Remove unknown space (And more)

One thing that always annoyed me about invasion, is unknown space. So I am suggesting some features.

 

So here is the first change, Removing unknown space. Here is why:

 

 - The gates are pointed towards sectors on the galaxy map, which leads me to conclude that the gates are just basically massive speed boosters towards the sector it warps you to. The reason I bring this up, is unknown space does not seem to make sense, because it warps you to unknown space somehow, when you were warped forward. Of course this would only work if it actually was a speed boost type of thing. Other wards, the gates are just teleportation devices, and the facing direction might as well just be random.

 

 - Unknown space is an alien sector, and therefore I think there should be a whole section of alien sectors, because just 1 is boring to explore, with the same model over and over. So what I am suggesting, is remove unknown space as a random warp location, and create a whole new space, probably above frontier sectors. Each one of course is full of biomorphs, hunters, predators, etc. Then the fun part, the alien home world/base. A giant tube with alien civilian and military ships flying around, doing their usual things. This would be the hardest sector to be in, but also have the best loot. You might even be able to see an alien mothership in the background (Equivalent to a dreadnought)

 

 - And finally, for my last part, add a bunch more sectors in each area. I would say around 200 sectors total throughout federation, empire, and Jericho. Or just add procedurally generated maps beyond the current ones. Maybe the further maps will be different each time you enter it, So say its an asteroid belt the map is in, it would be different because the belt moves.

 

Hope you enjoyed reading it :slight_smile:

I would ADORE a while alien sector, but you have to remember; developing a game takes time. They don’t just say “I think I’ll make a new weapon today!” They have to come up with it, make visuals like icons and models for it, code it, balance it, then somehow push it (usually via update once in a blue moon) so that you can use it. Making a whole new sector (let alone 200 more) takes hours to days depending on the complexity, and making alien world’s would probably be pretty difficult. Also, you must account for server-space along with the actual maps. Each one is its own allocated space, and making more sectors on a fixed data cap gives less and less processing power to each individual.

I would love to see this happen, but it won’t for quite a while. ^^;

Unknown space actually makes sense. Even if the warp gates are massive speed boosts. If you notice, the aliens appear (and leave) during invasions through portals. So, the reason you get transported into unknown space is that by random chance, a portal opened up between your departure sector and your destination.

 

I happen to like unknown space. Despite how annoying it is when you are trying to go from one station to another, it actually provides lots of money compared to most other sectors. If you bring the right ship, you can farm hunters for a lot of money. There are also several wreckages of hunters hidden by the giant pillars on the outskirts of the map, which also give good loot. Granted, this is limited, as you have to leave to drop off your loot, and then jump through gates randomly until you get back to unknown space.

 

I have made a habit to plunder the alien wreckages every time I go into unknown space, and often make around 500k and 30-ish artifacts.

I like unknown space too. Except for the tricky portal. But the design is nicely done, quite outworldly as it should be. I would even add a few more alien sectors (one is just not enough I agree). What is more, I see a good opportunity for expanding the story and game modes. With the dreadnoughts we could push deeper into their territory and also could get more missions like headhunting for specific aliens and stuff. Or after capturing a few systems of the aliens, like they did with ours, we could do some business there as well.

Unknown space should be changed a lot. 

 

make it far more dangerous but add better loot and add twice as many mysterious containers. Make it so you can purposefully warp into it too. 

Unknown space should be changed a lot. 

 

make it far more dangerous but add better loot and add twice as many mysterious containers. Make it so you can purposefully warp into it too. 

 

If you could purposefully warp into it, it wouldn’t be unknown now would it?

 

Unknown space should stay as it is. I do support the idea of adding a permanent alien sector (along the lines of Fort Muerto, where all the frontier sectors have access to it).

If such a sector were to be added, I think it should be far more dangerous, but have far better loot. (Dangerous in the sense that going in alone will most likely result in death).

I think unknown space works on a tampering system. The warp gates work no matter your ship orientation and were it to be a warp-tunnel speed boost you’d come out through the gate at the other side. It’s probably like the star trek “beam me up Scotty” thing, which makes sense as teleporting a spaceship takes a lot of energy and hence fuel. With this in mind, it is possible for alien signals to intercept the beam transmission and make you materialize in an unknown sector. This act would establish a temporary, fleeting link between you and the last system, hence why the guys are able to briefly contact you before dropping out of signal as the matter beam collapses. This theory would also allow reverse analysis of the warp gate signal from central control to find out approximate co-ordinates of this unknown space and then perhaps send a probe in to start the exploration of the alien systems.

 

The alien portal, when you return, also acts like an alien portal in the sense that it drops you back into a zone in a weird place, often high up, where you’d expect aliens to be appearing from were they to arrive. I don’t think it should always be open though. Going through the portal should be fuel-free as it’s a wormhole in effect, but opening one should cost fuel. It’d probably work on the system of approaching a little alien beacon which would, when given fuel, project a temporary wormhole for say, 2 minutes in the space it occupies now.

 

When aliens arrive in open world, the jump holes should be scannable, to find their frequency and attune your ship’s shields or something so you can traverse into the sector they came from. (this is where we find out it’s Jericho all along).

 

What puzzles me however is that you cannot warp into a zone under alien attack from unknown space. Surely this would mean you can warp in if anything. The dodgy portal needs fixing though.

 

Definitely would like to see more unknown zones. One filled with predators or a gigantic defiler. Oh gawd yes.

