice, the harder things are to get the more of an incentive they are. So if you drained all money input into the game it would make less money more valuable (and all the store items at that value as well) but items like tl 150 tools and via 3 apts would be impossible to get at their current prices so they should be scaled down. The prices of rares would just scale down to compensate though.