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Conquerable station turret HP decrease.

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May 28, 2013 Snake7561 link
don't copy me spence
May 28, 2013 Kierky link
he's agreeing with you, you Richard.

[Edit by Whistler]
May 28, 2013 Touriaus link
why hasn't this been edited yet :P
May 29, 2013 incarnate link
FYI, we'll bump the timer from 2 to 5 minutes in the near future. This week sometime.
May 29, 2013 Touriaus link
Yeah, Richard.
May 29, 2013 TheRedSpy link
Thanks Inc!

Both Kierky and Snake are kind of Richard Craniums in their own right.
May 29, 2013 abortretryfail link
Would it kill you to prevent it from spawning new station guards during that time too? There's still a bug that prevents you from docking if you kill the guards...
May 29, 2013 Alloh link
Incarnate, how hard is it to scale up the turret models? Just make them bigger, same model, but 3x or 5x larger...
Jun 03, 2013 csgno1 link
If I'd seen this thread before the change I would have suggested increasing the turret armor, not lowering it. Even non-player constructs have a role to play. Why would any civilization build a station that can be conquered by one pilot in 30 minutes? RP plot hole.

Some things should be hard and should take a lot of effort and coordination and cooperation. Stations were that way, but it's been changed from a challenge to another short activity. We don't all have attention deficit disorder.
Jun 03, 2013 Pizzasgood link
Except they weren't harder before. They were just more tedious. As I said earlier, the turrets are irrelevant. All that they do is provide time for the defenders to show up. Other than that, they don't make it any harder or easier to take the station. Either way it boils down to a short and silly contest of who-can-dock-first.
Jun 03, 2013 Captain86 link
Seems like there is something missing regarding conquerable stations
The ideas seem seem various but sort of relate to the subject of either too hard to conquer or too easy. Or just too boring.

What about the subject of staying alive this would had a new dimension to things
If you die while trying to take the station you can't return until some aloted time or until the next day or something ?
That way you could theoretically make it easier to take the station probably more fun but if you get killed it's also risky if you try it on your own.
I would prefer to see faster firing turrets but yet not as damaging.

Maybe there should only be a limited number of missles not unlimited for the day
Taking the station and sitting in the bay should be more like capture the flag-ish WOT has a good method of capture the flag.

Short version example
If anyone without keys makes it into the bay, and hold the station the a countdown timer starts. If 2 countdown timer goes quicker and 3 even quicker.
If the first one in the bay gets shot the timer resets partially or to 0 again

If another person with keys docks also the timer doesn't proceed but just stops at it's current level until he's killed,leaves,shoot the others or kills them.

The bay should also be bigger so there is an actual fighting area inside the bay as well.

Just sayin
Not great but just seems like something is missing in conquerable stations.
I don't really know what but could get some ideas from other games or combination of ideas from other games.
Theoretically you could do this with little to no turrets as well. Station would have to be held or taken at anytime, whoever docks for the alloted time. Not sure thats a great idea either but just tossing it around some
Jun 03, 2013 TheRedSpy link
The word 'succinct' is really lost on you Captain86. Conquerable stations as they are implemented are more or less a draft of mechanics to come.

As Inc said at the top of the post, they need more mechanics and more tweaking and he knows that.

I'm not sure that unrealistically blocking people out of the sector is the answer though, all attempts to emulate permanent death in a respawn-enabled video game are kinda a bad idea.
Jun 03, 2013 Pizzasgood link
I have always preferred the idea of having to hold the dock for a period of time, though, rather than capping being instant. That would be a major improvement.
Jun 03, 2013 meridian link
+1 pizzasgood

but take it to a new thread
Jun 11, 2013 idd link
Can you exclude station gaurds from triggering the station attack message?
Jun 12, 2013 abortretryfail link
Why would they do that? The guards are part of the station "defenses" (lol, what defenses?)
Jun 12, 2013 Conflict Diamond link
Because the stupid guards run into roids and eachother and trigger attack messages.
Jun 12, 2013 abortretryfail link
Then why not fix that instead of making it so people can blow up guards all day at your station without setting off the alarm?

The game can already tell the difference between collision damage and weapon damage. (It used to not cause standing loss if you rammed someone to death)
Jun 20, 2013 PaKettle link
By the way I took the bractus station solo today in 30 minutes....
Jun 21, 2013 TheRedSpy link
Good, now we know who to MURDER.