Forums » Suggestions

Conq-stations suggestions (station types, loot, etc)

May 21, 2012 pirren link
Allow station conquerors to choose station type:

1. Mining outpost. All mining missions available there + minor crafting (mines, weapons). Station cargo: 25000.
Ships, allowed to be docked per 1 person: 5
Defense: 8 turrets, 2 fighters.
Owner keys limit: 3
User keys limit: 20

2. Deep space production factory. All crafting missions for capship building available there.
Station cargo: 30000. Defense: 8 turrets, 2 fighters.
Ships, allowed to be docked per 1 person: 4
Defense: 8 turrets, 2 fighters.
Owner keys limit: 3
User keys limit: 30

3. Trading outpost. No crafting missions available. Station cargo: 40000. ships, allowed to dock per 1 person: 10. Random Axia/Valent convoy missions available for launch from the station!
Defense: 9 turrets, 2 fighters.
Owner keys limit: 5
User keys limit: 50

4. Military base. No crafting, no missions. Station cargo: 10000. Ships, allowed to dock per 1 person: unlimited (only cargo space).
Defense: 10 turrets, 8 fighters.
Owner keys limit: 2
User keys limit: 65

5. Mercenary operative base. No crafting, some missions allowed. Station cargo: 15000. Ships, allowed to dock per 1 person: 20.
Defense: 8 turrets, 6 fighters.
Owner keys limit: 6
User keys limit: 40

+ all ships become unaccesible when reached max ships limit.

+ I suggest we give conquerable stations unique features to differ them.

1. Bractus M-14. Allow conquerors to destroy all stored cargo on it. (Feature available once per 24h)
2. Latos I-8. Allow conquerors to destroy the station (it'll become unaccessinle for 10 hours).
3. Pelatus C-12. Allow the conquerors to loot this station. As a result, it will drop 1% of all stored cargo on it and becomes unaccessible for 3 hours. (available once per 48h)
May 21, 2012 Shapenaji link
Love this idea,

I might see different ways to arrange those numbers, but the core idea is great

+1
May 21, 2012 TheRedSpy link
OMG.. I haven't even finished reading and already yelled out uncontrollably "OMG THATS AN AWESOME IDEA"

100000+

EDIT: Okay so I had a proper read and there are a couple of things that need to be considered here.

Firstly, If you want to have cargo being destroyed at conquerable stations, you have to move trident manufacturing away from it. Most people seem to build their tridents piece by piece anyway, but the method I used to do it was a complete stage by stage stockpile of goods which would have been impossible to do if my stuff kept vanishing.

It's a great idea, but we need to have unique benefits to conquerable stations aside from just "the power to slowly produce capital ships"

This is something to seriously consider after the changes to the trident manufacturing process have been finalised.
May 21, 2012 pirren link
About station defence systems: I think the key difference between them could be in anti-light or anti-heave ships. So, for example, you could choose weather to defend the station against Rags, Taurs, Tridents and Proms or against fast and agile fighters. Thus military setup would have the best defence against conquest. The mercenary (or manufacturing or trading) setups could be anti-light ships specialized, to secure the station space from unwanted visitors (e.g. light interceptor X-1) and protect their unarmed moths with valued cargo.
Ideally Trading outpost owners should have an ability to sell their stuff to the visitors (read "user key holders").
And military base setup could be extremly good defended strategic outpost for Serco/Itani/(or any other force) for the price of station cargo, manufacturing and missions offered.
May 21, 2012 Alloh link
+1 to general idea of specializartion of conquerable stations, but:

* Make changing station type a resource and time consuming task. You have to retrofit the station components, build new structures internally, change a lot of things. So for me it only becomes possible after delivering a lot of goods (manufacturing tools, ore, etc) and a whole week task, during which station cannot change owner, or process resets.

* Start with fewer types, preferably Mining and Trading hubs, then add other types later.

-2 to wiping storage. But +1 to enable new owner to STEAL from other players' stored goods, and warns previous owner about it. (PlName conquered station X and stole all your goods there). Those goods are transfered to new owner, but can be taken back, until new owner move them away or use them, when applies.

But for this make sense, other changes are also required:

+3 Charge station defenses to owner. Each missile shot, every turret produced and guards salaries and ships are charged from owner, and full taxes applies upon conquest.

+4 Relate stations defenses to existing resources. Once storages are depleted, no more guards nor turrets are spawn, until owners replenish required goods.

+5 Allow Guilds to own stations. That is NOT "only guilds can", but instead "guilds ALSO can". And no, giving keys as now is not the same as the Guild owning it.
May 21, 2012 PaKettle link
+1 to making the stations have a purpose/type Great idea!

-1 to stealing player inventory. The first and biggest problem is how do you determine what is actually there. Player inventories are store per player so VO would have to look up every player every spawned and determine if they have inventory there. Then after a list was drawn up it would have to determine what was subject to being stolen and then adjust the affected players inventory.... ugly at best! Limiting it to online players seems like its possible but then you have players logging to avoid the loss... The idea only seems fun untill you really consider everything that goes with it...
May 21, 2012 Pizzasgood link
Um, no Pak, I fail to see how querying a database is ugly. Looking through all-things-ever to efficiently return a specific subset matching arbitrary criteria is kind of the entire point of a database.

If you don't want people to steal your stuff, just say so. There's nothing wrong with that. Trying to manufacture technical issues preventing it, however, is simply dishonest.
May 21, 2012 ryan reign link
This kind of self serving dishonest dishonesty wearing the weak mask of honorable intent makes me sick.

Much as I don't want my things stolen... +1 to OP.
May 21, 2012 Death Fluffy link
This would certainly add reason to attack and defend the station. And also to quickly transport items out.

I don't like the idea of assigning station type as this would undermine the entire point of owning the conq stations and so far as I can tell add nothing of value. But there should definitely be some loss of property resulting from station conquest.

Edit: I would however suggest that a station owner be allowed to change the sector the station is located in one time, at the point of conquest. I would also only make the manufacturing missions for that station visible to key holders. Otherwise, the Dev's might as well put a big old C or CS in the nav map since everyone knows the locations now.
May 22, 2012 pirren link
I would however suggest that a station owner be allowed to change the sector the station is located in one time, at the point of conquest.

Good idea, +1. I'd suggest to make "possible station respawn" points all over the Greyspace, so players could change also the system of conq station.
May 22, 2012 Alloh link
+1 to make Conquerable stations visible in system maps

-1 to relocate stations. Are you nuts? Stations are not ships, neither have "jump engines". And VO stations are static, not in moving in orbits.

once we can build stations we can talk about relocating one... disassembling, transporting components and reassembling somewhere else.

Or make capships become stations, and stations become larger capships...
May 22, 2012 PaKettle link
Actually as a major player in the station conquest game I would in fact benefit heavily from player stealing....

But you go on and believe what you want...