Special Forces Loot Multiplier

Special Forces Loot Multiplier
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.

colt45

Galactic Senator
Proposal
Proposal for Special Forces Players to have some sort of loot and credit multiplier for looting any NPCs. Could have it appear as a buff on the player, with or without the loot multiplier displayed.
Group instanced content would be excluded. (No risk from players in instance)
Not going to propose an exact multiplier number or %. Figure that would be decided by the economy gurus at the Resto team with some help from the senate possibly.
I have a few different options on how this may be implemented.
1. All special forces players will simply get the full multiplier.

2. An item that can be purchased from a recruiter would be implemented. (Could be a token, emblem, etc.)
The item would cost a fair amount of credits, example 250k.
Having this item in your inventory and being special forces would grant you the loot multiplier.
This item upon dying to another player as special forces would be looted by them, granting them a deactivated/battle worn version of the item.
The deactivated/battle worn item does not grant the loot multiplier buff.
The deactivated/battle worn item could then be used by the player to sell to their recruiter for a fraction of the price, example 100k.
The deactivated/battle worn item can also be looted back again by an enemy faction player if you die to them.
The deactivated/battle worn item can be stacked if you loot multiple off of players.
Both versions of the item would be no trade and would have to stay in the player's inventory. And cannot be destroyed.
The only time they should be transferred is upon a PvP kill or buying/selling them to recruiters.

3. A combination of the two options above.
Simply being SF would give you a small loot multiplier.
While the riskier lootable item buff would stack on to that and give you most of the full loot multiplier.
Justification
More dynamic open world PvP/GCW.
Add excitement and more risk/reward mechanics to existing content while hopefully not being too much work for the devs.
Motivation
A lot of current special forces activity has only been at invasions or the occasional base bust/defense.
We have a whole open world sandbox game, and the GCW/PvP is being played only in a few circumstances.
Yes, zone control matters, but since bases have such a huge influence on that, any fight for a zone has really just been a base battle.

Would encourage and reward groups of special forces players to stay grouped together and flagged after an invasion or base busting and do other content or farm together.
Credits.jpg
 
Problem: PvP is not fun. Most players do not want to flag up just to be ganked by veteran PvPers.

Solution: Make flagging for PvP a benefit in PvE so there are more scrubs for PvPers to gank.
 
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Agreed we need to cut off any possibility of people getting ganked in PvP.
Some people would argue that maybe it should be the player's responsibility to get good, learn the mechanics of the game, and communicate and coordinate with their faction in order to avoid getting ganked by veteran players.
I would have to disagree though, we need to take control out of the players hands in a sandbox video game. Getting ganked just destroys players experiences and makes them too sad.
New Proposal to..
Remove Double tokens from going Special Forces for seasonal events. (Empire Day)
Remove Double tokens for Special Forces at City invasions.
Remove Special Forces flagging all together.
The only PvP should be totally pre organized Battlefield Matches.
Problem: PvP is not fun. Most players do not want to flag up just to be ganked by veteran PvPers.

Solution: Make flagging for PvP a benefit in PvE so there are more scrubs for PvPers to gank.
 
Agreed we need to cut off any possibility of people getting ganked in PvP.
Some people would argue that maybe it should be the player's responsibility to get good, learn the mechanics of the game, and communicate and coordinate with their faction in order to avoid getting ganked by veteran players.
I would have to disagree though, we need to take control out of the players hands in a sandbox video game. Getting ganked just destroys players experiences and makes them too sad.
New Proposal to..
Remove Double tokens from going Special Forces for seasonal events. (Empire Day)
Remove Double tokens for Special Forces at City invasions.
Remove Special Forces flagging all together.
The only PvP should be totally pre organized Battlefield Matches.
Your sarcasm aside, savacc is right. There is little to no incentive for newer players to dive into pvp. The curiosity is killed very quickly. You want more pvp, give a reason beyond ranks.
 
Problem: PvP is not fun. Most players do not want to flag up just to be ganked by veteran PvPers.

Solution: Make flagging for PvP a benefit in PvE so there are more scrubs for PvPers to gank.
With the new combat updates I would argue PvP is a lot more fun and welcoming to new players, PvE already has plenty of end game content with rewards, what’s the harm in rewarding players for end game content in PvP.
 
