Forums » Suggestions

Conquerable Station Production Capacity

Jul 28, 2010 ShankTank link
1) Greatly reduce crafting requirements for conquerable station-produced weaponry.

2) Make a new station access option for people allowed to craft.

3) Introduce a cap on the number of items that a conquerable station can produce in three days (TU mines can count as two)... such as 5. Remember that this is for an individual conquerable station, owning two stations theoretically means that one could produce 10 weapons in three days.

4) Conquerable station crafting capacities carry over no matter who takes them. It's a crude work-around, but a group could, theoretically, load up a moth of required widgets, take a station, briefly, and in that brief period crank out five N3 turrets and run. This is similar to the idea of sacking a station (I think that was Lecter's suggestion?). Anyways, I don't want to completely get rid of that, but I don't want to make it too easy... so the next number comes as a given:

5) Institute a 1 hour cooldown on crafting.

6) Add some easy-to-make-by-anyone-other-than-TGFT pvp weapons available to craft at conquerable stations.

Currently, there is no real incentive for people to split up into factions and wage campaigns against each other for conquerable stations. Keep in mind that #4 is specifically there to prevent exploitation via continually retaking the station to refresh the capacity variable, but it is also very cool.
Jul 28, 2010 ryan reign link
I really think each station should also produce a unique ship...(long term), or unique variant of an existing ship ...(short term).
Jul 28, 2010 ryan reign link
I hate it,but yeah... I agree with the fourth point. I have a great amount of stuff stockpiled close to areas I frequent, it is not a stretch to assume that this is the case for a lot of other people.
Jul 28, 2010 tarenty link
+7.
Jul 28, 2010 CrazySpence link
I found the firecracker very easy to make, I spoke to someone who responded to my request, asked for enough stuff to make 10, collected the goods and made my 2 items for the day and stored the rest.

i don't like the idea of a station limit really but I do like the idea of selecting who can craft, then if a specific guild owns the station but allows others access they can then sell the items to their other users
Jul 28, 2010 ShankTank link
I think you're missing the point, Spence. Currently, there's nothing, other than RP, really keeping Itani and Serco or some other two rival factions from simply sharing the same station. This would make it a real battle over war materials and would provide incentive to continue a campaign to control multiple stations.
Jul 29, 2010 Crusader8389 link
Idea: Lets kill two birds with one stone. Make it so that there is a 1-2 day cool down before anyone can make turrets after capturing/recapturing a station. This will also prevent "ninja-ing" of stations by small groups on at different times from a larger group on at a different time... also will help limit turret production. Also, these items aren't that hard to get, as spence points out... just ask nahin for a kit :P
Jul 29, 2010 ShankTank link
I'm not sure how that has anything to do with my suggestion.