Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Alternative Access To Dark Sectors


BurmiNurmi
 Share

Recommended Posts

In case you / your clan built a Solar Rail - you will most likely never be able to deploy it due to permanent conflicts.

And even if you´re lucky to find an uncontested sector - it doesnt make sense if you´re not in a big clan / alliance.

 

Let them have their playground and fight for those "open" dark sectors - got no problem with that (a few tweaks are needed to improve but it´ll take some time and constructive feedback)

 

So I think Rails need a new purpose for those not involved in the big clan/alliance show off.

 

1)Can we get some "hidden" Dark Sectors where a permanent Solar Rail can´t be maintained because of unstable conditions. 

 

Access via Dark Sector Keys/Ciphers.

Key Blueprint researchable in Orokin Lab after Solar Rail construction.

Need Nav Coordinates or Beacons to build the key/cipher.

 

Key usage as usual - invites possible.

 

Solar Rail will need recharge time after key/cypher is used (1 hour or more?)

Multiple Solar Rails in Clan Inventory reduce cooldown.

 

or limit access to those "hidden" Sectors according to Mastery Rank like trading and reduce boni to 50% so there´s still an incentive to play the "open" nodes  - as suggested below.

 

2) need option to salvage a rail and refund ressources to contributors.

 

 

edited Topic Title

Edited by BurmiNurmi
Link to comment
Share on other sites

Actually this sounds good.

 

Alliances & big clans have their playground and so far block the Dark Sectors most of the time.

 

Casual Players from small clans would be able to have access to Dark Sectors without being turned off by challenged nodes and taxes collected for battle pay to fight even more. 

 

limit keys to 1 per Mastery Rank and day - and lower the boni to 50% of those given in open sectors.

 

--

+1 for Rail Salvage option 

Link to comment
Share on other sites

Basically the solar rail dark sector thing, by design excludes a lot of players from deploying it or utilizing its features. Small clans not in alliance or don't want to be in alliance, you can forget about it. Even if you have all the resources and credit to have one foe deployment, you will have to think twice as you will know full well as soon as you manage to deploy it, it will get contested like immediately. 

 

At it's core for 95% of the players, it is really nothing more than reskined invasion missions that is in constant conflict and no one have reliable access. This "feature" is probably going to make a great example of what not to do in an online game for other developers.

Edited by (PS4)RocketPunch1221
Link to comment
Share on other sites

At it's core for 95% of the players, it is really nothing more than reskined invasion missions that is in constant conflict and no one have reliable access. This "feature" is probably going to make a great example of what not to do in an online game for other developers.

 

the feature "Solar Rail" itself is a foundation for a dynamic game enviroment that is influenced by players - so actually a good idea imo.

 

But the current settings need to be adjusted, to give the not directly via Clan/Alliance involved players a reason to participate.

 

And the Dark Sector "lockout" while a Rail is contested, could be circumvented by an alternative access to those Sectors like I suggested in OP.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...