What I would like to see is something akin to a fleet holding, but open to everyone in the general populace, not just for those in fleets.
Similar to fleet holdings, there would still be the need to donate resources and dilithium to projects, and as it would be open to the general populace, the cost for each project could and should be a LOT higher. Rather than 10k dilithium for a project, it would be like 500k.
This would be something that would be long term that everyone regardless of fleet involvement can participate in.
The objectives need to be logically repeatable every month with a sweet spot for success and the possibility of failure. There would be a quota to meet for each objective each month, based on a slider scale for how many people contributed to it in the previous month. The first month would be the goal setter and would establish the existence of whatever element the event governs. If the quota is met, then the objective advances to the next tier. If it is not met, then the objective does not advance. If it fails again the next month, it regresses to a previous tier.
Let's call this Joint Planetary Colonization. In Star Trek canon, we have Nimbus III as an example, with its capitol, Paradise City. In a way, that endeavor was a political joke more than anything else. A way to shunt representative who had fallen out of favor with their respective governments with a populace made up of little more than renegades looking for a way to pretend to be law-abiding citizens. But what if we are talking about developing a planet that is rich in some new material that becomes a key component in new top-tier consumables, sought out by both the UFP, NRR and KDF?
As an example of an ongoing progression project, planetary defense systems could be a monthly objective to maintain and improve upon. If it is not kept up, then enemies will be able to get to the planet and beam down raiding parties that will try to steal resources. At top tier planetary defense, no raids will occur.
The special resource itself would be tradable on the exchange, but would only enter the game through this general populace venture. How much of it that will be on the open market would depend on how much effort the participants put into the holding to produce it. Players would purchase entitlements to the resource, at a pre-established EC price. For example, 5000ec for 1 unit of the resource. Entitlements would be filled on a first-come, first-served basis. The mining colony could be hailed at any time by any one for the purpose of placing an entitlement order, but to obtain the actual product, one must visit the facility and order it beamed aboard.
Resource production can be increased by a combination of active play and doff assignments. Opportunities for bot coming when the facility is not under attack and has no problems with its key systems. So players can have an influence on how productive the facility is.
New DOFF types:
Miner and Refiner. Miners would produce X unrefined resource per hour where X is based on the holding's mining efficiency rating (influenced by monthly objective donations for mining efficiency). Refiners would produce Y refined resource per hour where Y is based on the holding's refinement efficiency rating (influenced by monthly objective donations for refinement efficiency).
The Refinery Foreman will accept your refiner duty officers as supplementary workers, as well as accept any unrefined resource that you mine yourself through active gameplay.
The Mine Foreman will accept your miner duty officers as supplementary workers and will give one dilithium ore for every 100 unrefined resource you turn in.
active play in resource mining will work similar to exploration zones in space. event nodes will appear scattered in an instance of a random cave environment. When equipped with mining gear you can queue up for access to the instance. You get five minutes to gather as many resources as possible using the same mechanic as the dilithium mining minigame. There would be no limit to how often you can enter the queue. but you always enter last in line.
How many instances can be open at once of the mining minigame would be based on the holding's monthly speculations rating.
It is important, I think, that some sort of future holding have potential benefit for EVERYONE regardless of whether or not they are in a fleet. Every month, everyone who participates should get some sort of prize. How good the prize is should be based on how much they contributed, of course. Dilithium bonuses, Lobi bonuses, new duty officers, etc.
In a way, this planet would function similar to New Romulus in that it would be a large adventure/social zone with similar gathering activities. Except instead of just having dailies, for doing them, they would be open all the time, unless something catastrophic causes them to be unavailable.
The first thing that would need to happen is the establishment of the main colony site, with its administrative facility and key support facilities. from there all branching aspects of colony development would be presented.
I would be interested in hearing what you guys think about this concept. If you disagree with it, fine. Please don't ridicule me or the idea. Just state your reason for disagreeing and I promise to engage in civil discussion about it. If you do start insulting and ridiculing, I will just report you without engaging you in conversation. If you agree with the concept, offer ideas for objective/projects.
Remember, this is not a concept for a fleet holding, so save discussions for fleet holdings for that forum.
Sounds like something to go with territory control if they ever introduce that.
(Also Miners already exist as a doff type; visit a fleet dilithium mine. Which is of course not to be dismissive and say that they can't be reused for this idea.)
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
Seems like a solid idea to me. I just hope PWE doesn't look at it and go "this seems like a fine opportunity for some more extortion!"
I am NikkoJT, Foundry author and terrible player. Follow me!
