Forums » Suggestions

Targetable stations

Oct 26, 2011 pirren link
+ Allow pilots to target any station in VO

+ Set exact amount hp for every type of station:
- Commercial: 2,500,000 hp
- Mining: 2,500,000 hp
- Barracks: 5,000,0000 hp
- Capital: 10,000,000 hp
NPC Stations regain their hp back every 6 hours.
- Conq. stations: 1,000,000 hp
Conq. stations regain their hp back every hour.

+ If hp amount is 0, then station becomes unaccessible for 36 hours and if player set home there, then home station changes to Nation capital (like in case with KOS)

+ SF should immediately attack those, who try to destroy the station.

+ At least the person that scores final blow automatically becomes KOS to the destroyed station's Nation.
Oct 26, 2011 arxeeron link
+1
Oct 26, 2011 ryan reign link
+1
Oct 26, 2011 PaKettle link
interesting. +1
Oct 26, 2011 Crusader8389 link
+1

Will add to craftable stations and stuff waaay later on.
Oct 26, 2011 tarenty link
+1, especially conc stations. Give certain stations, like border and capital stations, shields, too.

Threadjack: remove conc station turrets, give the stations themselves shields and armor, and require that the armor must be 0 for the station to be captured.

The only problem with this is that stations are made of hundreds of different individual 'pieces' (i.e. Walkway, Storage. These you can target already). Assigning the station as a whole a value of armor could be difficult, right devs?
Oct 26, 2011 Pizzasgood link
Give the pieces armor and have the pieces each have some small impact on overall station functionality (e.g. item and mission availability, ability to rep ships, prices, etc.). Wrecking a habitation module would have a heavy faction penalty. Wrecking the docking bays prevents people from docking. Wrecking all exit bays prevents people (and SF) from undocking (if a player tries, he'd get a prompt asking him if he wants to be transported to another station, minus ship).

Taking out the antenna could prevent them from calling for more backup (and then give them an ability to call for backup from other stations in the system that they are friendly with, when they do have their antenna).

Also, items can probably be grouped together, so instead having a bunch of small items you'd have a handful of groups of small items. It could add the armor stats of each member and then distribute damage evenly over them so all items in the group die at once.

Though it would be nicer to have maximum destructible resolution.
Oct 26, 2011 Alloh link
I guess this thread finally become interesting, as Pizza proposed.

So, why don't we START from giving ConqStations a few targetable/destructable components and its respective role/consequence
-Docking Bay: no one can dock. Station cannot be conquered.
-Launch Bay: no ship can lauch, including SF. Bots/Aerna seekers can be launched after 1min from docking bay.
-Radar Dish: Reduces station defenses efficiency, decrease aiming for turrets.
-Subspace Antennas (tbd): Cuts subspace comms, station gets isolated, no chat channels, no external help
-Shield Generator (tbd): breaks shields. But it is the fastest to rebuild, like 1min down!

All destructable components (D/L bays, R/S antennas) should project outside the main station shields. RP-wise, it is required for it to work.

The shield generators can become the last step for station conquest, something between a Queen and a Levi in required effort. When broken, station surrenders and become conquerable, IF docking bay remains intact.

Every destructable component will self-repair within given time, Xmin. RP-wise, nanobots start reconstructing structures while shields resists.
Stations have a limited repair rate, based on their size/role. Even better would be some collector-like bots launching to rebuild the component...

Why not make the whole station destructable now?
It surely would result in final doom and no stations left in 'verse... And as proposed it is MUCH easier to implement!
Oct 26, 2011 tarenty link
All destructable components (D/L bays, R/S antennas) should project outside the main station shields. RP-wise, it is required for it to work.

I don't get why the shields exist, then, besides having a shield generator to target. Keep the shields on the outside, require the normal stuff for shields to recharge (no damage for however long).

I think the very core of the station, for I'm sure there is one, should be left over after all the separate components are destroyed, and taking the core to 0 armor would not destroy it but would allow the station to be captured... perhaps by whomever deals the last blow? This could fix the issue with people retaking their stations and destroying the efforts of whomever was attempting to take it. Also, components could break off if they're severed from the core, floating in space, destructable. :p

After the core was taken it would be returned to 50% armor, allowing easy recapture. +1 to little repair bots shooting rep mods and repairing station components one by one.
Oct 26, 2011 Pizzasgood link
-1 to preventing capture when the docking bay is destroyed - defenders could just take it down to deny the attackers entrance. The first-to-dock victory condition is silly anyway. I still say the final stage of conquer should require the conquerors to hold a position for a period of time, like the "King of the hill" style FPS games. But that's veering a bit off topic.

As for shields, capships can communicate and be docked with just fine despite being fully shielded, so having bits outside the shields doesn't make much sense.

At first I didn't like the idea of a shields on a station, but it would make sense to have at least half a queen's worth of shielding to avoid damage from stray shots, space debris, etc. That would be the stations that are the least worried about being attacked and are not very important anyway. Mining stations in the capital system, for example. As for balance, probably makes sense for even those to have stronger shields.

When stations become bigger though, the shields would probably have to be more modular rather than covering the entire station in one mega-shield.
Oct 27, 2011 pirren link
At first I didn't like the idea of a shields on a station, but it would make sense to have at least half a queen's worth of shielding to avoid damage from stray shots, space debris, etc. That would be the stations that are the least worried about being attacked and are not very important anyway. Mining stations in the capital system, for example. As for balance, probably makes sense for even those to have stronger shields.

Rin, Nice one! +1

Every destructable component will self-repair within given time, Xmin. RP-wise, nanobots start reconstructing structures while shields resists.
Stations have a limited repair rate, based on their size/role. Even better would be some collector-like bots launching to rebuild the component...


Nanobots? In the Vendetta? But the idea actually is not bad.. (e.g. station turrets regenerate their HP after being destroyed).
Oct 27, 2011 abortretryfail link
Instead of it just automagically repairing, why not have NPCs come out and repair it?
Oct 27, 2011 pirren link
Instead of it just automagically repairing, why not have NPCs come out and repair it?

Why not? If it's not really hard to program repair-bot, why not to program repair-NPCs..
Oct 27, 2011 Dr. Lecter link
+1
Nov 01, 2011 Crusader8389 link
this also needs a bump!