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Fun times! Thanks devs, this was pretty cool even as a "very limited, basic, will go poof any second now, don't blame us if your PC explodes in flames while docking" thing.
Yeah, is definitely borked. While I'm down with a tough situation when conquering, and a definite advantage when defending, the current situation is too easy to essentially not defend much at all.
It needs to be hard to conquer, but with a high success rate if you complete all the objectives which conquering requires. As it stands right now, it's difficult to achieve those objectives (wiping out the turrets), and your chance of success once that is taken care of is considerably low if anyone is actually defending.
It needs to be hard to conquer, but with a high success rate if you complete all the objectives which conquering requires. As it stands right now, it's difficult to achieve those objectives (wiping out the turrets), and your chance of success once that is taken care of is considerably low if anyone is actually defending.
Playing before, the station was conquered 5 times in two hours, by less than 10 people. I think it needs much better defenses. Bombing runs are just too hard to stop
Are you counting key ID's? Because if that's the case, then yes, it is "conquered" quite regularly. The issue that I observed had to do with the fact that it was being "conquered" by the same group, repeatedly, who were also the defenders. They were simply waiting until the would be conquerors had depleted the defenses to a breaking point, and then either jamming the docking bay (meaning they could safely sit inside it; if they reached a breaking point damage wise they could just dock), or actually destroying the last turret to force the issue.
Either way it was a ridiculous advantage to the defenders, and one that essentially negated any hard work done by the would-be-conquerors.
Edit: Please not I'm not actually complaining about the fact that a substantially larger force held the station during the time I'm observing (personally I think a defending force smaller than the attacking force should prevail given even odds, exactly what difference in numbers, not sure). More the manner in which the effort was distributed. I would prefer a much harder time at "wearing down" the defenses, if I was confident that my efforts would be rewarded. As it is right now, it's essentially a bunch of work, simply to unlock a crap shoot as to whether you might be the first to dock.
Either way it was a ridiculous advantage to the defenders, and one that essentially negated any hard work done by the would-be-conquerors.
Edit: Please not I'm not actually complaining about the fact that a substantially larger force held the station during the time I'm observing (personally I think a defending force smaller than the attacking force should prevail given even odds, exactly what difference in numbers, not sure). More the manner in which the effort was distributed. I would prefer a much harder time at "wearing down" the defenses, if I was confident that my efforts would be rewarded. As it is right now, it's essentially a bunch of work, simply to unlock a crap shoot as to whether you might be the first to dock.
I do have a couple questions/suggestions.
Let's have a list of commands? Maybe a series of commands to control who has access to a key?
Also, a bit more control over the turrets... maybe to control if they have Gauss or Seekers...
I guess because it's a test, there are no special missions, or things to buy.
Let's have a list of commands? Maybe a series of commands to control who has access to a key?
Also, a bit more control over the turrets... maybe to control if they have Gauss or Seekers...
I guess because it's a test, there are no special missions, or things to buy.
I just joined this game (ingame name: Estral), and I can't wait to join the fight :-)
Gav said: "They were simply waiting until the would be conquerors had depleted the defenses to a breaking point, and then either jamming the docking bay (meaning they could safely sit inside it; if they reached a breaking point damage wise they could just dock), or actually destroying the last turret to force the issue."
Yes. He's right. I witnessed the same thing, not sure how the issue gets solved, though. I'm fairly certain a group of 2 or 3 pilots could easily capture the station if it was not defended.
It needs to be MUCH tougher to capture. It should be made to require at least 10 players, so perhaps something like requiring simultaneous destruction of the turrets plus a special cargo of "baording party" needs to be delivered within 30 seconds of the turret destruction.
Oh, and add NPC defenders - AGT+Flare hogs like the old 'rats. And maybe some swarm rags.
That would make it tougher to do, and ownership wouldn't change hands so often.
OOOh oooh I have more ideas, I'll go post in suggestions.
Yes. He's right. I witnessed the same thing, not sure how the issue gets solved, though. I'm fairly certain a group of 2 or 3 pilots could easily capture the station if it was not defended.
It needs to be MUCH tougher to capture. It should be made to require at least 10 players, so perhaps something like requiring simultaneous destruction of the turrets plus a special cargo of "baording party" needs to be delivered within 30 seconds of the turret destruction.
Oh, and add NPC defenders - AGT+Flare hogs like the old 'rats. And maybe some swarm rags.
That would make it tougher to do, and ownership wouldn't change hands so often.
OOOh oooh I have more ideas, I'll go post in suggestions.
I'm fairly certain a group of 2 or 3 pilots could easily capture the station if it was not defended.
You can solo it if nobody is defending it.
You can solo it if nobody is defending it.
1) Make turret respawn 10 minutes rather than 15, this should make it a bit harder to solo...
2) Turret AI needs to be fixed, as I am sure the devs are aware of. This will also make it a bit harder to solo.
3) 30-60 second period after the final turret is killed where anyone who previously had a key cannot dock.
4) Apply FF restrictions between keyed players and their turrets.
That's my solution... also user keys.
2) Turret AI needs to be fixed, as I am sure the devs are aware of. This will also make it a bit harder to solo.
3) 30-60 second period after the final turret is killed where anyone who previously had a key cannot dock.
4) Apply FF restrictions between keyed players and their turrets.
That's my solution... also user keys.
Good points, Chaak. This would fix most of the issues we're seeing.