There used to be a picture here, but they changed signatures and I can't be bothered to replace it.
This idea has the potential for good endgame content.
I can see this being a way to make the Gamma Quadrant a thing again. I imagine the Dominion being threatened by an aggressive power, backed by the Iconians (of course), thus the Founders call upon "those solids from the Alpha Quadrant" for help, since they proved resourceful enough to defeat the Dominion.
The plan laid out by the OP would also make an interesting way to make actual use of common quality loot drops throughout the game as a means to feed the new game-wide holding. After all relays burn out, for example...
This would also be a good way to make use of the sector red alert system. Build in proper rewards, issue a two-hour distress call, generated at random two or three times a week (at least once on weekends), players enter the new zone and fight off the enemy in a similar fashion to the battle zones in the Dyson Sphere (or Dyson Shell, if you prefer).
Anyway, it's quite early here, I'm just out of bed, and this idea put story based justifications for such a thing in my head.
Off to my real life grind, now.
The age of the game and so-called "spaghetti code" are poor excuses for a lack of imagination. #LegacyCode
Wouldn't it be cool if the Bajoran wormhole wasn't used as mere decoration? One purely aesthetic thing I'd introduce with this idea is that I would use passage through the wormhole as a loading screen. In fact I'd expand that idea to one loading screen per season release, if applicable, and still keep all standard loading screens as they are.
I have other ideas about how to monetize this holding because, honestly, it has to make money for Cryptic or it simply isn't viable.
I'll add more later. NEED COFFEE!
On a side note, it's too bad this thread isn't getting more attention. I see this as an idea with loads of potential to make money and give many players the game content they want/can use.
The age of the game and so-called "spaghetti code" are poor excuses for a lack of imagination. #LegacyCode
First let us determine if we are sharing the same train of though on this:
1. Use existing game mechanics to create new end-game content that can be a continual project without seeming too "grindy."
2. Use common quality loot drops, in addition to dilithium and commodities, as inputs to build up/sustain a beachhead/colony, for lack of a better description at this time.
3. All players can choose to participate regardless of fleet or faction affiliation.
I think that covers the basics of the idea. Please correct me if I missed anything.
The advantages for end-game players is clear: Persistent content.
But what are the advantages for Cryptic?
First, using existing game mechanics should help to reduce the cost of building this area (we really need to give it a name, at least temporarily).
Also using existing revenue streams in conjunction with a few minor tweaks could, if done well, increase the revenue flow of current purchasable items (More on that in a later post). Of course there is the opportunity to create a few new revenue streams as well.
I might be wrong about this, but I think it might be easier to implement better diplomatic, trade, scientific, and exploration operations (that many players feel are lacking) in a single zone rather than game wide. Naturally combat operations would be included as well.
This zone would also be a good place for the devs to hold minor events as opposed to the major events such as the winter and summer events. Smaller events would mean smaller prizes that could apply to a characters career choice.
I know you wanted to steer away from monetary issues and that is why I didn't elaborate on my ideas. That is, however, a very real concern and if we want this idea to catch even a glance it's a concern we will have to address.
For now, though, I am going in-game. Next time I'll share my idea for what such a zone could look like.
The age of the game and so-called "spaghetti code" are poor excuses for a lack of imagination. #LegacyCode
I was hesitant to suggest making Gamma Colony open to everyone regardless of rank, but it's good to see that we are agreed on that.
Now here is what I envision:
Enter the Bajoran wormhole and exit into a single sector block in the Gamma Quadrant. This sector block will contain a variety of systems, each with a purpose much like the Eta Eridani Sector. One system, though, will be Gamma Colony.
Upon entering Gamma Colony The player will find themselves in a solar system with X number of planets and an asteroid belt.
The first planet (from the star) is tide locked so that only one side faces the star throughout its orbit Or is that geostationary?). This planet can be either a hot rocky planet or a gas giant with an orbital station. In either case this is where we go to mine Substance A.
The second planet is class M, quite Earth-like, in fact. This is where we start Gamma Colony (I was thinking that the players can build the infrastructure for this zone but once built it's all about maintaining it and subsequent players can grind the equivalent of a one or two tier reputation project to gain access because it cannot be built more than once, if you see what I mean).
The third planet, also class M but more like Andoria's environment, and its two moons would house the scientific, engineering, and tactical operation centers. Any class make visit, purchase items, make contributions, but, for example, if an engineer contributes to the engineering operations the credit/reward/progression for the contribution is 10%-25% higher.
