Well, I guess I'll shoot some ideas out first then... [pew pew pew]
I was driving home today after the long weekend, and I was thinking of a few of the points ppl made.
All of the comments are valid so far, good or bad, liked or not. We ALL want this to roll out because we loved FF and we love what Grummz is doing.
Tutorials: I hate 'em. Most ppl hate 'em. Hell, I work for Gov. and most ppl there hate 'em and they are some of the most mind numbingly boring ppl there are... no one does 'em. Most ppl here would prefer to jump in, know that WASD moves your character and X makes you go fast. Pew pew pew, check, let's go!
Suggestion: what if the tutorials were videos. Hear me out. What if the tutorials were videos (Starship troopers want to learn more type thing) that were both on YouTube and accessible via the game's help menu? Players could do the tutorial during the non-game time OR in game at HOMEbase!
Need balance of content to draw in more than just the FF fans. Thumpers, Crafters, Killers and Questers.... Reapers & Reavers unite! What if the game had a critical mass measure, visible to everyone in HOMEbase or even in their HUD, that was influenced by whatever players did? The more people thump, extract, build, process, craft, hunt, kill, expand and uncover, the higher the critical mass becomes, until BOOM! GODZILLA! or something far more monstrous... but you get my drift right? Everything the players do in the game, no matter what they like doing, pushes that measure closer to an enemy retaliation! You could have it per sector, potentially triggering massive attacks at multiple locations at once, forcing the community to decide "where do we prioritize? What is most valuable to defend? What are we willing to sacrifice? What are we willing to lose and what are we willing to die fighting for?"
Can the system be made to record how much is reaped form the earth? How many rare or exotic items are flooding the market? What the enemy kill count is? What places and their secrets have been exhumed?
This way, it doesn't matter what you like doing, it's all going to contribute towards things getting a hell'of'a hotter in the field... and potentially triggering an elevated enemy response. Crafter, builders, fighters, RPG'ers, they are all going to have to fight in the end. You just need to get them to be invested in what they are fighting for. Right?
But I am going to agree with several of the comments about the starter kit.
>There NEEDS to be a starter frame so ppl can get in and go! That frame should be a player choice, light, medium or heavy, but it's the base model. Hell, it could be the stripped down $1 bargain model with one gun and nothing else for all I care. People should be able to chose it and go... what they DO when they go is up to them.
>Claimstakes are a great idea when you think about it, with the potential to develop uninhabited areas into thriving player generated zones where the community can open it up to others to enjoy (and yes prefabs would limit the d*(% towers from proliferating). Think City of Heroes. But they, like everything else proposed in the game, should be progressive. Players should earn their claims, starting with a practice claim, then a small one, larger, and then whatever comes next. Don't make it mandatory, but make it appealing. Make them want it, and if it's not their playstyle, then fine, maybe it will be later on... let them choose to skip it at first and review it later. I would love to create a new settlement that others would be part of, building an online community that has a real stake in defending our collective claims. [pew pew pew... oops, premature shooting, the safety was off... sorry].
>Definately have something for the Questers, not just the crafters and shooters. Have something for the nutjobs [like yours truly] that indulges their sense of exploration and pushing the limits. impossible terrains, lost ruins, terrains that defy known physics, mysterious glyphs to decipher, places the orbital station can't scan (and why?). I love a game that traps me with mysteries that I have to solve. Hell, in 2012 'The Secret World' launched. 5 years later it was relaunched as a dud/dummed down version but you know what, I STILL play that original damn game over and over because the starter zone has the most immersive frakin' mysteries... Lovecraft much?! I actually had to learn Morse code to solve one of the damn missions...lol
Grummz is right though. He's developing an indie game, he doesn't have a massive budget or staff. He needs to be able to bring in players once they go KS, but not fall into a massive 'content treadmill' that progressively becomes impossible to feed/sustain. Having the players create some of those smaller bases on the map with the ClaimStakes, might be a feasible way to do that. Player generated destructible content, that can trigger event incursions, might be a good option.
Thumping DOES need to have a deeper purpose than just the sake of getting resources and killing stuff. what if thumping also led to the meld being pushed back? if players thump enough resources in a spot, could it be possible to have a generator dropped from orbit and thus open up that area to further playability: more player structures, more incursions, ruins are discovered, more players come to extract what riches they can? Just shooting out ideas here...
What IF, thumping minerals and exotic creature resources wasn't just for the players? There's a whole station in orbit right? Don't they need mats to keep that thing going? To power it, create oxygen, etc? What if the more you contribute, the more credits you get, the more you can develop your character kit and the more the incursion meter goes up? Thus creating a progressive and accelerating momentum loop towards incursion events.
OK, that's enough for now... jebus this is a long one...lol
Keep Thumpin' Reapers & Reavers.