We need to set some bait, a drom or something with a fairly valuable cargo, but a high level player 30's/40's so that not even a borderline PK pirate would feel guilty about claiming a victory. Then either respawn as your warrior ship and hunt them down, or have a friend following about 5k behind to avenge your death!
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Calling All PKers
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39 posts
• Page 3 of 3 • 1, 2, 3
Damn, just had a spark of insight...
We need to set some bait, a drom or something with a fairly valuable cargo, but a high level player 30's/40's so that not even a borderline PK pirate would feel guilty about claiming a victory. Then either respawn as your warrior ship and hunt them down, or have a friend following about 5k behind to avenge your death!
We need to set some bait, a drom or something with a fairly valuable cargo, but a high level player 30's/40's so that not even a borderline PK pirate would feel guilty about claiming a victory. Then either respawn as your warrior ship and hunt them down, or have a friend following about 5k behind to avenge your death!
Twex,
Ha Ha!! I would love to help you with that. I was on last night undercover. I saw the guy with the speed hack. I actually called him first. Ha Ha. Lets get to work on that! Got to kill some criminals. Can't wait.
Regulator
PS say high to the kitty for me and stop losing those ripper launchers!!!
Ha Ha!
Ha Ha!! I would love to help you with that. I was on last night undercover. I saw the guy with the speed hack. I actually called him first. Ha Ha. Lets get to work on that! Got to kill some criminals. Can't wait.
Regulator
PS say high to the kitty for me and stop losing those ripper launchers!!!
Ha Ha!
Regulator:
"I agree. Losing Cargo is not fun. Especially if you did a lot of work to get it where you are and now you have to go back and get it again. It isnt' just credits, it is playing time wasted. Makes the second attempt at running the goods no fun."
Loosing a cargo is time wasted, just because it is quite easy to make money and sucessfully trade in FL. If not, it would be much more difficult for EVERYONE to make a career up to a higher level. If you loose valuable cargo, you think "sh!t, I have to make the run again, I'm loosing time", but in a well balanced FL, trading would be a hard task as well, at least making bigger runs.
FL is a great step forward to online-space-rpg, or even a MMORPG in space, but still has a great lenght of path to work out, to deliver a balanced game.
The number of NPC should have been multiplier by at least 5, and all with it's own shield/nanos and eficient self regenerating shields, similar to players. That way it should be harder to explore and have a successfull career. Also there could have been available missions (well payed ones) to kick PKers in the servers. I mean, if a player PKils, their head should be priced throughout the universe (eheh). The more they PKil, the more money for their head. If a player logs to the server, the server would get that information and issue the prices
One more thing, players should PAY for staying on a server. The greatest their level, the more they should pay. But not real-life payments ... just paying in the game itself, with credits. If they got broke, the player char should be deleted. That would simulate (in a very very simple way, I know) the cost of life on FL. Since in this theoretical future ships would move with nuclear reactors, which would deliver all fuel-power needed for the ships life-cicle, so no "running out of fuel" (LOL) in mid-space.
Just some non-edited thoughts of mine.
"I agree. Losing Cargo is not fun. Especially if you did a lot of work to get it where you are and now you have to go back and get it again. It isnt' just credits, it is playing time wasted. Makes the second attempt at running the goods no fun."
Loosing a cargo is time wasted, just because it is quite easy to make money and sucessfully trade in FL. If not, it would be much more difficult for EVERYONE to make a career up to a higher level. If you loose valuable cargo, you think "sh!t, I have to make the run again, I'm loosing time", but in a well balanced FL, trading would be a hard task as well, at least making bigger runs.
FL is a great step forward to online-space-rpg, or even a MMORPG in space, but still has a great lenght of path to work out, to deliver a balanced game.
The number of NPC should have been multiplier by at least 5, and all with it's own shield/nanos and eficient self regenerating shields, similar to players. That way it should be harder to explore and have a successfull career. Also there could have been available missions (well payed ones) to kick PKers in the servers. I mean, if a player PKils, their head should be priced throughout the universe (eheh). The more they PKil, the more money for their head. If a player logs to the server, the server would get that information and issue the prices
One more thing, players should PAY for staying on a server. The greatest their level, the more they should pay. But not real-life payments ... just paying in the game itself, with credits. If they got broke, the player char should be deleted. That would simulate (in a very very simple way, I know) the cost of life on FL. Since in this theoretical future ships would move with nuclear reactors, which would deliver all fuel-power needed for the ships life-cicle, so no "running out of fuel" (LOL) in mid-space.
Just some non-edited thoughts of mine.
39 posts
• Page 3 of 3 • 1, 2, 3
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