The fourth planet is where the Dominion base is kept in orbit. This base will double as both shipyard and embassy for player interactions with the Dominion(Diplomacy). There seems to be a bit more going on here, but for now our access is limited to the orbital base (always good to have a mystery that needs solving).
Then we have the asteroid belt which is where we mine Mineral B. We fly out and scan for a suitable asteroid (suitability rotates to keep things a littler interesting) beam down in an EV suit and start mining.
The asteroid belt also serves as the dividing line, so to speak. Beyond the asteroid belt is where any standard space combat takes place in addition to any standard ground combat on planet(s) five or six (whereupon the Enemy is attempting to establish a forward base, though this is just to give us a scenario that is the reverse of Colony Invasion).
When the Gamma Colony has needs that have not been met within the set time all that combat, space and ground, moves across the asteroid belt and into the various assets of the Gamma Colony (This is what triggers the Gamma Colony Distress Call):
SPACE COMBAT
In orbit of all planets and moons.
GROUND COMBAT
Planet one mining station.
Facilities on planet 3 and its moons.
ATMOSPHERE COMBAT (Shuttles and fighters)
Planets 2 and 3
Those are my thoughts on the basic maps and combat. Now I must eat so I'll check back later.
Enjoy!
The age of the game and so-called "spaghetti code" are poor excuses for a lack of imagination. #LegacyCode
Anyhow, here is an example of how I would give an existing revenue stream a boost:
Quad Cannon.
Currently purchasable through the Zen store (or C-Store if one prefers) when one buys a certain ship.
The quad cannon is restricted to loading one per ship (which is fine) and there are only three damage types available based on faction. This gets a bit fuzzy when it comes to the Romulan characters because of their alignment choice.
In any case once the engineering facility, for example, is up to a certain level a project becomes available to change the energy type of the quad cannon to any energy type in the game. Naturally one will have to turn in their existing quad cannon so that such a modification can take place.
How this benefits Cryptic:
Ship sales to get the quad cannon go up.
The new assets are basically a clone of an existing asset, which has already happened with the Romulan faction version, so there is (hopefully) no 'back to the drawing board' phase in development, thus reducing costs.
That's it for now as I am still foggy from waking-up and this need for coffee is unrelenting.
Party on!
The age of the game and so-called "spaghetti code" are poor excuses for a lack of imagination. #LegacyCode
Well, this concept reminds me of the way Champions handles it's equivalent of fleets. Everyone is in one. You get added to a system created group before you start the tutorial. Which actually gives you a rough idea as to how many and how often people create characters in that game. During the tutorial I saw the chat box scroll like a news ticker with all the new people getting automatically added.
Comments
(Also Miners already exist as a doff type; visit a fleet dilithium mine. Which is of course not to be dismissive and say that they can't be reused for this idea.)
Joined January 2009
There used to be a picture here, but they changed signatures and I can't be bothered to replace it.
I can see this being a way to make the Gamma Quadrant a thing again. I imagine the Dominion being threatened by an aggressive power, backed by the Iconians (of course), thus the Founders call upon "those solids from the Alpha Quadrant" for help, since they proved resourceful enough to defeat the Dominion.
The plan laid out by the OP would also make an interesting way to make actual use of common quality loot drops throughout the game as a means to feed the new game-wide holding. After all relays burn out, for example...
This would also be a good way to make use of the sector red alert system. Build in proper rewards, issue a two-hour distress call, generated at random two or three times a week (at least once on weekends), players enter the new zone and fight off the enemy in a similar fashion to the battle zones in the Dyson Sphere (or Dyson Shell, if you prefer).
Anyway, it's quite early here, I'm just out of bed, and this idea put story based justifications for such a thing in my head.
Off to my real life grind, now.
Wouldn't it be cool if the Bajoran wormhole wasn't used as mere decoration? One purely aesthetic thing I'd introduce with this idea is that I would use passage through the wormhole as a loading screen. In fact I'd expand that idea to one loading screen per season release, if applicable, and still keep all standard loading screens as they are.
I have other ideas about how to monetize this holding because, honestly, it has to make money for Cryptic or it simply isn't viable.
I'll add more later. NEED COFFEE!
On a side note, it's too bad this thread isn't getting more attention. I see this as an idea with loads of potential to make money and give many players the game content they want/can use.
First let us determine if we are sharing the same train of though on this:
1. Use existing game mechanics to create new end-game content that can be a continual project without seeming too "grindy."
2. Use common quality loot drops, in addition to dilithium and commodities, as inputs to build up/sustain a beachhead/colony, for lack of a better description at this time.
