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Conquerable Station Suggestion / Improvement

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Jan 28, 2010 Dr. Lecter link
I'm sure there's a 'you have 50,000 balls in your head' joke in there somewhere.
Jan 28, 2010 peytros link
ahahahha balls
Jan 31, 2010 missioncreek2 link
I agree killing turrets with bombers while being picked off by defenders in fighters isn't fun. The uber missle turrets especially should have a much lower armor. The turret damage is way too high also. It's just not fun to be killed with two shots. I suggest that turrets have a small weak spot which will kill them with 2000 damage from an energy weapon only. Swarms would not damage this weak spot, they would affect only the uber armor. This way attackers can at least face defenders in fighters.
Feb 01, 2010 Dr. Lecter link
It's just not fun to be killed with two shots.

Try not sucking for a change.
Feb 01, 2010 Maalik link
Station assaults can be commenced as soon as ownership is established. This cheapens victory and makes fighting for the station become that much more nauseous repetitive.

I would like there to be a one hour period after someone docks and chooses or creates the active key where the station was completely invulnerable to attack.

Sanity breaks are healthy and make the game more fun.

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Bomber/anti-bomber pvp doesn't bring out the best that VO's combat model has to offer and I hope that station conquest dynamics are altered somehow to change this.

Maybe if stations spawned repair bots (that zipped around repairing turrets) which were hard to kill with bombers but relatively easy with an unmolested fighter...? This would be possible if they had high HP and low maneuverability.
Feb 01, 2010 ShankTank link
Certainly sounds reasonable at first, but doesn't it sound a little exploitable? Last thing we want is another bug that rewards people for breaking their own turrets.

I certainly agree, though, that there needs to be some kind of time management assault attempts. Right now they go on for about as long as the attackers' patience declares. This is fine for people with nothing other to do than sit in B-8 and farm convoys, I'm sure, but for pirates and the like who also need to maintain a healthy dosage of hunting (or some other activity) in their session's routine it can be unbearable.
Feb 01, 2010 Maalik link
Oh yeah, I forgot to add that real disincentives for killing your own turrets would need to be added first. :(
Feb 01, 2010 peytros link
i think this answer mostly in the fact that 1) the bennifits of owning a station are not in place yet (sending out mining drones which would make for some very good dog fights because bombing them would not be as effective) and 2) the low number of players we have at the moment. I invision in the future players showing up with 1 or 2 cap ships a bomber wing and a fighter wing when attacking a station.

oh as for killing your own turrets. Make them cost money. Either from a players bank or the guild bank. Say a player only loses like 1 mil if attackers destroy a turret but loses 10 mil if they destroy their own.
Feb 01, 2010 Alloh link
Where we want to get? Or, what would be IDEAL conditions for conquering station? Ask 10 players and you'll get 11 different replies now...

My option would be, for no defending player present, it would require one fighter and 3 bombers at least.

1) Repair/RELOAD bots sounds really good. Keep at least one flying all time (when players on sector), going turret-station-t-s-t-s... This way could reduce armour on turrets.

2) Make turrets BIGGER. At least the size of a Hog. And have limited stock of missiles, requiring periodic reload bot. As said before, they are the size of a mine, but houses weapons, engines, ammo, controllers... they must be bigger. Simply scale up now used model.

3) Turrets should reply their active/valid key. Who owns the station today/now? hail a turret!

4) Give some bots to it. Simple collectors, go out, mine, get back. Nothing more NOW. Simply add some traffic.

5) Ion storms and Hive can enter station sector. It was really FUN to see the hive around the station. And RP-wise, makes sense that the hive ignores stations on its expansion. But nation-owned stations have guards and strike force to hold it, while conquerable does not. So bring them back.

6) Make turrets shoot back who shoots it 3x, even the owner. And charge 100,000c for destroying an 'allied' turret, i.e., owner or friendly. Temp KoS, must leave sector, also cannot dock.

> Ideas not 'mine' or new, but I compiled what I like from previous posts.
Feb 01, 2010 Maalik link
I'd like turrets to show up as friendly (green) on the radar if you have a key so I can reliably use 'x' to select the nearest hostile.
Feb 02, 2010 ladron link
Maalik, as a tri-POS POS you can't reliably use 'x' anyway :p
Feb 02, 2010 Maalik link
Hey now, I am only have Pillar of Society with own nation. And people who hurt me get marked as hostile, so it isn't useless at all.
Feb 02, 2010 PaKettle link
On the matter of station ID it would be just as simple to add it under the station name or have the station automatically pm its name and message of the day to any player entering...
Feb 03, 2010 Alloh link
I still prefer that TURRETS reply the valid key to hails.

Aim any turret and hail to find out who is the owner now.