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
 
So, aside from the argument that's as old as time that always sounds elitist and is typically people that refuse to step into other peoples' shoes, what impact would this have on the economy? This has potential to be bad for the economy as it would give PvPers the control of pricing while PvEers with little time on their hands would see a reduction of their market gain through no fault of their own. And that will be the majority of PvEers, as very few PvEers will feel like this is worth flagging up to PvP for. Others will just quit.

I think the answer has already been shown in the MMO industry: PvP needs to have PvP rewards. Introduce a PvP stat that becomes viable as soon as you flag up, then along with PvP rewarded gear that has resists for that particular stat that exists only in PvP and you'll have incentive to PvP so that you can get said PvP gear.

Then, any PvEer that's on the fence and even ever would flag up will. Otherwise, you're just trying to force it.
 
So, aside from the argument that's as old as time that always sounds elitist and is typically people that refuse to step into other peoples' shoes, what impact would this have on the economy? This has potential to be bad for the economy as it would give PvPers the control of pricing while PvEers with little time on their hands would see a reduction of their market gain through no fault of their own. And that will be the majority of PvEers, as very few PvEers will feel like this is worth flagging up to PvP for. Others will just quit.

I think the answer has already been shown in the MMO industry: PvP needs to have PvP rewards. Introduce a PvP stat that becomes viable as soon as you flag up, then along with PvP rewarded gear that has resists for that particular stat that exists only in PvP and you'll have incentive to PvP so that you can get said PvP gear.

Then, any PvEer that's on the fence and even ever would flag up will. Otherwise, you're just trying to force it.
I think it would help the economy, more things to be sold and bought. If someone swears against doing PvP they could still buy the item. Same thing goes for high end PvE rewards/loot, nothing is stopping me from buying looted items from those instances.
 
I think it would help the economy, more things to be sold and bought. If someone swears against doing PvP they could still buy the item. Same thing goes for high end PvE rewards/loot, nothing is stopping me from buying looted items from those instances.
I was talking about the *seller*, not the buyers. The PvEers making their living off of farming those things, once the market becomes more flooded by the arguably unfair advantage of performing the very same task, will see a reduction in cpu.
 
My personal opinion is PvP should be motivated by PvP systems.

The reason space has the overt token buff is due to the fact that there’s only one other reason to PvP: the hourly battles.

Ground by contrast has more rewards, more currency systems, and an entire base and control system with impact to motivate PvP. It doesn’t really need the same bandaid space did.
 
PvPing is very pricey specially at high levels, (not talking about gear itself but consumables), so that "unfair" advantage you said also comes with expenses (stims, foods, condition lost on wep/armor, speeder repairs, etc...). It is not any different from high end PvE, you can be rewarded with nice loot when you complete "high" difficulty dungeons that many other people cannot complete and you could say that's "unfair" as well.
 
So, aside from the argument that's as old as time that always sounds elitist and is typically people that refuse to step into other peoples' shoes, what impact would this have on the economy? This has potential to be bad for the economy as it would give PvPers the control of pricing while PvEers with little time on their hands would see a reduction of their market gain through no fault of their own. And that will be the majority of PvEers, as very few PvEers will feel like this is worth flagging up to PvP for. Others will just quit.

I think the answer has already been shown in the MMO industry: PvP needs to have PvP rewards. Introduce a PvP stat that becomes viable as soon as you flag up, then along with PvP rewarded gear that has resists for that particular stat that exists only in PvP and you'll have incentive to PvP so that you can get said PvP gear.

Then, any PvEer that's on the fence and even ever would flag up will. Otherwise, you're just trying to force it.

On the contrary, I think this proposal identifies something that I I don't think a lot of the PVE only crowd seem to realize: There are no purely PVP players. There's just players whos willingness to go SF exists on a spectrum. Almost nobody will go SF for no reason. The intention of this is to give further incentive to roam around SF and to further ingrain a theme that I think works very well in online games: With more risk, comes more reward.

I find the rhetoric about "wanting more noobs to pwn" to be ridiculous because it ignores the reality of player choice. We're not talking about major rewards here, just slight nudges to drive players to take more risk when they feel like it.

This proposal is not a crazy idea that has not been tried in other games. New World does the exact same thing. WoW has done a similar thing. And what you'll find is giving a slight bump to loot luck, or extra abilities/talents will get more people to flag up and it also further drives people to do PVE. It incentivizes people to play the game.

