Forums » Suggestions

Guild Owned Capitol Stations

12»
Apr 24, 2013 jen@arvig.net link
This would a one time constructible station for guild use.... Prob not as elaborate as the trident but
a undertaking non the less.

It can not be destroyed but it can be damaged beyond use thus a repair mission would be in order.
procurement of materials to repair station would follow.

Station would be protected by guild built turrets, by using missions from within the station and placed
by guild members. Turrets can be damaged and or destroyed thus repair and or rebuilding missions
from guild station.

If there was AI pilots/gunners available in game for training or purchasing said guild could equip stations with basic fighters and trained turrets.

Any non-guild member attempting to enter said sector would be kos unless the have a temp pass key. But a optional unlimited access key could be granted and or removed for guild trade
partners.

Guild cap-ships can dock with stations for loading and off-loading.
Option for the guild station to purchase ship blueprints for basic player ships & weapons at guild staton so reconstruction of personal ship loss could happen but may be higher in price due to being out of region.

It a beginning thought anyhow
Apr 24, 2013 Faceof link
Pretty good idea:)
+10...:)
hehhehe..
Apr 24, 2013 draugath link
It's already on the list. Conquerable stations and manufacturable tridents are the first steps towards this.
Apr 25, 2013 Snake7561 link
It's on the list, but I like the way you implement it - especially the guild missions.
Apr 26, 2013 bladerus link
I like it very much. The only problem is "soon TM" if you know what I mean.
Apr 26, 2013 abortretryfail link
In the mean time, just conquer one of the ones we have.
Apr 26, 2013 Drevent1 link
If you ask me its about time the List got some attention
Apr 27, 2013 ryan reign link
+1 to everything EXCEPT magical indestructible stations.
May 02, 2013 jen@arvig.net link
Well just have station insured like the tridents... ( but this would make it way too easy but may be easier )

I would rather see after the base hit 20% integrity it become dead. And would take a good amount
of effort from the owning guild to get it say back above 20% or to full integrity.

Possibly have the guild station / outpost movable but with a catch:

Would possibly take days to do depending on the distance.... and during the move it would be usable
as a penalty and structure would have to be at 100% prior to move..

Was looking at a the Stygian Furie mission as a base for the turrets and more soo guild base defenders.
May 02, 2013 Snake7561 link
I'd rather make them fully destructible. However, you should be able to build and move the parts separately and assemble it in a random location, so they aren't blown up as they are being built.
May 02, 2013 PaKettle link
Fully destructable would only work if it disappeared when no one from the guild is on and/or it was easily replaceable. Non working at 20 percent would be a workable solution without being too unreasonable.

Shared storage would also be high on my list for features.

Player owned stations are on the list....
Guld software Ironically does not like to do much guild only stuff.
May 03, 2013 Pizzasgood link
Not necessarily PaK. Fully destructable and hard to build stations can work without magic disappearing acts, if they also take a long time to destroy. On the order of days, minimum.
May 03, 2013 Snake7561 link
It wouldn't be that hard to hide it, anyways. Pick a random empty sector in your system of choice, (A foggy sector would be the best) head 30 kilometers out and start building. Nobody would ever find it.
May 03, 2013 PaKettle link
Some of the smaller guilds go for weeks with no one on....

This has to fair for all concerns.
May 03, 2013 Pizzasgood link
I don't mean to imply that there shouldn't be smaller more easily replaced structures that the smaller guilds could afford to lose. There should be! And in addition, there should also be larger more expensive stuff that is proportionately painful to replace. And the difficulty of destroying them should scale up as well. Small enough things might be able to be destroyed in a few hours. The largest things might take a week. (No, I don't know how to do that in a fun way with minimal magic imperviousness, but I'm sure it's possible.)
May 04, 2013 Keller link
Why not make basic toughness a buildable feature? That way, if a poorly defended resource is destroyed, it takes less time to replace it, but if the guild wants to spend the time and resources building a lot of defensible features into a station, which makes it a lot tougher to kill, then so be it.
May 05, 2013 Kabuloso link
These stations should consume a regular amount of fuel, proportional to the station size.
The fuel could be xithricite.
May 05, 2013 Pizzasgood link
We have a fuel item already. I don't remember the exact name, but it might have been "Solid Fuel".
May 05, 2013 Snake7561 link
The commodity is called "Solid fuel packs."
May 09, 2013 Alloh link
I asked that a lot of times...

Guilds must also be able to own stuff other than Guild Bank!

And the simplest way to do so is thru the KEY SYSTEM already in place. It just need a little polishing and we're good.

One good approach to that is that every Guild who wants to own Cappies/Stations must purchase a full subs, like 1y or 2y... then all required is "tie" that specific guild-account to the existing guild command line, so guild's commander and council member automatically receive an owner key, and remaining guild members get an user key to whatever resource... Fun and profit in a single pack!