We have encountered a number of problems with the contract system:
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Negative reactoins for limiting the number of contract, which can be completed at the same time. This had to be done for reasons of balance ( see 4. )
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Some players did not like a couple of contracts. This is mainly for the contracts with " kill x with weapon …"
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In practice, it turned out that adjusting the pumping speed is very difficult, especially with the support of a large number of unique contracts for each faction.
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Completing even simple contracts depends on the player’s skill: new players and casual players could not perform the necessary volume of contracts for a comfortable pumping and on the contrary, strong players have contracts with increased speed, causing them to excessive pumping. Further development of contracts only would reinforce this bundle.
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Many players stopped to aim for victory in the battle: They were only fixed on their contracts.
This post will inform players about our plans to improve the contract system:
We took counsel and came to the following conclusion: There is a need that contract system provides a decent advantage to the player.
We are planning that the contact system will provide:
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10-15% faster increase of reputation compared to players who do not fulfill contracts
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An additional interest for those players who like to perform certain tasks.
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Access to special awards, such as weapons, modules, Galactic standards and special items that open a new gaming experience.
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The mechanism of regulation of global war and the relationship between the clans.
Contractual arrangements will be developed.
In the future it is planned to increase the number of available types of player contracts:
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Simple contracts (as of now).
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Long term contracts (this contracts can need a couple of days to be finished).
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Complex contracts (to perform such a contract you must complete a few simple contracts in a special sequence).
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Group contracts (When the group leader completes such a contract all team members will be rewarded).
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Combined contracts (combination of complex, long-term and group contracts).
With the postponement of the substantive contributions from pumping speed on the result of the battle, starting with version 0.5.4 we change the accrual principle, which gets the player reputation for battle. Under the new rules the higher the shooting gallery for each of the ships( on which the player goes into battle), the more credibility it will receive from the battle. Thus, a player who flies on non factional ships (T x.1) will earn a decent amount of reputation for both subfactions and a player who flies on a factional ship ( T x.2) will get a huge amount of experience for a single sub faction. This leaves the possibility to pump the entire faction, flying in the early ships - it just needs more time
Amount of reputation for taking part in a battle reviewed. Players flying at maximum efficiency and completing contracts on a regular basis will advance faster than it is now. We expect that an average pilot will need 2 months of participation in the global war to reach the final tier in ships.
Under the term “average player” we understand a person who spends 2-4 hours a day in game and has an extended pilot’s license (premium account).
In versions starting with 0.5.4 will be slightly altered the balance on arrival/money flow:
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Increased credit reward based on the result of the battle.
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We will add paid faction change. The price for changing the faction is determined by the players reputation. As the higher ranks open access to more expensive contracts and increased rewards. Breaking a contract with a faction can give you a penality.