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Istvan's Update:
Patch 1.0099: Bounties, Insurance
and N00bships . . . Oh My!


As Jumpgate begins to suffer the changes needed to support factional warfare, several areas of the game are seeing preliminary love in patch 1.0099. The bounty system has been completely retooled, with the twofold objective of raising the formerly unimpressive payouts and making it much easier to work with when I tie in the effects of a war situation on a kill. Additionally, I've taken action to reduce the pejorative nature of a bounty by creation of a new, separate framework for an actual enforcement system. When someday your faction may be doing something like bountying every member of an opposing faction during a war, it becomes important for the game to distinguish more clearly between "an opponent for fun" and a grief player. Perhaps idealistically, I am hopeful that if there are more fun, consensual occasions for combat, incidents of what have been called "grief play" in Jumpgate will be less frequent.

One of the most overt changes happening right now affects insurance, though this is only the vanguard of more serious changes that I can't do until other pieces are ready. From now on, insurance should not be thought of as "coming from TRI". Instead, it is factional. For the time being, a pilot will only lose insurance if he possesses a negative PR with his home faction. Further insurance changes to expect with the warfare system will be even more profound: I intend to distinguish between a faction's Military and Civilian pilots. Military pilots will operate with full insurance as long as they obey their rules of engagement. Civilian pilots will pay for insurance, and can choose to save money by going without if they consider it safe to do so. The objective with this systemic change is to reduce losses incurred by PvP pilots, while simultaneously providing the Civilian pilots with a new "fiddle-factor" in the form of a risk vs. reward decision that they personally control.

A series of other events catalyzed a third major category of work for the current patch. First of all, various suggestions and proposals relating to new pilots reached critical mass and were starting to look like a good theme for a single patch. Secondly, advertising arranged by Themis has generated another surge of new pilots on the US server. Lastly, I realized several of the changes needed for new pilots would affect systems also needing attention to get ready for the warfare system. Since helping new pilots is extremely important to the game's future, I elected to move on this material now. The alternative would have been to put it off for several more months in order to concentrate solely on the warfare system, and I decided with new players continually looking at the game such a delay would be a foolish move.

Two big problems facing new pilots are being addressed in 1.0099: money and ships. It has been axiomatic that our new pilots are short on cash, and it's common practice for rich veterans to give credits to newbies. Long overdue research into the earning power of low-rank pilots proved to me that the issue is very real and of crisis proportions. Therefore, I've reduced a number of costs faced by low-rank players, while also boosting earned credits in several ways. Because the missions payouts were too complex a problem to tackle this month, I doubt I am finished addressing the newbie cash problem. I do hope this was an solid start at making the situation better.

While other groups of ships have received attempts over the past two years to make them more useful and fun to fly, most of the ships flown by our new players (Rank 0 - Rank 6 craft) have gone untouched. As a result, I think our newest players were faced with some of the most dull or frustrating gameplay in Jumpgate, making it harder to convince them to stay with us. To begin changing this, I set aside many of the old rules about what we should expect from the low-rank ships, including factional strengths and weaknesses. My reasoning is that the ranks below Rank 9 are effectively a "training period" used by new pilots to become familiar with the game, so making these early ships similar to each other is justified. I grouped the nine lowbie ships into three categories: "Patrol/Escort", "Utility", and "Shuttles". The Premia, Storm and Albatross are the "Utility" ships. They all now have a uniform cargo capacity of 4 units and have had topspeeds increased. The Premia XL, Apteryx, and Gust are "Patrol/Escort" ships. These are now able to keep pace with the factional Tows and Transports. Ideally, new pilots working with a mentor could fly flux escort duties in these craft while mentors conduct typical mining or hauling operations. The Premia SC, Buzzard, and Breeze all have been assigned a uniform cargo capacity of 8 units and now can keep pace with the factional Freighters. The objective of these speed and cargo changes is to increase the general cash-earning power of the new pilots of all factions, and above all to make flying the first ships dramatically more fun.

Quite a few other changes and fixes are entering the game in 1.0099, including a new registry Tag tied to newbie-related features. The time spent on these things helped me start changing or at least get familiar with important parts of the game code I'll be working on further in the next few months. In my next column, I'll go into more detail about what I plan to add as the warfare system is implemented.

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