Forums » Suggestions

Conquerable stations redux

Feb 06, 2015 bojansplash link
Conquerable stations and Tridents manufacturing seems to be a common factor of many disputes in the forum and are seriously affecting the current VO gameplay.

Problem 1.
Serco faction has low population and is unable to compete with the stronger opposing sides. When new players find out they cannot prosper as Serco and that, at a later stage of the game, would not be able to gain access to Trident manufacturing they run to join TGFT or PA or create new blue or yellow chars.

Problem 2.
In order to manufacture Trident you have to control all 3 stations

Problem 3.
Strong guilds have the manpower and means to hold all conquerable stations until the cows come home and give out access keys to their friends or allies only.

How about we make a change here...

Remove Nyrius F6 from equation completely and make all Trident parts manufacturable at every conquerable station.

Move Bractsus M14 station to Ukari, move Latos M7 shipyard to Odia and leave Latos I-8 and Pelatus C-12 where they are.

Ukari station could be in the Serco zone of influence and easier to capture and control by Serco, Latos station could fall under UIT zone of influence and Pelatus - Itani.

Make station capturable by nations, and make them nation aligned after capture.
For instance, UIT players capture Latos I-8 and all UIT chars with admire standing have automatic access to it. Station becomes UIT guarded just as any other UIT station. Same goes for Serco and Itani captured stations.

Making all of the Trident parts manufacturable in all stations would render the need to hold all stations obsolete and since stations would, after capture, become nation aligned and protected - even pirates with admire standing could build Trident parts there.

This, of course, opens another can of worms with pirates having surveillance of who comes in and out of the station and setting ambushes and traps for builders transporting parts to Capship Shipyard.
Not that they were unable to do it so far by camping choke points - only exception was Latos i-8 where builders could jump directly to M7.

New situation, new rules, maybe it could work into a completely new gameplay.
Feb 06, 2015 bojansplash link
I am quoting Greenwalls response from a previous thread here:

An interesting idea Bojan... making them nation-aligned would tip the balance a hell of a lot towards nationalist guilds though, *especially serco and Itani since they have superior combat ships*. Which, I guess, is what some people want (i.e. to fracture multination guilds, specifically TGFT), but I'm not convinced that's a good thing. It would be a huge change from the current system that's in place....

@ Greenwall
Change is not necessarily bad.
Keys to stations will become obsolete.
Nations would have to work on their own to conquer and keep stations steering the VO gameplay towards original nations players alliances and guilds and effectively minimizing influence of multinational guilds thus creating a 'starting point' conflict between nations as GS intended to create in the first place.

There will be no choice but for Serco, