Developer's Blog 6/23/2012
by, 06-23-2012 at 02:33 PM (12457 Views)
-- Faction Stance Tax Customization --
With the removal of the Dynamic Resource Allocation system, we committed to creating customizable taxes that will allow faction leaders to dictate the pricing of minerals on their world. The taxes can be changed by a member of customizable rank at any world object on the colony. They can set a tax for every single stance (including their own faction), which is applied to mining, production, chemical lab processes, and storage transfer/transports.
-- Colonial and Sector Ownership Perks --
Since the beginning, we have always wanted something more for our colonies. To craft an experience revolving around more than just the minerals they contain, and something to balance the usefulness of the inner colonies against the profitability of the outer ones. Something that has often been considered is ownership perks, that give a benefit to those that are strong or clever enough to hold onto the colony.
These perks will replace the existing faction perks, allowing leaders to strategize their galactic domination, both in economic value, and perk value. As an example, the Brotherhood of Shadows drug perks may be allocated to the city of Berlin, or the Vortex Incorporated perk of cheap transportation allocated to Tokyo. These are just examples, and are not meant to represent what will actually happen.
In addition to this, there will be perks given to sector owners, better than colonial ownership perks, but much harder to achieve. The ultimate goal though, is to add more depth to colony ownership, and further increase possible points of conflict in the game.
-- World Service Displacement --
Continuing the theme of conflict revolving around the worlds themselves, we will finally be making the move to spread services out within the colony. The current default node system will be altered slightly, with each colony's default node being a reasonable distance away from everything, positioned within the logical center of the world. What will happen, is all of the terminals added during Closed Beta will be removed, making the locations marked around the world the only location where certain terminal types will be available. We believe this added distance between areas will encourage more conflict when moving around worlds, and force people to explore more often.
This does raise one interesting situation though, regarding the city of Tokyo. This very large city is a much more difficult story, as it was originally three separate cities that were merged into a single one. We decided that the best action to take here, is to separate Tokyo into two separate worlds.
There will be an Upper Tokyo, consisting of the Chou Ku and Otaku districts, and a Lower Tokyo, consisting of the Shibuya and the new Kamitikada district. The services of the cities will be altered so that you have to travel between the two, and teleporters placed conveniently to allow for easier transit. I'd like to note lastly that both cities will be capturable, and have separate ownership perks.
Lastly, we will also be implementing the ability to re-size your map, making it easier to navigate the worlds.
-- Crime Rate --
The last thing that we would like to talk about this week is a mechanic that we believe will have a large impact on the way members of the Law Enforcement Department and Freedom Defense Corps earn money The purpose of the crime rate will be as a means for the Law Enforcement Department and Freedom defense Corps to earn their taxes, and for world owners to free themselves of them.
The system will work by tracking theoretical "ganking," which will be defined as killing a faction that is neutral, eco allied, or allied, with the world owner unprovoked. This will pay attention to the aggression and takeover systems, also taking things like siphoning, drug transfer/production, and even most wanteds on the world into consideration. The Law Enforcement Department and Freedom Defense Corps can lower this crime rate by arresting or killing players flagged as "gankers," which will be set if one of the aforementioned crimes is committed and erased after some time has passed.
Worlds will also have a natural crime rate, based on their distance from earth. This natural crime rate will define the minimum and maximum crime rate on the world, with worlds that have lower natural rates being more flexible. We would like to state now that it will be impossible to ever remove all Dominion taxes from the world. Doing this would destroy the Law Enforcement Department and Freedom Defense Corps only means of income. The purpose of this system is to allow players more control over it.
There will also be a means of limiting the minimum crime rate for the leaders of the Law Enforcement Department and Freedom Defense Corps, so agreements can be made to maintain certain tax levels on certain worlds, at the discretion of those leaders.