Aye - I just figured since we're discussing making CZs more worthwhile, I'd propose an alternate solution. Instead of (or alongside of) tinkering with numbers, there needs to be more substance.
FD mentioned the possibility of FPS boarding combat at some point so there'd still be a ton of work involved in creating more classes of capital/subcapital ships, and I wouldn't expect to see anything like that for a while.
DJAMILA said:Actually I would scale the combat bond value by ship type AND combat rank of the killed target.
At the risk of repeating myself, surely the faction rank is far more important than the combat rank? If combat is between opposing factions, then the higher the faction rank of the opponent, the higher value a target they are for those paying you, so you should get more money. Another thing which could be taken into account is the opponent's kill stats in the current CZ. That might tie into combat rating, but it's not wholly linked. Someone who has taken out 50 of your side's ships should probably be a higher-value target than someone who has bumbled their way around and managed to ram one badly-damaged ship into oblivion, regardless of the combat ranking.
Yes to all of this.Combat zones should be made more exciting instead. Right now they're RES sites without asteroids and with lower pay per kill. One way to do this would be to considerably expand the scale of the fights by designing and introducing a few new subcapital classes for NPCs (frigates, etc) to be mobile and enrich the fights. Allow (or encourage) them to take place around stations and in asteroid fields. What's so special about a particular bit of empty space that there's a high intensity combat zone there?
The space battles should be occurring in strategically important locations. Space stations, rich asteroid fields, space elevators/skyhooks, shipyards (fighting amongst the ribs of an unfinished, half-alive Farragut? (and seriously, shipyards!)), orbital refineries...
I also hope to eventually see capital-sized civilian bulk freighters. Just more stuff. And I still think the demand for this could be met by contracting with content developers in the community.
At the risk of repeating myself, surely the faction rank is far more important than the combat rank? If combat is between opposing factions, then the higher the faction rank of the opponent, the higher value a target they are for those paying you, so you should get more money.
Choosing a side in a war should be major, life-changing decision, one that should have strong consequences. Those consequences should be very difficult to revoke or roll back. A mercenary should be regarded with suspicion throughout the galaxy - one who switches sides with outright hostility. It might be quite fair, for example, for a faction to occasionally do the dirty on a player known for chasing Credits over loyalty, turning hostile once they have accrued lots of combat bonds, just to avoid having to pay them...even with military rank we can participate in either side of the conflict we want
Combat Bonds should scale with Ranking of pilot killed
The person offering the combat bonds is offering them on the basis of quantity of ships killed, not quality of whoever happens to be flying them.
Can't see any valid reasoning for the quality argument.
The person offering the combat bonds is offering them on the basis of quantity of ships killed, not quality of whoever happens to be flying them.
Can't see any valid reasoning for the quality argument.
a sidewinder every 5 minutes RES maybe. A 50-250k target spawning every 1-2 minutes certainly does a lot better than conflict zones, and they're considerably easier to kill.I only spent about 30 minutes in a conflict zone when I saw that you get about 5 times as many cr€dits in a RES.
How in the heck do you make money in combat zones? I kill a bunch of ships and all I get is a bill to reload my ammo post haste.