3. All players can choose to participate regardless of fleet or faction affiliation.
I think that covers the basics of the idea. Please correct me if I missed anything.
The advantages for end-game players is clear: Persistent content.
But what are the advantages for Cryptic?
First, using existing game mechanics should help to reduce the cost of building this area (we really need to give it a name, at least temporarily).
Also using existing revenue streams in conjunction with a few minor tweaks could, if done well, increase the revenue flow of current purchasable items (More on that in a later post). Of course there is the opportunity to create a few new revenue streams as well.
I might be wrong about this, but I think it might be easier to implement better diplomatic, trade, scientific, and exploration operations (that many players feel are lacking) in a single zone rather than game wide. Naturally combat operations would be included as well.
This zone would also be a good place for the devs to hold minor events as opposed to the major events such as the winter and summer events. Smaller events would mean smaller prizes that could apply to a characters career choice.
I know you wanted to steer away from monetary issues and that is why I didn't elaborate on my ideas. That is, however, a very real concern and if we want this idea to catch even a glance it's a concern we will have to address.
For now, though, I am going in-game. Next time I'll share my idea for what such a zone could look like.
I was hesitant to suggest making Gamma Colony open to everyone regardless of rank, but it's good to see that we are agreed on that.
Now here is what I envision:
Enter the Bajoran wormhole and exit into a single sector block in the Gamma Quadrant. This sector block will contain a variety of systems, each with a purpose much like the Eta Eridani Sector. One system, though, will be Gamma Colony.
Upon entering Gamma Colony The player will find themselves in a solar system with X number of planets and an asteroid belt.
The first planet (from the star) is tide locked so that only one side faces the star throughout its orbit Or is that geostationary?). This planet can be either a hot rocky planet or a gas giant with an orbital station. In either case this is where we go to mine Substance A.
The second planet is class M, quite Earth-like, in fact. This is where we start Gamma Colony (I was thinking that the players can build the infrastructure for this zone but once built it's all about maintaining it and subsequent players can grind the equivalent of a one or two tier reputation project to gain access because it cannot be built more than once, if you see what I mean).
The third planet, also class M but more like Andoria's environment, and its two moons would house the scientific, engineering, and tactical operation centers. Any class make visit, purchase items, make contributions, but, for example, if an engineer contributes to the engineering operations the credit/reward/progression for the contribution is 10%-25% higher.
The fourth planet is where the Dominion base is kept in orbit. This base will double as both shipyard and embassy for player interactions with the Dominion(Diplomacy). There seems to be a bit more going on here, but for now our access is limited to the orbital base (always good to have a mystery that needs solving).
Then we have the asteroid belt which is where we mine Mineral B. We fly out and scan for a suitable asteroid (suitability rotates to keep things a littler interesting) beam down in an EV suit and start mining.
The asteroid belt also serves as the dividing line, so to speak. Beyond the asteroid belt is where any standard space combat takes place in addition to any standard ground combat on planet(s) five or six (whereupon the Enemy is attempting to establish a forward base, though this is just to give us a scenario that is the reverse of Colony Invasion).
When the Gamma Colony has needs that have not been met within the set time all that combat, space and ground, moves across the asteroid belt and into the various assets of the Gamma Colony (This is what triggers the Gamma Colony Distress Call):
SPACE COMBAT
In orbit of all planets and moons.
GROUND COMBAT
Planet one mining station.
Facilities on planet 3 and its moons.
ATMOSPHERE COMBAT (Shuttles and fighters)
Planets 2 and 3
Those are my thoughts on the basic maps and combat. Now I must eat so I'll check back later.
Enjoy!
Anyhow, here is an example of how I would give an existing revenue stream a boost:
Quad Cannon.
Currently purchasable through the Zen store (or C-Store if one prefers) when one buys a certain ship.
The quad cannon is restricted to loading one per ship (which is fine) and there are only three damage types available based on faction. This gets a bit fuzzy when it comes to the Romulan characters because of their alignment choice.
In any case once the engineering facility, for example, is up to a certain level a project becomes available to change the energy type of the quad cannon to any energy type in the game. Naturally one will have to turn in their existing quad cannon so that such a modification can take place.
How this benefits Cryptic:
Ship sales to get the quad cannon go up.
The new assets are basically a clone of an existing asset, which has already happened with the Romulan faction version, so there is (hopefully) no 'back to the drawing board' phase in development, thus reducing costs.
That's it for now as I am still foggy from waking-up and this need for coffee is unrelenting.
Party on!
My character Tsin'xing