Some ideas I've had, added into a list, a fair few have already been posted by me. It's a work in progress and I'll add more as I think of them.
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Some ideas I've had, added into a list, a fair few have already been posted by me. It's a work in progress and I'll add more as I think of them.
Click here to view
WOC
WOC PA's
Any of the following is fine;
1. Drop the "Woc Temple Cost" of getting woc 3 PA, increase the chances of getting GOLD through events etc, perhaps allow GMs to hand it out in the way that medals are.
2. Make WOC pa epic so that it is worth the cost.
3. Increase the bonuses or REMOVE the negative effects.
EG: Give WOC pa better resists like +30 xray for tank, +30 energy for spy or something like that. Or reduce/remove the negative effects.
Alter the Tank pa's visor I hate it being black, make it err red or something.
WOC Weapons
There are plently of woc rifles/pistols, but I have noticed the following, all of the rifles are low tech. Only one of the pistols is hi-tech.
There is one useless BUGGED HC weapon that fires at a 45° angle towards your feet. Not sure if it's damage output matches the moon striker.
So I'd like to see the following, a total of;
5 Lowtech weapons for each class (apu, ppu, mc, hc, rc, pc, drone.)
5 Hi-tech weapons for each class
I'd love to see a minigun like the current style (by the hip).
Autocannons, single shot cannons etc etc.
Something for trade skillers - WOC tools that do any of the following;
1. Decrease chance to break/fail an item.
2. Increase chance for a slotted item.
3. Give a chance for an additional slot.
4. Increase the amount you get for savlaging/recycling
5. Decrease the lube used.
6. Decrease the time a process takes.
7. A new implant for barters that again gives a little bonus maybe +5 int, +5 barter, +25 transport. (unless the additional barter would break the barter barrier.
APU/Hybrid/Melee
All of these I think and seemingly alot of people agree need tweeking.
Just something to look into.
Furniture
I'd love to see some new furniture come into game, also trophies, how about a new master of a juggernaught fighting off soul clusters? Or a bunch of city merc guards fighting twilight guardians etc? Special faction trophies, BT vs Tanget, TS vs BD, Crahn vs FA, etc. Different types of trophies like Warbot 1 2 and 3. Doing different things, one like the current, another firing a missile etc, mutant trophies, dog trophies etc.
Also I think CM need a new appartment; Officers quaters, something a grade above the standard appartments, for generals etc.
New plants and some small trees would be nice, TVs, steros, hi-fis, etc etc.
Epic items
Need looking at DRE give you a rat infested crap-hole to live in... Shouldn't they offer the BEST appartment in all of neocron?
The only epic items I think are any good are the Reveler (which needs it's gun fixed) Protopharm resistor. Review the epic items and make them worth having, maybe remove all the weapons and replace them with something non-combat. EG: Tsunami could give you a really hot choice of strippers, maybe even a completely nude stripper who does a special kind of dance, unless you can place them because they need to be NPCs, in that case just a very hot stripper who can maybe act as a recreational unit. TG could give you a cool vehicle or something, like a new kind of glider or something? Biotech could give the moveon still but tweek it so it's better, maybe make it give ath/agil/health. (endurance is a pointless skill which no on specs so ignore it, specially since you just use boosters, imo REMOVE the skill it's a waste of type/effort and confuses new players cos they think they need to spec it).
Black Dragon could also offer a cool appartment better than that crap dome one that looks as if it got hit by the Ion cannon out of Command and Conquer. Make a cool pepper park appartment for them. Tanget could offer a choice of eyes or something that are a little better than the normal eyes, or a special droner pa? Fix the Tacyium glove so it's worth having make it better then the CAG 3 because other wise WHY USE IT? Geeze.... The epics the hardest one out there and the item is useless other than for a paper weight.
City mercs could get err.. well I dunno a new rhino style vehicle? Maybe a hover tank that'd be cool... or some sort of armour of your choice HC PC or rifle.
MISC
Add in gogus in the ceres tunnels for players to put junk in.
Add in gogu in regants, main room and boss room.
Add a ASG at regants so you can despawn your vehicle, often people drive there, then have to walk back because their vehicle either got destroyed or despawend.
Work on some bugs, like the vehicle bugs,
Rhino going invisible for certain people after zoning etc.
Blue screen of death after zoning.
Taking damage after zoning, to legs.
Stamina drain after zoning into sector with water in it.
Fix weapon AMMOs. add in ionic cannon ammo and ionic pistol ammo instead of them using rifle ammo. Increase the ammo for the grenade launchers, assault rifes, smgs, gatlings etc. Because they go through ammo so quickly 10 clips of gatlin ammo last alot less than the ammo for an energy cannon, it's also heavier so you can't carry as much, the result? While a person with an energy cannon can last say 20 mins with 5 clips, a gatling cannons 10 clips may only last 4 minutes or so. (no figures are accurate just an example off the top of my head). So increase the ammo EG: instead of a grenade clip holding errr 8 rounds? Make it hold say 36. This is the AMMO not the gun. So although you still reload as often, the ammo lasts longer (Do not change the weight as they usualy weigh more anyway.)
Graphics
Finally work on what 2.1 or was it 2.2 was supposed to be. a Graphical
update.
