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Reputation and progression

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Reputation and progression Empty Reputation and progression

Post  Pyrowolf Tue Aug 14, 2012 8:36 pm

I suggest expanding on the reputation feature. As far as I know, reputation is only used to allow changing the core output at a certain (fairly low) threshold, and after that gaining reputation gives no benefit.

Add bonuses that players can unlock at certain reputation levels (sort of like the system in Undead Assault 3, if you've ever played that). Players could then be allowed to pick one (or as many as you want to limit it to) bonus that they have unlocked so far at the beginning of each game. Bonuses could then be used to make players more efficient at their chosen job.

Some examples of bonuses: increase mining rate by 10%, increase damage when at weapons console by 5%, increase efficiency of refining by 5 %, etc.

You could also get as creative as you want adding bonuses, they wouldn't all have to be passive bonuses like my suggestions above.

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Post  Warsign Wed Aug 15, 2012 12:16 am

Players were meant to have equal footing with everyone else at the start of the game, which is why it leads to a skill-based team game. If passive (or active) bonuses were introduced based on how long a player has been playing the game, then the end result would be that the veterans would have a ridiculous advantage eventually.

In my opinion, players don't have to have incentive to keep playing ANY game. The only reason should be because they want to because it is fun.

Reputation was originally established as a makeshift gauge to determine how effective a player is in the game and evolved to place restrictions on the core because people were griefing it by rigging the core to blow, although there are a lot of other ways that they need to use now, which are much more preventable.

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Post  Pyrowolf Wed Aug 15, 2012 9:32 am

Good point. Would there be any way to sort teams based on reputation? That way each team would have an even number of new players or low experience players.

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Post  Lady-Natalya Sun Aug 19, 2012 1:59 am

I wouldn't go for that personally. People like to form teams with players they know personally.

But, you might want to add a very low reputation requirement to use the wraith or to buy ships. Idea behind that is that someone new almost certainly doesn't know how to fly any kind of ship in this game (w/s, x) so you don't want them accidentally blowing up the wraith by flying it into asteroids as soon as they leave the BC.
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Post  Siretu Sun Aug 26, 2012 7:02 am

The debate of locking stuff vs keeping stuff usable for everyone is something that I discuss with people a lot. I did it with core because it's so vital, but I'd prefer to not do it too much.

If you change computers, you'll lose all your rep and if that prevents you from doing all of the advanced stuff, you'll have to endure some boring games just to get the reputation back.

In some situations, a beginner might need to use the advanced stuff because the other people are busy.

In some games, there might only be new players in one team. Disabling that team from flying the wraith and buying ships is very bad.
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Post  Lady-Natalya Mon Aug 27, 2012 6:39 pm

Yeah never thought of it that way. If teams were noob-heavy it wouldn't make sense.
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