The alien homeworld sector is a nice idea, I don’t think it should pose too much danger though. When you consider the hunter packs in unknown space compared to the raiding party hunters, they’re very apathetic. They don’t actively hunt you down and aggro on a dime. If you stay a respectful distance from them and don’t fire on them or microwarp past them, they couldn’t care less. This should apply for the homeworld. Kinda like the Borg - they don’t attack unless you pose a threat to them or start getting close as if to fire, but once they consider you a threat, that’s it, everything hates you.

Let’s remove invasion. Entirely. 

Let’s remove invasion. Entirely. 

 

Yeah let’s go back to sitting in queues for hours.

Yeah let’s go back to sitting in queues for hours.

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Yeah let’s go back to sitting in queues for hours.

 

The reason we have to sit in queue for hours is because everyone does invasion and pve.

Just remove pve and invasion so we can go back to the glory days of pvp

As nice as it can be to take a relaxing flight around some pretty environments, I tend to agree. Invasion doesn’t bring much positive to the game, but it brings a lot of negative - unnecessary grind, overpowered and/or poorly balanced modules / weapons, crafting system that feels clumsily implemented, half-finished and utterly without focus… the whole mode is out of place. It’s not in sync with the rest of the game; it feels like someone, probably someone unfamiliar with games, googled “successful space MMO” and saw EVE Online was the top hit, and so declared from one high that Star Conflict had to be more like EVE to be successful.

 

But the real strengths of Star Conflict are the parts that are nothing like EVE. Star Conflict lives or dies by its PvP mode, and anything that distracts from that, or waters it down, or makes it more difficult to get the most out of that mode is bad for the game and should be removed. I wouldn’t go so far as to say PvE has to go (everyone needs credits at some point, so there’s a valid reason to have PvE), but turning Star Conflict into a poor imitation of EVE isn’t going to help, just like throwing hundreds of millions of dollars into making WoW clones didn’t do anything but make a lot of big companies go bankrupt.

please consider this going forward

[http://forum.star-conflict.com/index.php?/topic/25406-guideline-for-suggestions/](< base_url >/index.php?/topic/26093-corporation-signs-and-cockpit-view/#entry308596)

Let’s remove invasion. Entirely. 

Why? People that are here for invasion won’t play PvP if you remove invasion. They will just leave.

The reason we have to sit in queue for hours is because everyone does invasion and pve.

Just remove pve and invasion so we can go back to the glory days of pvp

 

Well my memory of the ‘glory days of PVP’ seems to differ from yours.

 

I can remember logging on at certain times of the day early last year (before invasion) and there regularly being less than 300 pilots online.

 

Quite why you (and obviously others) would want to ‘lop off’ a major function of the game that has attracted many more players is beyond me.

 

Many (often casual) players prefer PVE to PVP.

 

This game isn’t a private club for the ‘elite corps’ to reassure their egos by ganging up on such less experienced, less well equipped players in PVP over and over again.

 

Maybe you should reconsider the reasons for the devs removing rewards from custom PVP matches (which could have been a way for you to have regular and organised PVP amongst yourselves).

 

Anyway, I think I’ll log in and kill some pirates…

Why? People that are here for invasion won’t play PvP if you remove invasion. They will just leave.

 

I found invasion pointless. Faulty background, repetitive gameplay, lack of contents and it drag people from pvp (can give a more detailed answer but we already discussed about this on many thread). 

 

I guess how long people that are here only for Invasion will remain when they will finally discover how boring can it be, there are other games out there that can offer more than our open space world.

Well my memory of the ‘glory days of PVP’ seems to differ from yours.

 

I can remember logging on at certain times of the day early last year (before invasion) and there regularly being less than 300 pilots online.

 

Quite why you (and obviously others) would want to ‘lop off’ a major function of the game that has attracted many more players is beyond me.

 

 

How many of those players, playing only invasion are here playing on a daily base like the pvp players?

And where do you take that statistic that shows less than 300 players online?

 

 

This game isn’t a private club for the ‘elite corps’ to reassure their egos by ganging up on such less experienced, less well equipped players in PVP over and over again.

 

Maybe you should reconsider the reasons for the devs removing rewards from custom PVP matches (which could have been a way for you to have regular and organised PVP amongst yourselves).

 

Anyway, I think I’ll log in and kill some pirates…

 

Major corps are not here to farm (well apart 90% of ESB players), they are here to have fun playing against each others. Random pugs are more or less an “annoyance”, the real fun comes out when you have a decent fight.

Well my memory of the ‘glory days of PVP’ seems to differ from yours.

I can remember logging on at certain times of the day early last year (before invasion) and there regularly being less than 300 pilots online…

Your memory is shorter than mine due to your lesser time of play. I have been playing since the steam release (March 1st, 2013). Back in those days and the few months following, there were always at least 2k players online. Ever since basically the summer of 2013, this game’s player base has been extremely low.

How many of those players, playing only invasion are here playing on a daily base like the pvp players?

 

I don’t know and I fail to see the relevance of your question. So ‘the PVP players’ are the only ones that add value to the game?

 

And where do you take that statistic that shows less than 300 players online?

 

From the hangar function that displayed the number of players online, until it was removed (quite recently. Do you not remember this?).

 

Your memory is shorter than mine due to your lesser time of play. I have been playing since the steam release (March 1st, 2013). Back in those days and the few months following, there were always at least 2k players online. Ever since basically the summer of 2013, this game’s player base has been extremely low.

 

Ok. But I’m still struggling to see how you think removing invasion would magically recreate the ‘glory days of PVP’.

 

Removing PVE would reduce the player population even further.

 

2013 sounded like a great time for this game and I’m a little sorry I missed it. Those days are gone but there’s no reason why we might see similar, or even higher, player counts in the near future.

 

Complaining about a new influx of players who prefer a different game mode seems pointless to me.