Forums » Suggestions
Conquerable stations should allow their owners customizing their design (for money/resources of course). Also the number of turrets, abilities like making the stations accessible for everyone, selling guns/ships etc (traders would be more than happy to bring things in their ships). It would make the game more interesting.
+1
+10
erm
+100
Please really sooooon (TM)
erm
+100
Please really sooooon (TM)
need yer private own dungeon sweetheart? : )
+1 to idea
better would be build your own guild station in an empty sector
better would be build your own guild station in an empty sector
Incarnate has stated in the past that he plans to add player-created stations to the game. Conquerable stations and player-created capital ships are just the first steps towards this goal.
Drevant1 said:
better would be build your own guild station in an empty sector
Incarnate has also expressed an aversion to creating content that requires you be in a guild to participate.
Drevant1 said:
better would be build your own guild station in an empty sector
Incarnate has also expressed an aversion to creating content that requires you be in a guild to participate.
my 2c
Why not use the key system? Allow to give different keys to players and guilds.
Have different keys for different levels
-administration of the station and rights (generates revenue on all station activities)
-building/expanding the station (access to station modification missions at cost)
-trading (allow you to customize trade mission, price is still fixed by game, generate revenue on trading activity, manage NPC convoys)
-crafting (selecting craftable goods, generates revenue on crafting)
-station user (docking rights, repairs and mission access)
-station guests (docking rights, repairs)
-station foes (KOS guild or players)
Why not use the key system? Allow to give different keys to players and guilds.
Have different keys for different levels
-administration of the station and rights (generates revenue on all station activities)
-building/expanding the station (access to station modification missions at cost)
-trading (allow you to customize trade mission, price is still fixed by game, generate revenue on trading activity, manage NPC convoys)
-crafting (selecting craftable goods, generates revenue on crafting)
-station user (docking rights, repairs and mission access)
-station guests (docking rights, repairs)
-station foes (KOS guild or players)
Incarnate has also expressed an aversion to creating content that requires you be in a guild to participate.
Nowhere here says that only Guilds can build anything. As i said many times, it would be the physical representation of Guild. And no matter what you say, all cappies so far were built by Guilds.
That said, maybe Incarnate should reconsider his statement, or community should understand that he was refering to Guild-Exclusive content, i.e., things that you cannot have outside a Guild.
Just imagine battles between guilds where their flahships are present in sector, and surviving capship becomes the winner... Or a fleet of capships mining and transporting ORE...
+1 to MORE buildable content (stations, turrets, customizations of stations and cappies)
+2 to Guild-owned content as capships and stations (that is not guild-exclusive)
Nowhere here says that only Guilds can build anything. As i said many times, it would be the physical representation of Guild. And no matter what you say, all cappies so far were built by Guilds.
That said, maybe Incarnate should reconsider his statement, or community should understand that he was refering to Guild-Exclusive content, i.e., things that you cannot have outside a Guild.
Just imagine battles between guilds where their flahships are present in sector, and surviving capship becomes the winner... Or a fleet of capships mining and transporting ORE...
+1 to MORE buildable content (stations, turrets, customizations of stations and cappies)
+2 to Guild-owned content as capships and stations (that is not guild-exclusive)
And no matter what you say, all cappies so far were built by Guilds.
Wrong. Xandar Tol.
Play the game, you [enter profanity here]. [re-edited]
Wrong. Xandar Tol.
Play the game, you [enter profanity here]. [re-edited]
Alloh said:
+2 to Guild-owned content as capships and stations (that is not guild-exclusive)
If it's not guild-exclusive, then it doesn't matter if it's guild-owned or not, and there's no reason to give your support to it.
+2 to Guild-owned content as capships and stations (that is not guild-exclusive)
If it's not guild-exclusive, then it doesn't matter if it's guild-owned or not, and there's no reason to give your support to it.
I think his point is that it would be nice to be able to take content which doesn't have to be guild-owned (e.g. conq stations) and have an option to assign ownership to a guild. So rather than having to give out keys to your guildmates, you could just assign the station ownership to the guild and all members would automatically get access, and changes to guild membership would immediately result in the appropriate changes in access without need for manual intervention or plugins.
That could even work with the key system, rather than being an optional alternative.
That could even work with the key system, rather than being an optional alternative.
@draugath:
Read Pizza's post.
