El_Metallick
Active member
- Joined
- Mar 3, 2010
- Messages
- 106
- Reaction score
- 2
Proposal 1: Universal Point System for Elite Rewards (Try-Hard Alternative)
Impact: 8/10
Implementation Cost: 4/10
Objective
Replace the exclusivity of the monthly ranking (Golden Skulls) and high-wave Reactor content (Cortex) with a progression system based on point accumulation. The goal is to allow casual players access to endgame content in the long term, without eliminating the temporal advantage of try-hard players.
Mechanics Description
Point Sources: All PvE and PvP activities in the game award points (same as currently).
Difficulty Multipliers: To incentivize difficult content and maintain the advantage of try-hard players, higher Reactor waves award an exponential multiplier.
Example: Wave 5 = x2, Wave 10 = x5, Wave 15 = x10. Thus, a try-hard player obtains the points in 2 days, while a casual player gets them in 2 weeks by doing lower waves.
Dynamic Cost: To avoid market saturation and extend content longevity, a tiered cost for monthly restocking is implemented.
Example:
1st Golden Skull of the month: 5,000,000 Points.
2nd Golden Skull of the month: 8,000,000 Points.
1st Cortex Asura part of the month: 250,000 Points.
2nd Cortex Asura part of the month: 400,000 Points.
NOTE: These costs are examples only; they would need to be adjusted according to the expectations of the game design team.
Advantages
Proposal 2: Daily/Weekly Challenge System and "Recognition" Store
Impact: 9/10
Implementation Cost: 7/10
Objective
Establish a daily and weekly roadmap that encourages habitual player connection, recycling all game content (old and new planets) and offering high-demand rewards (legacy drones and exclusive ships).
Mechanics Description
New Currency "Recognition": Each completed challenge awards "Recognition" points, which will be used as currency in the "Recognition Store."
Challenge Structure:
Monetization: A "Recognition Membership" can be sold, granting a multiplier for Recognition points earned.
Recognition Store
Fixed Section (Monthly Reset):
Proposal 3: Quick Drone Configurations (Preset System with Hotkeys)
Impact: 7/10
Implementation Cost: 3/10
Objective
Solve the usability problem of the drone panel, transforming its management from a tedious action (mouse activity outside combat) to a tactical decision in real-time via predefined combinations and keyboard shortcuts.
Mechanics Description
Save Presets: Each ship will be able to save up to 4 configurations (player-editable name, e.g., "Offensive," "Cryo," "Tank").
Key Assignment: Configurations are activated using the F1, F2, F3, and F4 keys (with reassignment options).
Tactical Cooldown: To prevent macro-swapping (constantly changing configurations to dodge damage frame-by-frame), a 3-second cooldown between changes is introduced. This forces the player to anticipate the play, adding strategic depth.
Advantages
Proposal 4: New PvP System in Colossus (Queues and Matchmaking)
Impact: 9/10
Implementation Cost: 9/10
Objective
Revolutionize the current PvP, moving from a "free battle arena" to a structured system with fair matchmaking, horizontal progression via special skills, and an internal economy that avoids extreme imbalance.
Mechanics Description
Queues and Formats: Players sign up for 1v1, 3v3, or 5v5 queues.
Technology Tier Matchmaking: To avoid extreme fragmentation (empty queues), matchmaking will not pair by exact system (Vega vs. Vega), but by Tiers:
Skill Upgrade System: To avoid the "winner effect" (the rich get richer), PvP points do not buy new components, but "Skill Upgrades." The player applies these upgrades to their existing components.
Example: Cannon X: Spend 300 PvP pts -> (Level 1: 2% Life Steal) -> Spend 500 PvP pts -> Level 2 (4% Life Steal)... up to Level 5 (10%).
Available Stats: Life Steal, Damage Reflection, Evasion, Cooldown Reduction.
PvP vs PvE Activation: These special stats (Life Steal, Reflection) will have a 90% reduced effectiveness modifier against PvE bosses to avoid trivializing existing PvE content.
Monetization: An "Elite PvP Membership" is implemented, granting a PvP point multiplier.
Advantages
Impact: 8/10
Implementation Cost: 4/10
Objective
Replace the exclusivity of the monthly ranking (Golden Skulls) and high-wave Reactor content (Cortex) with a progression system based on point accumulation. The goal is to allow casual players access to endgame content in the long term, without eliminating the temporal advantage of try-hard players.
Mechanics Description
Point Sources: All PvE and PvP activities in the game award points (same as currently).
Difficulty Multipliers: To incentivize difficult content and maintain the advantage of try-hard players, higher Reactor waves award an exponential multiplier.
Example: Wave 5 = x2, Wave 10 = x5, Wave 15 = x10. Thus, a try-hard player obtains the points in 2 days, while a casual player gets them in 2 weeks by doing lower waves.
Dynamic Cost: To avoid market saturation and extend content longevity, a tiered cost for monthly restocking is implemented.
Example:
1st Golden Skull of the month: 5,000,000 Points.
2nd Golden Skull of the month: 8,000,000 Points.
1st Cortex Asura part of the month: 250,000 Points.
2nd Cortex Asura part of the month: 400,000 Points.
NOTE: These costs are examples only; they would need to be adjusted according to the expectations of the game design team.
Advantages
- Casual Player Retention: Eliminates the frustration of "not even being able to try."
- Flexible Time Economy: The player decides how much time to invest according to their lifestyle.
- Point Inflation: If earning rates are not controlled, try-hard players will accumulate enough points to buy all stock on the first day.
- Non-Profitable High Reactor Waves: If the cost is too low, no one will play high waves, reducing the population in that content.
