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> The curve maxed out way faster than modern MMOs. Getting all GM (grandmaster) levels in your main skills took way shorter than, say, what ever absurd level you can get to on WOW after the 10th expansion.

I would have player character "skills" be a significant but not a dominating factor. Basically, PC "skills" would be automatically learned over time and would be a way to reward players for sticking around. Instead, I would base things more on economic power and kill record. A player can gain more power economically by exploiting a large sector of space, establishing bases, designing/licensing mining/security drones, and building products for players. However, this means they would be mainly playing in the RTS/4X part of the game. The action oriented part would be based on kill record, which would be the ratio of total PC ship value you help destroy over the value of the ships you are destroyed in. Having a high kill record gains "fame" which results in direct monetary rewards and access to (expensive) special items. Something along the lines of players 1 standard deviation above the average kill ratio would randomly receive money for "sponsorships" or be given prototype items to test whenever they are in a winning battle. I would also have another metric of "reputation" which is more based on participation, but which results in lesser rewards.

Another thing I would try out would be to simply grant NPC "followers" to players with a certain level of fame who have stuck around long enough.



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