Aspects you're missing:
-a ship, when targeted, shows Owner. And a tag "Conflict Diamond" is not the same as "[ORE] Orbital Rock Extraction FLAGSHIP".
-A guild conquer a station or builds a capship. Instead of assigning a key to every member, and later to new rookies, you simply assign a key to the Guild, and all present and future members of Guild have access to it. And more, and disbanding member loses that action with no other actions required!
(Same to welcome whole Guilds, assigning a key)
-Enemy Guilds can do capship battles. Simple rule, Fight until one capship stands. Fighters can respawn/ reload at will.
-Guilds can own stations and declare it its home, allowing a whole new gameplay!
Read Pizza's post.
Aspects you're missing:
-a ship, when targeted, shows Owner. And a tag "Conflict Diamond" is not the same as "[ORE] Orbital Rock Extraction FLAGSHIP".
-A guild conquer a station or builds a capship. Instead of assigning a key to every member, and later to new rookies, you simply assign a key to the Guild, and all present and future members of Guild have access to it. And more, and disbanding member loses that action with no other actions required!
(Same to welcome whole Guilds, assigning a key)
-Enemy Guilds can do capship battles. Simple rule, Fight until one capship stands. Fighters can respawn/ reload at will.
-Guilds can own stations and declare it its home, allowing a whole new gameplay!
Newbie (that is not even playing) question:
Can these Stations be destroyed by players?
My opinion: they should!
+1 to Guild exclusive hardcore content: destroyable structures.
Can these Stations be destroyed by players?
My opinion: they should!
+1 to Guild exclusive hardcore content: destroyable structures.
-10 to guild exclusive content.
And maybe they'll be destroyable in another 5 years.
And maybe they'll be destroyable in another 5 years.
@TerranAmbassador
If Guild Exclusive content is introduced in a "hardcore way", it will greatly expand the oportunities for "lone wolf" players.
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I have an idea to an hybrid Guild station. An inner core, undestroyable, small, ugly and boxy, that has the minimum of the minimum of what is needed for a Station to be called a station. Almost useless.
And lots of ad-ons that can be crafted and conected to this inner core. All extra features, that makes the station to be worth the efforth, comes throw these ad-ons. And all ad-ons are destroyable.
I don't know what extra features the Guild Station could have, but I bet there are lots of ideas around the Forum.
As all of these ad-ons will be destroyable, I sugest that their designs to look fragile. Long thin parts.
If Guild Exclusive content is introduced in a "hardcore way", it will greatly expand the oportunities for "lone wolf" players.
------------------------------
I have an idea to an hybrid Guild station. An inner core, undestroyable, small, ugly and boxy, that has the minimum of the minimum of what is needed for a Station to be called a station. Almost useless.
And lots of ad-ons that can be crafted and conected to this inner core. All extra features, that makes the station to be worth the efforth, comes throw these ad-ons. And all ad-ons are destroyable.
I don't know what extra features the Guild Station could have, but I bet there are lots of ideas around the Forum.
As all of these ad-ons will be destroyable, I sugest that their designs to look fragile. Long thin parts.
"undestroyable"
We have no room for your magic here... go away.
We have no room for your magic here... go away.
@Ryan Reign
Removing the magic from the sugestion:
If the Inner core gets destroyed, it runs away, jump to its original safe NPC station, where it was crafted.
And all costs to get it back to a location where it can recieve new ad-ons, have to be spendt again.
Also, there should be repair costs.
Is it "not magical" enough, now?
Removing the magic from the sugestion:
If the Inner core gets destroyed, it runs away, jump to its original safe NPC station, where it was crafted.
And all costs to get it back to a location where it can recieve new ad-ons, have to be spendt again.
Also, there should be repair costs.
Is it "not magical" enough, now?
No guild exclusive content. Period.
And if something is built by a player, it can destroyed by a player. Period. This already goes for capital ships (which, by the way, aren't guild exclusive either) and it should go for stations as well.
And if something is built by a player, it can destroyed by a player. Period. This already goes for capital ships (which, by the way, aren't guild exclusive either) and it should go for stations as well.
"Is it "not magical" enough, now?"
No.
"No guild exclusive content. Period."
+1
No.
"No guild exclusive content. Period."
+1
Anything that a guild can create should be creatable by any group of people willing to work together, period. Anything else is retarded. End of story.