Forums » Suggestions
Great start. Contributing:
1) Major exploits:
1.1) Infinite storage via docking.
Addressed limiting storage and docking bay capacity. I would prefer at most one or two moths, or up to 8 ECs/Hogs. Better relate it to ship's lenght or simply storage?
1.2) Infiltration. Like a POS pilot is carrying some KOS pilots docked or as gunner. How border turrets/patrol should react?
Simplest solution: Make border defenses able to quickly destroy cappies.
Elegant Solution: Border guards intercept, order stop and demand ejection of intruder or that ship turn around and leave now.
1.3) Turrets abuse. What prevents one from use a trident as a fighter? Or against newbies or his own nation bots/NPCs?
Maybe remove option to designate target to gunners would solve.
2) Additional Suggestions:
2.1) Add some basic Flight Deck control. Like Captain being able to permit or refuse docking to who has no keys. Like, pilotX hail capship Z. Z's captains sees a menu to allow or refuse temp docking privileges, during few minutes. And an option to define default reply, from (refuse,ASK,permit).
2.2) Make possible to Guilds to own capships, in addition to players. Makes a lot of sense think a cappie as a collective good resulting from collective effort. And available to all guild members, so simply make possible to give any key to a Guild.
1) Major exploits:
1.1) Infinite storage via docking.
Addressed limiting storage and docking bay capacity. I would prefer at most one or two moths, or up to 8 ECs/Hogs. Better relate it to ship's lenght or simply storage?
1.2) Infiltration. Like a POS pilot is carrying some KOS pilots docked or as gunner. How border turrets/patrol should react?
Simplest solution: Make border defenses able to quickly destroy cappies.
Elegant Solution: Border guards intercept, order stop and demand ejection of intruder or that ship turn around and leave now.
1.3) Turrets abuse. What prevents one from use a trident as a fighter? Or against newbies or his own nation bots/NPCs?
Maybe remove option to designate target to gunners would solve.
2) Additional Suggestions:
2.1) Add some basic Flight Deck control. Like Captain being able to permit or refuse docking to who has no keys. Like, pilotX hail capship Z. Z's captains sees a menu to allow or refuse temp docking privileges, during few minutes. And an option to define default reply, from (refuse,ASK,permit).
2.2) Make possible to Guilds to own capships, in addition to players. Makes a lot of sense think a cappie as a collective good resulting from collective effort. And available to all guild members, so simply make possible to give any key to a Guild.
Alloh, I hardly see any of these as problems.
infinite storage via docking, most people have come up with a solution to this already.
infiltration, already solved, the turrets are already pretty damn effective against tridents, often a kos player trying to ride one from latos to dau wont make it through azek. I guess i forgot to mention the ability of captains to give out and revoke lower keys. If somebody is too stupid to revoke a key (and thereby jettison) the player getting their trident killed, they deserve to lose their ship.
as for "turret abuse" I hope you were joking, have you seen how these things move? not only that, but they are COMBAT ships, not trading vessels.
As for the entire second part of your post, everything you mentioned is already covered.
I guess I forgot to mention that owners and captains can give out and revoke lower keys. There's no reason a ship owner can't give out keys of whatever levels to your whole guild should you so choose.
infinite storage via docking, most people have come up with a solution to this already.
infiltration, already solved, the turrets are already pretty damn effective against tridents, often a kos player trying to ride one from latos to dau wont make it through azek. I guess i forgot to mention the ability of captains to give out and revoke lower keys. If somebody is too stupid to revoke a key (and thereby jettison) the player getting their trident killed, they deserve to lose their ship.
as for "turret abuse" I hope you were joking, have you seen how these things move? not only that, but they are COMBAT ships, not trading vessels.
As for the entire second part of your post, everything you mentioned is already covered.
I guess I forgot to mention that owners and captains can give out and revoke lower keys. There's no reason a ship owner can't give out keys of whatever levels to your whole guild should you so choose.
+1 to LNH's latest idea for price/time consumption. If a few rare items (in small-ish quantities) were added to the list, such as Heliocene Ore, various Processor Cores, commodities found only in one system, etc the time factor could be increased for little added price.
I have not seen this information before, and only today I noticed it happens, but ships uses station's storage. The active ship does not use any storage, but other ones do.
So I compiled this information from game, in 'cu':
100cu: Bus, Centurion, Hog, Vult, Valk, Raptor
200cu: Revenant, Atlas, Hornet
300cu: Prom, Rag, Centaur, Maud, Moth
It would be interesting to relate this info, already available, to capship's docking bay capacity and storage.
Like station, give tridents some (400cu) storage and a 800cu docking bay, so it fits 8 hogs or 2 moths only.
But make Moth use 400cu.
So I compiled this information from game, in 'cu':
100cu: Bus, Centurion, Hog, Vult, Valk, Raptor
200cu: Revenant, Atlas, Hornet
300cu: Prom, Rag, Centaur, Maud, Moth
It would be interesting to relate this info, already available, to capship's docking bay capacity and storage.
Like station, give tridents some (400cu) storage and a 800cu docking bay, so it fits 8 hogs or 2 moths only.
But make Moth use 400cu.