Proposal 2: Daily/Weekly Challenge System and "Recognition" Store
Impact: 9/10
Implementation Cost: 7/10
Objective
Establish a daily and weekly roadmap that encourages habitual player connection, recycling all game content (old and new planets) and offering high-demand rewards (legacy drones and exclusive ships).
Mechanics Description
New Currency "Recognition": Each completed challenge awards "Recognition" points, which will be used as currency in the "Recognition Store."
Challenge Structure:
- Dailies (3 per day): E.g., "Eliminate 40 Harvesters on Mars," "Earn 50,000 Blueprint Points on Venar."
- Weeklies (4 per week): E.g., "Complete all Mars story missions," "Earn 1,000,000 Points in PvE."
- Fleet Challenges (weekly): Cooperative missions (e.g., "Among all members, kill 5,000 Mantis in Draco") that grant extra points to the entire fleet
Monetization: A "Recognition Membership" can be sold, granting a multiplier for Recognition points earned.
Recognition Store
Fixed Section (Monthly Reset):
- Skulls (1 unit),
- Cortex Eagle Eye/Nephilim/Ifrit (2 units each)
- Cortex Asura (1 unit)
- Graviton Packs (10 units)
- Cryonite Packs (10 units)
- Drone Blueprints (Spaceball Pirate, 2K20, Pumpkin, etc.)
- Ship Blueprints (Ravens, Disruptor, Mutilator, etc.).
- Increased DAU (Daily Active Users): Provides a clear reason to log in every day.
- Content Recycling: Forces veterans to return to forgotten planets, populating all areas of the game.
- Community Building: Clan challenges reinforce the guild's social fabric.
- Sense of Obligation: If challenges become repetitive, players will quickly get bored.
- High Implementation Cost: Requires a robust mission system, a store interface with countdowns, and a backend to rotate items weekly.
Proposal 3: Quick Drone Configurations (Preset System with Hotkeys)
Impact: 7/10
Implementation Cost: 3/10
Objective
Solve the usability problem of the drone panel, transforming its management from a tedious action (mouse activity outside combat) to a tactical decision in real-time via predefined combinations and keyboard shortcuts.
Mechanics Description
Save Presets: Each ship will be able to save up to 4 configurations (player-editable name, e.g., "Offensive," "Cryo," "Tank").
Key Assignment: Configurations are activated using the F1, F2, F3, and F4 keys (with reassignment options).
Tactical Cooldown: To prevent macro-swapping (constantly changing configurations to dodge damage frame-by-frame), a 3-second cooldown between changes is introduced. This forces the player to anticipate the play, adding strategic depth.
Advantages
- Enhanced Gameplay: Action is not interrupted; combat is more fluid and dynamic.
- Low Cost, High Impact: It is a Quality of Life (QoL) improvement that is relatively simple to develop (drag-and-drop interface + key activation logic).
- New Meta: Drones transition from being a "static buff" to a tactical resource that can be swapped mid-combat in PvE or PvP.
- Learning Curve: New players may feel overwhelmed having to manage 4 configurations from the start.
- Drones with activation skills: They could introduce drones with special abilities upon activation (with cooldowns, of course), for example, 3 seconds of invincibility, 10% health recovery, etc.
- Additional buffs for active drone combinations: Certain drone combinations could grant an additional buff, for example, Pumpkin Drone + Assassin Drone = +2% Damage.
Proposal 4: New PvP System in Colossus (Queues and Matchmaking)
Impact: 9/10
Implementation Cost: 9/10
Objective
Revolutionize the current PvP, moving from a "free battle arena" to a structured system with fair matchmaking, horizontal progression via special skills, and an internal economy that avoids extreme imbalance.
Mechanics Description
Queues and Formats: Players sign up for 1v1, 3v3, or 5v5 queues.
Technology Tier Matchmaking: To avoid extreme fragmentation (empty queues), matchmaking will not pair by exact system (Vega vs. Vega), but by Tiers:
- Low Tier: Vega, Antares, and Gemini.
- Mid Tier: Mizar, Sol, and Draconis.
- High Tier: Sirius and Tau.
Once matched, the specific system will be assigned, and pilots will have the option to select the ship they will use for the encounter.
Skill Upgrade System: To avoid the "winner effect" (the rich get richer), PvP points do not buy new components, but "Skill Upgrades." The player applies these upgrades to their existing components.
Example: Cannon X: Spend 300 PvP pts -> (Level 1: 2% Life Steal) -> Spend 500 PvP pts -> Level 2 (4% Life Steal)... up to Level 5 (10%).
Available Stats: Life Steal, Damage Reflection, Evasion, Cooldown Reduction.
PvP vs PvE Activation: These special stats (Life Steal, Reflection) will have a 90% reduced effectiveness modifier against PvE bosses to avoid trivializing existing PvE content.
Monetization: An "Elite PvP Membership" is implemented, granting a PvP point multiplier.
Advantages
- Competitive Fairness: New players are not crushed by veterans with 5 years of advantage.
- Infinite Horizontal Progression: Upgrading skills to Level 5 provides a long-term goal without breaking the power ceiling.
- Revitalized Endgame: PvP becomes a legitimate endgame pillar in its own right, not an afterthought.
- Very High Development Cost: Requires a matchmaking server, private instances in Colossus, skill balancing, and a complex upgrade interface.
- Population Fragmentation: If the game does not have enough players, 5v5 queues in certain tiers could be empty. The "Tier" solution mitigates this but does not eliminate it.
- Skill Balancing: 10% Life Steal could be disastrous if not thoroughly tested.