THE END
... I think
/signedQuote:
Originally Posted by Zheo
Had briefly mentioned this in a op-war complaint thread, but here is my fleshed out idea for a change to op wars. Disclaimer: My knowledge of how op wars currently operate is from the forums only, since I haven't been in any since I've been back.
Right now, there is nothing to stop a clan from ninja hacking the entire map. Or even legitimately taking and holding it. But I think both are a problem. Here is my suggestion, that the amount of ops you can hold and hackers needed to hack an op will scale as the clan size.
The scaling will use the total number of members. So without further adieu, here are my numeric suggestions. The numbers I provide are mostly irrelevant, and mainly meant to give flesh to the idea.
< 5 members: Unable to take an op. This would prevent people from creating small clans of one hacker to supplement their larger clan and let them take more.
5- 9: Able to take one op.
10-14: Able to take two ops.
15-24: Able to take three ops.
25-49: Able to take four ops.
50-74: Able to take five ops.
75+: Able to take six ops.
It'd be nice if op scaled to hackers as well.
First op: Two hackers, three layers.
Second op: Three hackers, three layers.
Third op: Three hackers, three layers.
Fourth op: Three hackers, four layers.
Fifth op: Three hackers, four layers.
Sixth op: Four hackers, four layers.
Or something to that effect.
Why - Diversity of the map can only be a good thing. When two or three clans own the entire map, you are relying on them to be for a fight. But when the map is split between 8 or 10 clans, you have multiple options for op fights. Also, key ops will have a greater appeal. Certain out of the way ops with little to no appeal can be left alone and not be taken just to prevent your main enemy from having it.
Side Idea: Increase the number of ops by making several in city "ops". For example, the Main Sewers could be divided into two or three ops. The Outzone and Industrial could have a couple of key locations for ops. Mainly because rushing to the Main Sewers to defend an op sounds amazing. :P
This is only minor, but please make the heavy kevlar belt researchable, I think it's the only kevlar belt that cannot be researched. :)
I forgot to add this to my neocron improvement post on my blog, but this idea just came to me while I was browsing the forum, hehe.
I believe that NO heavy belts can be researched.Quote:
Originally Posted by Nytewolf2k7
Man some of these ideas have been talked about for years :p and then some i see that are new i really like Keep then coming and maybe once Black prohecy is out of the way we'll see a secret Neocron 3 project !!
The heavy deflector belt is researchable, it's used on the FA Epic.Quote:
Originally Posted by Riddle
@Jest, I do like your op holding idea. Holding and taking ops is something that does need a good look at imho.
I stand corrected :p was thinking of like the fire/energy/Poison belts i have in my time tried to res lolQuote:
Originally Posted by Brammers
Holding an op should cost money.
And you should have the ability to let other people use the facilities for a charge.
[Reposted from the latest OP war thread and elaborated on cause now I don't think it's such a crazy idea (even though no one replied or commented on it..)]
The current system of hacking 4 layers is kept. After the 4 layers are hacked, the prior owning clan members get flagged. To fully take the OP 10 kills must be made (even 10 of the same runner), by anyone, within 1 half game day (3 hours) giving a money reward to the killer, after which the OP changes hands. Otherwise the previous owning clan regains full ownership of the OP and the flags drop.
If the clan has members online and chooses not to defend properly, they will be targets wherever they are on the map, if they don't have anyone online (or just a few poor suckers who have to log off) the clan regains the OP shortly.
Effects:
- No offline ninja hacks could take place, with the effect of gaining OPs, although they could take place anyways just to flag members, but that is part of the hazard of owning an OP under this system.
- No one clan could hold the whole map or even 'many' OPs, they would be constantly flagged, and losing their OPs in the process.
- This system would 'encourage' clans to defend their OPs because if they don't they will be targeted anyways and defending gives them the chance to hack the OP back before it is taken, and avoid the flags.
- It's hardcore. 'Bring the war to your enemy..'
-A possible flaw that should never happen, a clan that takes many OPs and then every member quits the game for good immediately. I suppose a safeguard of some kind could be put in to counter that, but I really don't think it could happen, if it did it's banning time and KK could reset the affected OPs or something.
the lab and factory outposts should have some kind of equipments that helps to research or construct that gives better stats or stuff like that and for the researcher and constructor should do lower stats without the use of these machines/equipments....
Like lifting the quality cap by 1% per factory owned? Maybe quickening research times for labs. That would be neat. :)
encourage ppl to form huge clans and zerg all factories, rather than get your share of the ops and let other clans fight for some too?Quote:
Originally Posted by Glok
...sounds like a plan.
Couldn't happen if KK implemented my OP war system. :pQuote:
Originally Posted by aKe`cj
edit: And it happens now anyways. -.-
The other thing I want to raise, and to my mind more important, is that the next big focus should be on revamping the way systems work. That is to say missions. That is to say OP wars. That is to say item aquisition. That is to say even tradeskills. The things that stick out as not being quite right. Those features that were never really implemented. The things that underline what there is to do in Neocron, yet don't really work. (eg Op Wars rely on people being nice to each other to even happen - if you just want the op, its easy to have, missions aren't really that useful to most people in any real way). For some of my previous musing here, read this thread.Quote:
Originally Posted by [thread=141555