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Teleport Invitation
#1
Players can invite other players to teleport to their location.

This teleporting is kind of an exogame activity. Its intended purpose was to enable friends to easily join up with one another. Without it, players who start far apart might have a hard time getting together.

I would like to make changes to reduce its usefulness as a convenient form of transportation.

One simple change would be to permit teleporting be used only between two avatars in the same empire.

Thoughts?
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#2
- Make it only usable for avatars in the same empire or in no empire is a great idea, and makes a lot of sense.

- Make it cost money past 1 free teleport, to give money another purpose. The first is free, second could cost 10,000, the third 100,000, the fourth 1,000,000, ect. Reset the cost weekly, or maybe with an expensive one use device/machine?

- Maybe require players build a teleporter in order to teleport to their ship via invite (but not directly to them)
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#3
(12-05-2019, 07:55 PM)Haxus Wrote: One simple change would be to permit teleporting be used only between two avatars in the same empire.

That could work.
But then we would just go back to using berth-a-porting to get to other empires.

An alternative idea would be to have it be specific to a type of building or something. For example you have to use an airport or a village totem to send the request. That way it wouldn't be used in the middle of battle or in space.

But it depends on how you want to make it less useful, and what you want us to do instead.

By the way, berth-a-porting is kinda impossible while the ships reply to hails on the wrong channel.
See: (Bug report) Hailing in fleet channel doesn't open ship channels
Hazeron Forum and Wiki Moderator
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#4
Honestly, since you can choose to start in an empire, there's no real reason to have teleportation at all. You could even just let avatars teleport for their first 48 hours or so and then cut them off from the ability, much like how newborn avatars can change their name for a little while and then cant ever again.


...Then again, with the player count as low as it is, the ONLY time I have ever encountered another player is with teleporting. Making it impossible for established avatars cuts off fun, showing off your creations quickly, and easily changing empires.
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#5
(12-05-2019, 08:22 PM)Minty Wrote: Honestly, since you can choose to start in an empire, there's no real reason to have teleportation at all

This is not true. You can't choose to start in an existing empire anymore. New avatars will always spawn on a new world without an empire.
This is why teleport inviting was implemented. So new players could get to their friend before that friend has built a city.
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#6
(12-05-2019, 08:25 PM)Deantwo Wrote:
(12-05-2019, 08:22 PM)Minty Wrote: Honestly, since you can choose to start in an empire, there's no real reason to have teleportation at all

This is not true. You can't choose to start in an existing empire anymore. New avatars will always spawn on a new world without an empire.
This is why teleport invite was implemented.

:(


thats not a good change! add that back!
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#7
It adds a bunch of complexity to an already complex entry to the game.
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#8
Hmm, yeah, berth-a-port.
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#9
My oiriginal issues with the berth-a-port system was the easy transfer of things across galaxy, back when there was tech. To a lesser extent, it could also be used to berth in repair materials from someones sea chests. Due to ship sizes being much huger / the time to repair being much bigger, this is much less of a concern now, except for specific sub-system repairs.

Patents are the only real thing of value, sort of (once, per instance, since they are not really consumables), now, so could only think of making it so you can't berth-a-port patents around, and not store them in sea chests. Any "issues" with berthaporting in repair supplies would still be a thing of course. Hard solution would be to limit sea chests to your current ship (and thru ship recovery system / a recovery system on ship destruction) and also make berth-a-porting restrict all items (or most items). Hardest system would require target to build a cloning tube / hospital thing and strip everything, and use resources to create a clone (possibly even character DNA of the same type).

Realistically, I'm not sure limiting it too much right now makes sense with the current state of the game. If it goes down the true hardcore route more, then you need to think about the consequences of enabling resource transport across large galactic spaces (less of an issue between galaxies right now at least, i think?)
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#10
The ultimate solution to berth-a-porting and teleporting would be "full loot". Have recalling/teleporting actually kill the avatar, then make the avatar drop everything in their inventory upon death. Items are in endless supply, and very few items have real value that can't be replaced.

But this would be a major change to the game. So maybe it should be more distance specific. If you are teleporting/recalling/respawning to a distant solar system you drop everything, if you are only going to somewhere in the same solar system, only drop one item like in the current system.

This however wouldn't solve using sea chest as a means of transporting commodities.
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