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Your sarcasm aside, savacc is right. There is little to no incentive for newer players to dive into pvp. The curiosity is killed very quickly. You want more pvp, give a reason beyond ranks.
What kind of incentive are you looking for? A more forgiving learning curve? Like Plegs said, I would say this update is the most forgiving for new players to get into PvP then it has ever been.
 
What kind of incentive are you looking for? A more forgiving learning curve? Like Plegs said, I would say this update is the most forgiving for new players to get into PvP then it has ever been.
I could care less what, i fly overt in space an ground can keep it. Im just passin on what every new player weve picked up in the last 2 months has said. Want more than an avg of 2 overt an hour? Give them a reason beyond a loot multiplier.
 
I could care less what, i fly overt in space an ground can keep it. Im just passin on what every new player weve picked up in the last 2 months has said. Want more than an avg of 2 overt an hour? Give them a reason beyond a loot multiplier.
So, you want even more types of rewards for Special Forces flagging? Sounds good.
 
Problem: PvP is not fun. Most players do not want to flag up just to be ganked by veteran PvPers.

Solution: Make flagging for PvP a benefit in PvE so there are more scrubs for PvPers to gank.
Problem: PvP is not fun. Most players do not want to flag up just to be ganked by veteran PvPers.

Solution: Make flagging for PvP a benefit in PvE so there are more scrubs for PvPers to gank.
Kek
 
Isn't that literally what this is proposing?
It really isnt. So instead of 300 credits your getting 400? Reason people go overt in space, even if they just stop when a player attacks, is because it drastically shortens the time it takes to reach their goals. What does ground do? Not a damn thing. Ground, even with all the cool stuff they released (and it is, not saying at all it isnt) is still no impact at all to your avg gameplay if you run overt. You can groundpound for a year or more an never flag, an never lose out for it. THAT is what needs to change if you honestly want to incentivize ground pvp.
 
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Thi
Your sarcasm aside, savacc is right. There is little to no incentive for newer players to dive into pvp. The curiosity is killed very quickly. You want more pvp, give a reason beyond ranks.
This is absolute nonsense. I am very new to pvp and am having a blast. Like ANYTHING ingame, the more you do it, the better you get. Saying pvp is not fun for new players is laughable.
 
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Thi

This is absolute nonsense. I am very new to pvp and am having a blast. Like ANYTHING ingame, the more you do it, the better you get. Saying pvp is not fun for new players is laughable.
Thats why theres only about 15-20 server wide, over all time zones right?
 
It really isnt. So instead of 300 credits your getting 400? Reason people go overt in space, even if they just stop when a player attacks, is because it drastically shortens the time it takes to reach their goals. What does ground do? Not a damn thing. Ground, even with all the cool stuff they released (and it is, not saying at all it isnt) is still no impact at all to your avg gameplay if you run overt. You can groundpound for a year or more an never flag, an never lose out for it. THAT is what needs to change if you honestly want to incentivize ground pvp.
Increased junk loot would help people get tapes

Increased armor mods would help people armor

Increased weapon components would help people get weapons

Increased credits would help people pay crafters for their services

Correct me if I'm wrong, Chupa, but it's not just credit increase that is being proposed.
 
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Increased junk loot would help people get tapes

Increased armor mods would help people armor

Increased weapon components would help people get weapons

Increased credits would help people pay crafters for their services

Correct me if I'm wrong, Chupa, but it's not just credit increase that is being proposed.
Yes I did mention "loot" multiplier
 
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I'm down for whatever multiplier makes people go overt. Lets go 5x
Im all for it. Because with the gcw changes an active flipping prevention, its going to take something fairly substantial to provide that incentive. If its a functional system with impact it may even make some of the sinks they are hell bent on more palatable for the avg player.
 
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Thats why theres only about 15-20 server wide, over all time zones right?
Because people are afraid of dieing in a pixel world. Which is odd. Armor last forever, mudmouf, combat changes, etc. Pvp has never been more user friendly than it currently is on this server. The bottom line is people don’t like to die, feelings get hurt.
 
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Because people are afraid of dieing in a pixel world. Which is odd. Armor last forever, mudmouf, combat changes, etc. Pvp has never been more user friendly than it currently is on this server. The bottom line is people don’t like to die, feelings get hurt.
Thanks for concreting every point i made lol.
 
I think combat is in a better place than it's ever been, so it can be very fun. A lot of people cite a lack of incentive, and I feel that this proposal would help tremendously.