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Guild-Owned Stations -- a functional & gameplay proposition

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Nov 03, 2008 upper case link
Related to the age-old Player-owned stations.

We all want them. I think this should be the next feature introduced. And here's how I think it could function.

This is a an implementation discussion thread. I dont want to know if you agree or not. I want you to constructively add to this idea.

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A number of stations, throughout the "universe", would be marked as "leasable". That is, if not currently on-lease, said station is up-for-grabs.

Once a guild lieutenant/commander enters a leasable station, under commerce, he has the choice to lease that station for N1 amounts of credits for a duration of N2 days.

The station lease includes a one "garnison" of "regular" staff of N3 turrets and N4 guards.

Additional turrets and station guards can be purchased to constitute a "reserve" that spawn out, as "regular" staff is destroyed, for a price of N5 credits per "garnison".

The lease is otherwise not protected nor guaranteed. That is, if all turrets and station guards are poped, the station lease is up for grabs.

When the lease expires, any regular staff is not renewed.

When the lease expires, any lef-over "reserve" staff is credited to leaser at a percentage of N6 of original "garnison" cost.

Variables:

N1: Station Lease base cost
N2: Lease durations, in days
N3: Station turrets per garnison
N4: Station Guards per garnison
N5: Garnison cost
N6: Percentage of refund for unused garnison

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Initial tentative numbers

N1: 1m c
N2: 7 days
N3: 6 turrets
N4: 3 station guards
N5: 500,000c
N6: 75%

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Comments?
Nov 03, 2008 vIsitor link
Ok...took me awhile to figure out what you were talking about with the N# references, but I think I've figured it out by now.

My only question is this: functionally, what, exactly, would renting a station do? Really, all I see is the addition of a few extra rent-a-cops in the sector and bragging rights, by your description. What sort of incentives are there, really, to rent a station? What is the weight of this development's importance?
Nov 03, 2008 upper case link
Bragging rights
A place to attack a guild's bottom line
A place to repair at discount price if you're member of the guild
A place where the guild could stockpile goods
A place where pirates can overrun the lease and loot the stockpile
An economy money sink.

Who knows. A bazillion missions could be created to take that into consideration. Such as "Hunt down a guild station".
Nov 03, 2008 vIsitor link
Could you describe those ideas in greater detail, uc? You left their mention out entirely before, and now you're leaving a great deal to the imagination. Please, try to be specific about things; I really want to like this idea, but its hard when I'm not quite sure what you're trying to sell.
Nov 03, 2008 Forboding_Angel link
TBH, I fail to see the functional part of this. I would prefer to find "Hidden" bases. Like hidden Pie-Rat bases and the like.

No offense intended, just your ideas need to be explained in detail. Too much is left to the imagination.
Nov 03, 2008 incarnate link
Player owned stations are coming, but we need intra-sector navigation and some other things first (also coming, right after factional/FF stuff). Nothing about stations will be guild-specific.

I have a lot of notes sketched out on what I want to do with stations, but I welcome discussion on the concept. I also agree that a lot more detail on the idea is needed to get some commentary going.
Nov 03, 2008 Dr. Lecter link
Nothing about stations will be guild-specific.

Damn right.
Nov 03, 2008 upper case link
Gosh you guys lack a bit of imagination.

Once the above is possible, we can plan out any number of missions with that. Like Capture Enemy Station or whatnot.

In the above description however, I though it was clear that this could allow any number of scenarios including these 2 (I'm lazy):

Scenario 1)
Mining guild "On Rocks We Suck" decide it's time they raid a specific sector's minerals (heliocene for example) and decides to lease out a nearby station. This allows a closeby refueling, repairing and defense station while also providing for a stock-piling storage area until they can transport, in larger convoys, the loot back to some other station(s) for transactions.
Opportunities for opponents to that guild include: attacking the station and looting it's content should they overrun it's defenses, as well as attacking the bottom line of that guild by wasting their resources (by terminating the lease), slightly diminishing the guild's ability to re-lease the station.

Scenario 2)
Pirate guild "Dry Boners" decides they want to camp out a given WH. For this, they need close access to a loot drop-off, repair port and base camp. They lease out a given station and silently carry out their looted transports out of the sector at a more opportune time (when there's less trafic in the sector).

Given the guilds are leasing the stations, they end up being deducted for any items sold at that station (since they operate it, they end up "buying" from those who sell at that station). So, to turn a profit, they have to, in turn, bring the goods to another sector and sell it there for a profit.

So, even if you stockpile to a station, you still have to convoy it out to secure a profit.

THERE's another mission available to a leased station: a mission to convoy out your goods in a trident (or else). You'd have to defend your OWN goods or loose major profit.

Any of the above scenario could impact the leasing value of the stations.

Anyone else lacks imagination and needs more example of scenarios? Missions? RP?
Nov 03, 2008 Taso link
Yeah but you're failing to consider some of the game mechanics that would need to be in place to make owning a station worthwile. For instance, how do you "loot" a station? There would need to be some mechanic that allows you access to the entire catalogue of stocked and stored items.