I'm a huge proponent of removing barriers to playing the game and adding more incentives to playing the game. I think this fits in a way that's optional, fair, and hurts nobody.

It has my support.
 
My personal opinion is PvP should be motivated by PvP systems.

The reason space has the overt token buff is due to the fact that there’s only one other reason to PvP: the hourly battles.

Ground by contrast has more rewards, more currency systems, and an entire base and control system with impact to motivate PvP. It doesn’t really need the same bandaid space did.
The avg population of nearly every mmo that pvp is between 10-15%. It's really no different here. On a server with 50k that's not an issue. Here incentives aren't a bandaid, it keeps pvp alive. Pvp isn't my favorite at all, I'm one of the 85%, and that's exactly why i said any boost to draw pve folks in has to be substantial. Pvp perks won't do it. What do i care about pvp weapons if i don't pvp?
 
The avg population of nearly every mmo that pvp is between 10-15%. It's really no different here. On a server with 50k that's not an issue. Here incentives aren't a bandaid, it keeps pvp alive. Pvp isn't my favorite at all, I'm one of the 85%, and that's exactly why i said any boost to draw pve folks in has to be substantial. Pvp perks won't do it. What do i care about pvp weapons if i don't pvp?
Understandable, but at the sametime making being pvp more efficient for pve content forces a lot of pve player's hand. If its always better to do something while pvp flagged, this might as well be a pvp server at that point or you're just wasting your time grinding stuff while not pvp comparitively.
 
I'd also like to point out that since it's PVP, people won't just be able to free farm 24/7. Rewarding risk is good game design.

Many people still do duty missions covert, so arguing that rewarding PVP is invalidating PVE does not seem to hold true.
In the case of space, being pvp doubles the currency reward of missions. It does not double the loot drop chances, or credit chip values, etc. Currently being overt doubles faction rewards, which is the equivalent. Adding this whole increasing basic loot chances etc is not equivalent.
 
In the case of space, being pvp doubles the currency reward of missions. It does not double the loot drop chances, or credit chip values, etc. Currently being overt doubles faction rewards, which is the equivalent. Adding this whole increasing basic loot chances etc is not equivalent.
Those tokens can be exchanged for any type of ship component, which is way more valuable than most GCW rewards.
 
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Those tokens can be exchanged for any type of ship component, which is way more valuable than most GCW rewards.
In credits maaaybe, in actual usefulness, not really its 95% junk. GCW space tokens are easily 100:1 more valuable than duty tokens even in space.
 
I was talking about the *seller*, not the buyers. The PvEers making their living off of farming those things, once the market becomes more flooded by the arguably unfair advantage of performing the very same task, will see a reduction in cpu.
On the contrary I'm seeing more opportunity for sandbox gameplay interactions and even RP.
You see people from the enemy faction crashing your farm because they are SF? And what if you have 0 PvP capability or intertest?
Signal flare some ally PvPrs, let them know who was farming what SF and when. Have them assemble a hit squad for you.
 
On the contrary I'm seeing more opportunity for sandbox gameplay interactions and even RP.
You see people from the enemy faction crashing your farm because they are SF? And what if you have 0 PvP capability or intertest?
Signal flare some ally PvPrs, let them know who was farming what SF and when. Have them assemble a hit squad for you.
And I think that's wishful thinking and has already shown to not be reality. So far, things have been implemented under the guise of "PvEers will call in PvPers" and that has yet to come to any kind of significant fruition. Think past the needs of the few and think more about the needs of the many.
 
This has actually been happening quite a lot in 1.1. Imperials are coordinating and cooperating in ways they never did before.
Among the few, yes. Nudging PvEers that are on the fence at the expense of the vast majority on the WHOLE SERVER is the perspective I'm coming from here.
There are too many PvEers that really aren't even buddy buddy with any PvPers, much less even in Discord to understand what's happening to their bottom line. They certainly aren't going to call in PvPers.
 
Among the few, yes. Nudging PvEers that are on the fence at the expense of the vast majority on the WHOLE SERVER is the perspective I'm coming from here.
There are too many PvEers that really aren't even buddy buddy with any PvPers, much less even in Discord to understand what's happening to their bottom line. They certainly aren't going to call in PvPers.

I don't understand how giving an optional incentive (With real tradeoffs and consequences) to one set of players is taking away from another.

I also think that a game system actively rewarding people for participating in more facets of the game is a good thing and that the mindset of we should all live in our own walled off villages is a bad thing.
 
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