Forums » Suggestions
Station defenses need improving
It can be fun watching Pirates and Griefers chase folks around stations, the whole time the strike force following them.
I've even seen someone that was KOS with Itani fly all the way to Itan and grief new players there. Although I admire them for being able make it that far, it shows how the defenses need improving.
How to fix it? Add two strike-force guards that remain near the station. Then add 40m/s to the speed of all the strike-force members.
I've even seen someone that was KOS with Itani fly all the way to Itan and grief new players there. Although I admire them for being able make it that far, it shows how the defenses need improving.
How to fix it? Add two strike-force guards that remain near the station. Then add 40m/s to the speed of all the strike-force members.
Not that I agree with the premise of your suggestion, but that won't fix the problem. The only thing that stops people from getting into Itan with KOS is the super missiles, and they are such a poor way of doing it because half the time they kill you and the other half they do nothing whatsoever.
The station strike force's ability and composition should be adjusted to suit the target kos player so that they remain a challenge to the senior veterens. Number of PKs and overall level should be factors considered.
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I would also like to see a roving police patrol added to each nation space to oversee the borders and search for contraband as well as outcasts.
Each unit would have 16 turrets and 32 gaurds in a mixture of ships (greyhounds and vultures and a few nation specific ships as well) - Replacements should be dispatched from the capitol to help make combat with them usefull ....
This group would move from place to place in a semi random pattern adjusted for current neferious activity...
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I would also like to see a roving police patrol added to each nation space to oversee the borders and search for contraband as well as outcasts.
Each unit would have 16 turrets and 32 gaurds in a mixture of ships (greyhounds and vultures and a few nation specific ships as well) - Replacements should be dispatched from the capitol to help make combat with them usefull ....
This group would move from place to place in a semi random pattern adjusted for current neferious activity...
Have you carebears actually fought the strike for any length of time? If you keep pissing them off, they send an enormous horde of ships after you including scouts that are really hard to shake and nasty nasty NPC warthogs with flares.
All that aside though TRS hit the nail on the head. The cheap ass 1-shot kill uber missiles are the *only* border defenses that are worth a damn, and they're only worth a damn because they cheat.
All that aside though TRS hit the nail on the head. The cheap ass 1-shot kill uber missiles are the *only* border defenses that are worth a damn, and they're only worth a damn because they cheat.
-1 to such a large patrol, but +1 to pairs of "scouts" or "patrols" around borders.
-1 also to strike force compensating for the pilot's abilities as far as can be determined by their statistics. Police and investigative services allocate resources to pursuing criminals based upon the gravity of the crime they commit, and if they are a repeat offender.
The following are some suggestions that involve significant changes to the faction system. I don't expect them to be seriously considered by development any time soon.
I suggest strike force details are determined by the faction standing of the nefarious individual in question, starting with a few NPC tails for dislike, to an armada of aernas, WTDs, and strike force with observer scouts for mass murderers. Each standing should not have a set amount of strike force, but a varying amount based upon past offenses. KOS with two recorded kills would cause a certain amount of strike force to be deployed, while KOS with six recorded kills would cause more than the previous amount to be deployed.
Every time a standing for a nation/faction is dropped below Hate, it should require 20% more effort to raise (insert mathematical formula here, I think you understand what I'm getting at). Each time this multiplier is applied, there should also be a 20% increase in strike force dispatched whenever an offense is committed.
Military detachments should be sent after "agents" from the opposite sides of the warring nations (for Serco/Itani going over the border with hate standings). A 2-NPC team should be assigned to any member of (serco in itani space, itani in serco space) with less than admire standing.
/brainstorming
-1 also to strike force compensating for the pilot's abilities as far as can be determined by their statistics. Police and investigative services allocate resources to pursuing criminals based upon the gravity of the crime they commit, and if they are a repeat offender.
The following are some suggestions that involve significant changes to the faction system. I don't expect them to be seriously considered by development any time soon.
I suggest strike force details are determined by the faction standing of the nefarious individual in question, starting with a few NPC tails for dislike, to an armada of aernas, WTDs, and strike force with observer scouts for mass murderers. Each standing should not have a set amount of strike force, but a varying amount based upon past offenses. KOS with two recorded kills would cause a certain amount of strike force to be deployed, while KOS with six recorded kills would cause more than the previous amount to be deployed.
Every time a standing for a nation/faction is dropped below Hate, it should require 20% more effort to raise (insert mathematical formula here, I think you understand what I'm getting at). Each time this multiplier is applied, there should also be a 20% increase in strike force dispatched whenever an offense is committed.
Military detachments should be sent after "agents" from the opposite sides of the warring nations (for Serco/Itani going over the border with hate standings). A 2-NPC team should be assigned to any member of (serco in itani space, itani in serco space) with less than admire standing.
/brainstorming
grrrRRRrrr
+1 to Nahin's idea
pup makes an interesting counter argument, but it doesn't really pass muster when you consider how it relates to the station dynamics in their current state. For one thing, you can't change the colors of the dock, and secondarily grrrrrrrrrrrr.