Forums » Suggestions
Given the free repairs currently offered, there's more than just prestige whoring at work even now. 75k-100k+ repair bills add up fast.
Guys, please read again my post. Instead of 100, I will use T. Thinking better, i like something closer to T=30.
-One station can have at most T turrets in stock, but at most 8 can be deployed at once.
-When stock <= 0.9T station offers a mission requesting turrets.
-When stock = 0 no more turret respawn
Evolving:
-not time dependent
-Mission requires 'ordinary' gauss2 turrets and light powercell. For each delivered G2T+LPC the station produces 1 defense turret. Both must be delivered at once (Just-in-time production).
So, for station defense, owner must replenish its stocks. While attacking team will also be aware for incoming cargo ships.
That way one can solo any undefended station, and makes no sense to destroy your own turret when you have to rebuild it.
Also that would work as a testbed for production-based economy, considering logistics and manufacturing, many times requested.
-One station can have at most T turrets in stock, but at most 8 can be deployed at once.
-When stock <= 0.9T station offers a mission requesting turrets.
-When stock = 0 no more turret respawn
Evolving:
-not time dependent
-Mission requires 'ordinary' gauss2 turrets and light powercell. For each delivered G2T+LPC the station produces 1 defense turret. Both must be delivered at once (Just-in-time production).
So, for station defense, owner must replenish its stocks. While attacking team will also be aware for incoming cargo ships.
That way one can solo any undefended station, and makes no sense to destroy your own turret when you have to rebuild it.
Also that would work as a testbed for production-based economy, considering logistics and manufacturing, many times requested.
I kinda think that turrets should be limited in number so that destroying a turret will actually mean progress towards the taking of the station. Currently there is no point in reducing incoming fire by way of knocking out one turret at a time due to the infinite re spawning. Turrets stocks should be limited to maybe 2 or 3 spare sets and a goal other than destroy all the turrets should be used for conquest.
I think a system were a section of the station has a shield that needs to be knocked out prior to conquest (maybe HAC equivalent shield) that is more powerful the more active turrets there are. Kind of like how the hive is, ignore the turrets and the shield is stronger.
I think a system were a section of the station has a shield that needs to be knocked out prior to conquest (maybe HAC equivalent shield) that is more powerful the more active turrets there are. Kind of like how the hive is, ignore the turrets and the shield is stronger.
Maybe im setting up to over complicate things here.
There are two types of turret currently, the capitol gauss and the uber missile turrets. Neither of them use currently available weapons. So simply gauss2 and light battery isn't enough, Maybe 4 fast charge power cells, and a bunch of other crap, steel, xrite, some kind of sensor thing, and a phase array. I guess the missile turrets could require solid explosives too.
Having to buy only a gauss 2 and a light battery is basically nothing, It should be a bit of work, but not so much that 3 people couldn't keep it stocked, atleast at this point, until the player-base gets bigger.
Either way, their should be separate stocks of missile and Gauss turrets.
I'm inclined to think off hand that 100 total turrets might be a bit high, but really, we won't know untill we try it, and it's not like the devs can't change the limit if it proves to be too much.
There are two types of turret currently, the capitol gauss and the uber missile turrets. Neither of them use currently available weapons. So simply gauss2 and light battery isn't enough, Maybe 4 fast charge power cells, and a bunch of other crap, steel, xrite, some kind of sensor thing, and a phase array. I guess the missile turrets could require solid explosives too.
Having to buy only a gauss 2 and a light battery is basically nothing, It should be a bit of work, but not so much that 3 people couldn't keep it stocked, atleast at this point, until the player-base gets bigger.
Either way, their should be separate stocks of missile and Gauss turrets.
I'm inclined to think off hand that 100 total turrets might be a bit high, but really, we won't know untill we try it, and it's not like the devs can't change the limit if it proves to be too much.
This idea would make owning a station a collective long-term effort, as it should be, by requesting continous ressupply of goods. Abandoned stations would become easy prey, while larger guilds, world-wide ones, are favoured. Perfect!
***>
Resupply Missions are offered in conquerable stations to anyone. If one can dock, he's friendly and can help logistics effort.
1) Logistics cost / Reward: Station owner must pay a fixed amount for enabling ressupply missions, throught a specific mission, offered only to station owner. Something like 500,000c ??
2) *NPC Station Guards
-Hire Mission offered requires one to meet the 2 guards in a nearby station and guide them to dock at local station.
3) *Mega-Gauss Turret
-Gauss Cannon MkIII
-Advanced Targeting Systems
-Gyroscopes
-Heavy Power Cell
-Stabilizing Systems
4) *Uber-Missile Turret
-Stingray Homing Missiles
-Basic Targeting Systems
-ERS Tracking Systems
-Free Power Cell
-Gyroscopes
***>
Resupply Missions are offered in conquerable stations to anyone. If one can dock, he's friendly and can help logistics effort.
1) Logistics cost / Reward: Station owner must pay a fixed amount for enabling ressupply missions, throught a specific mission, offered only to station owner. Something like 500,000c ??
2) *NPC Station Guards
-Hire Mission offered requires one to meet the 2 guards in a nearby station and guide them to dock at local station.
3) *Mega-Gauss Turret
-Gauss Cannon MkIII
-Advanced Targeting Systems
-Gyroscopes
-Heavy Power Cell
-Stabilizing Systems
4) *Uber-Missile Turret
-Stingray Homing Missiles
-Basic Targeting Systems
-ERS Tracking Systems
-Free Power Cell
-Gyroscopes