And then what happens when a station someone has been using as a home base becomes leased by someone else? Do they no longer have access to their inventory?

Anyway, not a bad idea for how the transaction might take place, but you are missing quite a bit of the work involved in making it worth a damn.
Nov 04, 2008 bojansplash link
Inc said:
"Player owned stations are coming, but we need intra-sector navigation and some other things first (also coming, right after factional/FF stuff). Nothing about stations will be guild-specific."

A few comments:
1. If an option to own a station is available to every player we will soon have a total chaos (limiting station to guilds or groups of players would help).

2. "intra-sector navigation" means they will be placed in sectors with existing stations. That will not be wise. Imagine 75 TGFT members stations in, lets say, Verasi I-5 around axia station. Imho "player" owned station should be placed/installed in empty grey-space roid sectors.

3. "Nothing about stations will be guild specific".
Guilds are easy to create, they are just groups of players who find a common interest to play together. Limiting stations availibility to guilds would limit the number of new stations and ensure they have some actual function ingame.

I know every player wants to own a station.
Ok, you got one. So... now what will you do? Sit in it all day and chat?
Everyone will have his station and nobody will want to leave his "precious".
Do you think other players will visit your station? Why would they? They have their own stations, you come visit them if you want.
So instead of having a dynamic universe full of players flying around we will suddenly have a universe filled with player stations and players sitting in them till they get bored to death.
Nov 04, 2008 stackman122 link
bojan, you have it pretty well hit. Guild owned stations are the way to go. The other thing to consider is: a station is a business, it needs to be profitable in order to stay afloat. In other words, when stations are introduced, you will need to be able to sell ships, items, and weapons at some profit.

When Inc opens up this discussion thread for player-controlled stations, this will need to be covered. Stations shouldn't be a money-sink, they should be a carefully considered investment.

As a note, if whoever controls the stations can set their profit margin, it will produce a very functional economy. And it will operate smoother along the lines of supply and demand.

And from the looks of it, miners will be the base for much of the economy, as materials are required for just about everything.

OK, I'm done now...
Nov 04, 2008 Snax_28 link
I honestly don't have a problem with player owned stations, as long as the investment required is basically un-attainable for the average player, even somewhat difficult for the average guild. This way any individually owned player stations will be more like Hugh Heffner mansions, as opposed to Billy-Bob and Suzy-Joe's Refurbished Toilet Seat Museum.

That said there needs to be a mechanism for guilds to purchase and brand stations.
Mar 07, 2009 HotSoup82 link
I like the idea of having said stations be in sectors (or near to) that are mineral specific. Holding a station in a certain area might mean having easier access to more profitable mining. Certain stations might be built in the same sector as a wormhole. This could lead to tolls ('specially if pirate owned). You might have a station with a shipyard attached or in a neighboring sector. A station could act as a listening post with far reaching sensors, giving information to faction personel about the system the station is in(ion storms, pirate locations or conversly, convey movements). There could be alot of benefits to owning or "leasing" a station.
Mar 07, 2009 ryan reign link
How about old decrepit/abandoned stations that a player could buy/claim, then start repairs? The repairing/resupplying of the station could lead to new...(but some what limited)...missions, which could lead to a mission to hire guards/strike force...etc...etc...
Mar 08, 2009 SuperMegaMynt link
A player with the moxie of ten deserves to have anything a group of ten players with the mettle of one (or less, as the case may be), do. If being in a guild ever becomes a requirement, perhaps the requirement to being in a guild ought to be based on a skill other than having a certain number of "friends" online at the same time.
Mar 12, 2009 Antz link
Both kinds of stations have their place. I can see player-owned stations being small things with no manufacturing or trading capability, which are money sinks and cost money to keep.

I can also see guild-owned stations, being big things that can do anything a real station can, but guild-controlled. So, all the prices, what it manufactures (and how much of as opposed to stockpiling raw materials to play with the raw materials markets), who it will sell what to, who is allowed to dock, etc. is all adjustable. Thus, guilds can set up their station to be a profit-making machine anyone can visit and trade with. Alternatively it can be set up to only grant docking to guild members, but provide everything in the station for free.
Mar 12, 2009 Tseng Toumoku link
Why would you want to make player owned stations as simply money sinks? What good is that?

I say let all stations be player owned, meaning you don't need to be in a guild to build one; however, if the station is to make a profit, it will rely heavily on the player base for profit, protection, and production. That base may act as fellow guild mates helping out or even just random trade ships or friends coming along to help trade products back and forth and protect. Why make useful stations only buildable by those who own a guild?
Mar 12, 2009 Antz link
Because if everyone has a station, why would they waste their time developing your station when they need to develop their own?
Also, hundreds of empty looking stations would be worse than 5 semi-active looking stations.

Why not just have player-owned station modules (like I suggested in another thread), which could then be attached to other stations?
Mar 12, 2009 everman7 link
i just want a man-able turret to sit in and shoot all the rats that try to dock when I advertise aaps for 5 credits.
Mar 18, 2009 Karacus link
I would like to see a number of stores for rent within the station where a player could buy/sell commodities/other stuff at their own prices.