Forums » Suggestions

All My Money

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Aug 09, 2008 spine link
oh dear,

1) People not caring about the battle and happily docking and carrying on there normal lives ingame only stopping for afew seconds outside the station to go...
Guy 1:
'well that's interesting, I should probably tell someone about this...'

<guild chat>

'Hey guys somethings going down at the station, looks pretty severe...'

Guy 2:
*Yawn* It's probably Itan again, theres nothing we can do...

[Situations that would need to be avoided...]

1> 'The cap ship flyers are offline and unreachable. Thus station capital = already dead.'

2> 'Meh, we'll just make it jump.'

3> 'I'll bring the <biggest cap name goes here>, it'll be over for that station in 5.'

4> 'We'll just make another... no biggy - guild will pay.'

That's what I meant by 1) if it's any clearer...<was distracted first time, sorry>

Spine
Aug 09, 2008 Phish link
Huh?
Aug 09, 2008 spine link
oh dear, I fail bad.

Those are more things we need to becareful to avoid with station caps if that wasn't clear..

Sorry again.

Spine
Aug 10, 2008 stackman122 link
Maybe spine is right, stations should have defenses, and not show up on sector info. Maybe they should be able to take damage, or maybe not.

If they have auto-defense turrets like the other capitol stations of Itani, Serco, and UIT, I nominate that stations have decent shields, and insane amounts of armor. I do believe that the ability to destroy a station is very interesting, and I want it in the game. But it should not be easy. It should take a concert of pilots working in unison and a cap ship (or two) to kill the shields, from there, anyone with time and patience could finish the rest. It should be noted that all stations cannot engage defensive action unless the pilot in question is already hated or worse and should warn any player that accidentally fires upon the station to cease such action immediately.

Let it be noted that the anonymous position of a guild station is only effective if the station can change location.

Of course the problem of finding the station is easily negated by the MOTD containing its whereabouts. And non-members can just as easily ask around to find it. A guild like TGFT would want their station found easily, where my buddies in CLM would not.

Command of a station would be reserved for the ranking members of the guild, council or above. And they would be the only ones capable of executing a jump.

Anywho, guild dynamics and station stuff can go on forever, fact is: I think that stations and capships should be different creatures, but that if desired stations could have weapons like turrets as well.

There I go again, wrote a monster post....

-R IBA 3.14rat
Aug 14, 2008 Starpwn link
I love my tri-gauss valk shooting purple hearts of doom at stations, but its unavoidable. When turrets first came out, I kept saying it was the first step to making stations destructible.

I think the distinction between cappies and stations should be that capital ships are mobile, stations are not. Their immobility prevents exploitation, such as using its unlimited cargo hold to trade(that kinda eliminates the money obstacle, huh?).

On sector info, you should see allied stations(If your in ITAN, you will see ITAN stations, SKV stations, and other stations belonging to itani military guilds.), and stations in itani monitered sectors.(Another topic entirely, do you align your guild with the itani military, or do you designate monitered sectors, where your sf will attack enemies, making you station more vunerable...)

There should be some sort of mandatory distance between stations, I can imagine people making stations that block the other stations docking bays or can seal of whs. Not much you can do about roids, guilds are bound to claim those. Thats why we need the exploration of unstable whs, so you can get to unclaimed roids and eat them. I know what sectors I want to make stations in...

-3.14R8
Aug 17, 2008 stackman122 link
Starpwn, I offer a solution to your quandary: player stations will not be allowed to be present in WH sectors, to jump they must 'charge' their jump drives (2mins?/more), and they will be able to jump to other systems but must 'charge' even longer (2x/3x). And maybe guild-stations should have a cargo-cap proportional to their actual size (upgrades such as more sections, more docking bays, more turrets could add cargo space).

While none of this will explicitly stop ppl from 'exploiting' the massive cargo of a station, the ability of a station to launch NPC voys to trade cargo on their behalf will negate the 'need' to move around too much. This will aim jumping specifically at relocating the station for purposes of anonymity.

On the topic of NPC voys being integrated with guild-stations: such a feature would be a great boon to station operation, it would also allow guild-stations to participate in the economy.

BLAM! monster post.....

-R IBA 3.14rat
Aug 17, 2008 Starpwn link
If they they have massive batteries for jumps, they need massive weapons(or mining beams) too. Of course they would be so slow, the only thing they would hit is a moth full of samo, and even then it is dubious. Could you fill the sector with samo so they fill their cargo hold with it, making them more venerable?