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Proposals to improve the endgame and revitalize the game

El_Metallick

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Messages
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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
  • 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.
Disadvantages/Risks
  • 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
Streak System: Completing all daily challenges for 7 consecutive days grants a +50% point multiplier for the following week.

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)
Rotating Section (Weekly Change): 6 offers featuring:
  • Drone Blueprints (Spaceball Pirate, 2K20, Pumpkin, etc.)
  • Ship Blueprints (Ravens, Disruptor, Mutilator, etc.).
Advantages
  • 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.
Disadvantages/Risks
  • 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.
Disadvantages/Risks
  • Learning Curve: New players may feel overwhelmed having to manage 4 configurations from the start.
Future Improvements
  • 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.
PvP Point System: Victory = 100 pts, Draw = 50 pts, Defeat = 10 pts. Match MVP (most damage/healing) gets a x1.5 multiplier.

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.
Disadvantages/Risks
  • 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.
 

Alinoe

Active member
Joined
Dec 20, 2022
Messages
128
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Server
Askone
Main Pilotname
AlinoeTheBunny
Rank
12
Clan
Bunnies
Proposal 1: Universal Point System for Elite Rewards (Try-Hard Alternative)
A change regarding the reactor competition reward was suggested somewhere else on the forum. Reactor take time (like a lot if you must compete with other players) and this whole time that you invested in the game in a boring gamemode can be reduced to nothing is another squad decide to waste even more time on it.

For the ladder competition, the intent of generate a PVP competition where you can disrupt the competition and push players toward all PVE-PVP content. But let's be real... Do you really think someone with a job that don't allow him to play often to the game can catch up against tryhard? Also most of people don't enjoy the PVP anyways.

Side note that Golden skull can be gained through clan conquest. Weekly warscore ladder is not the only option.

Proposal 2: Daily/Weekly Challenge System and "Recognition" Store
Actually, a lot of GaS use this because it work. It reward players for their time.
But in a lot of case it feels like chores... Do you enjoy doing your chores?

But I doubt about it, because the game has a tendency to not reward players for the time invested.
Also giving away item obtainable only through shop or event can have a negative impact on both revenue and event engagment.

Proposal 3: Quick Drone Configurations (Preset System with Hotkeys)
A few months ago I would have said something like ahah stop dreaming, but actually there was some good QoL enhancement recently... so who know?

Proposal 4: New PvP System in Colossus (Queues and Matchmaking)
The closest thing to this is tournament, the game itself don't manage it, GM does, if I'm not wrong it was like one year ago. Through it would be cool to have this kind of even more frequently by letting the game manage it instead of GM. I doubt there would be enough players especially since they're dispatched on multiples servers.

I'm gonna talk about Colossus on Kalgan here, situation differ from server to another. The typical Colossus experience is land, doing 1v1 with someone, then a idiot come and interfere with it. Suddendly the 2 people that were on a duel both attack the intruder. After his death he complain in the chat for 10 minute straight about 2v1... And on the same time you have people that come to trade kill to take firsts places without even making effort to hide it or to fight as intended by the game.
 

morfeo

Member
Joined
Sep 22, 2025
Messages
22
Reaction score
19
Server
Gaia
Main Pilotname
🥐 quaso
Rank
0
Clan
el justiciero
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
  • 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.
Disadvantages/Risks
  • 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
Streak System: Completing all daily challenges for 7 consecutive days grants a +50% point multiplier for the following week.

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)
Rotating Section (Weekly Change): 6 offers featuring:
  • Drone Blueprints (Spaceball Pirate, 2K20, Pumpkin, etc.)
  • Ship Blueprints (Ravens, Disruptor, Mutilator, etc.).
Advantages
  • 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.
Disadvantages/Risks
  • 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.
Disadvantages/Risks
  • Learning Curve: New players may feel overwhelmed having to manage 4 configurations from the start.
Future Improvements
  • 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.
PvP Point System: Victory = 100 pts, Draw = 50 pts, Defeat = 10 pts. Match MVP (most damage/healing) gets a x1.5 multiplier.

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.
Disadvantages/Risks
  • 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.
Speaking just about Aurora & Gaia
People would most likely cry at this mechanic, the leftover population of the game (in this aforementioned servers) orbits between wanting to be first in everything or not competing at all due to fear of losing and ego, not everytime but for the most players it is the case most of the time
This last part is especially true for Aurora, if there’s any sort of advantage, mechanically wise or any player that doesnt have State of the art bps cortexes and ships to one side, they desist and give up on playing


When new point system arrived a couple players complained about OTB giving far too much score since their time did not allow them to play OTB or match those who did by getting warscore PVE wise
 
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