PlugIn idea - DailyCharge
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oh, well, i thought it might be good for lone freelancers, too. while in a clan there’d be less transfers either (due to that everyone loses money without doing anything, and everyone needs every cent he makes) or more interaction (a few traders dealing the money for the heaviest units), freelancers would also only fly what they can afford and the ships would not be an indicator of the time the player has spent online but rather of his reliability and seriousness as freelance unit.
on the other hand: the calculation of prices is free to the modder, so he can make some ships (like e.g. the starting ship) to have a charge of zero and to make the charges calculation in general dependant from the server’s trading and earning possibilities.
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i saw lots of noobs with incredibly heavy irons thinking they are experienced or challenging, only because they have enough mates to afford a ship like that… IMO a system like that would balance the gameplay and force the sensible playing instead of (what we see here and there on some servers) players bitching each other for no better reason than to see the nice effects of guns and explosions.
if money is a question of survival (death penalty) and survival a question of money (DailyCharge), players start thinking much more and not only spreading their bullets. there are enough shooter games for those players, who only want to feel strong by destroying their environment.IMO, Freelancer is not one of these. it should rather be about fighting for reputation, standing and profit, a fighting with sense. - not for the explosion you see after an enemy’s death.
but, yea, opinions welcome.
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if you tell player which love fire and destroy all in front of them, to go play another games, it will make the community smaller. And there is less and less player every day. The goal is to have lots of player with different playing Style, not only RP elitist or Su=imulation Elitist, freelancer is an Arcade game too…(look at the control style : keyboard/mouse not only joypads or flying sticks…)
But i am rather for a such plugin more interests in ressources managements
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I’ll give you one reason why I think it’s a no go idea. What if I don’t play for a while, do I login one day to find out I’m broke from maintaining a ship I haven’t flown?
I voiced an idea a while ago about engine maintenance, or equipment of all types for that matter. It would make sense to me that all equipment degrades with use and needs to be repaired and maintained, but unless the required maintenance reflects the actual use of said piece of equipment, then it’s not going to work out in my mind.
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You could easily use the players time logged in for that session, either in real time or doing a quick playerfile reading and getting the difference from when they logged in to when they logged out…. Money for maintanence would then come from that lol. And too make it so its not going to hit your bank massively… Have the amount to be paid done on a level basis, higher level higher amount.
Means all the charges are porportionalized to the players current level… Even if you whack the money on one character… to only use when you need to transfer money… the character you use on the regular only pays a little bit, but the character with all the money on is going to pay out a heck of alot more… so it pretty much even’s itself out.
As for if I would use this? I dunno I think its a good idea, its not like you have to implement it on your own server
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yea, i thought of logged-in time, too, not of real time. and the charge to be depending on the ship (maybe with a factor near to 1.0 depending on the very level). so, you have the choice to fly your starflier, but better have a trading ship if you want to fly your osiris.
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In WTS we got bored by the ‘cash only’ ranking since a good while.
So I d try to find a work around.Using the “docking restrictions” of FlHook we created
‘security passes’ allowing access to bases selling the real big ships
or other special things, like cloakable ships and such stuff.To get these ‘security passes’ the player needs to have a proper
reputation with 2 special factions, which don’t do much more than
– sell those ‘security passes’ depending on reputation
– change reputation slowly with certain npc or PvP kills (using another feature of FlHook)This work around basically works.
It is very hard to balance and it seems not so easy to understand
for certain players, how it works.
And it earned us a lot of complains.
By now I m hoping for a FlHook feature, to set reputation
by npc kills, play time etc.