![]() One of the first major issues in Empyrion pvp was the same thing we see happening on here in DU. This is particularly challenging in a game where you don't have pre-designed mechanisms of warfare as people are excellent at finding workarounds to the ways the game was "intended" to be played and with a game that is completely open ended like this is it's virtually impossible to prevent any possible exploit creative people that play these games can think up. Of course the most important thing to pull off for successful pvp is balance so you can keep it fair and possibly even more importantly, interesting. Similarly Empyrion was significantly focused on the pvp part of the game. Some design challenges I think they solved pretty well, others not so well. Empyrion had, and still has, some very similar challenges to its overall design. The game that this reminds me the most of is Empyrion Galactic Survival. Keeping in mind that this is new territory and the overall design of the universe is key to an enjoyable experience for everyone I would like to state a few things I have observed and learned from previous games that follow along some of the same concepts as this game. There are some really good points and perspectives here. I sincerely hope that some if their team have actively played that game to learn from it. There is a lot NQ could learn on balancing and what works and doesn't work on Empyrion. Another tactic that was used was wait until a player logs off and then deploy a bunch of decoy bullet sponges and hit it with everything you got to get it down before the offline protection had the ability to engage.įighting bases in Empyrion can be a lot of fun as there are all kinds of tactics you can use and make up to counter the automated defenses. Also the turrets would fire even when offline protection was on so that would allow players to deplete expensive ammo and fuel of offline bases which can the base to consume all it fuel and it would drop the offline shields. One of the disadvantages is that if any player in the faction was online you would lose all the offline protection on all your bases and if that player didn't alert anyone, that was offline, that the bases were being attacked or try to defend them themselves the bases likely wouldn't last long, however that is a penalty for not having a dedicated and organized group. This offline mechanic had its advantages and disadvantages. It also only lasts for a certain period of being offline. The offline protection has a delay in engaging after logging off so that it can't be exploited by logging off while under attack. In Empyrion there are automated turrets and offline protection. So what will the defense mechanism be if not some type of automated turret? Well this is where it needs to be well thought out. A ship can be moved to a safe zone when you log off, a base cannot. There needs to be something that can be done to defend bases when you are offline or there is no reason to even build bases in a pvp zone because they will be easily destroyed and won't be worth the resources or effort to build.
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