Forums » Suggestions
Conquerable station feature suggestions:
So, now that a test conquerable station is up I have the following suggestions for improvement/further implementation:
1. Key regeneration/reset:
Tactical alliances may dissolve, loose lips sink ships. The station owner should be able to reset the key/generate a new one and then redistribute as they see fit.
2. Reconquest dynamics:
Once a station changes hands, there should be a count-down timer until all turrets respawn (would be cool if they launch *from* the station and move to position) all at the same time. I'd suggest 15 minutes.
This forces everyone to regroup and prevents the "missing turret" syndrome that some people might complain about if the turrets just spawn on a fixed timer.
If a turret is destroyed but the station is not reconquered, there should be the same timer event to respawn, and also it should move out from the station, but ALL such timers reset when station owner changes.
3: Turret respawn linked to mineral hold:
Turrets will only respawn if the station has sufficient mineral reserves. This means the owner of the station has to keep it stocked. This could make the conquered station a mining hub.
*** Link the station cash reserves or "station bank" to what the owner puts in it! ***
This means, if you want to just offer mining missions, you have to supply the cash that will be used to purchase the requested quantity of minerals so the station can process them and create the turret.
4. Implement a means of selling items through the station
This will generate cash for the station/owner. Basically, player A brings 100 cu of some item to the station and sells to the station, the station then offers the items at a slight markup from what the player sold it (10%, say). This profit winds up in the station reserve. for building turrets.
5. Player secondary homing
If a player is homed at the conquerable station and it changes hands, the player's home should be reset to the penultimate homed station.
1. Key regeneration/reset:
Tactical alliances may dissolve, loose lips sink ships. The station owner should be able to reset the key/generate a new one and then redistribute as they see fit.
2. Reconquest dynamics:
Once a station changes hands, there should be a count-down timer until all turrets respawn (would be cool if they launch *from* the station and move to position) all at the same time. I'd suggest 15 minutes.
This forces everyone to regroup and prevents the "missing turret" syndrome that some people might complain about if the turrets just spawn on a fixed timer.
If a turret is destroyed but the station is not reconquered, there should be the same timer event to respawn, and also it should move out from the station, but ALL such timers reset when station owner changes.
3: Turret respawn linked to mineral hold:
Turrets will only respawn if the station has sufficient mineral reserves. This means the owner of the station has to keep it stocked. This could make the conquered station a mining hub.
*** Link the station cash reserves or "station bank" to what the owner puts in it! ***
This means, if you want to just offer mining missions, you have to supply the cash that will be used to purchase the requested quantity of minerals so the station can process them and create the turret.
4. Implement a means of selling items through the station
This will generate cash for the station/owner. Basically, player A brings 100 cu of some item to the station and sells to the station, the station then offers the items at a slight markup from what the player sold it (10%, say). This profit winds up in the station reserve. for building turrets.
5. Player secondary homing
If a player is homed at the conquerable station and it changes hands, the player's home should be reset to the penultimate homed station.
This all sounds pretty good, but the minerals are a bit of a problem. Would the minerals change hands to the new owner when the station is conquered, or would they have to be stocked again by the new owner?
They would change hands, as the station would be captured. So its a better idea to store important crap off site until you actually need it for stuff.
WE REQUIRE MORE VESPENE GAS.
Alright, I admit it, BG made me lol.
nah its "you must construct additional pylons"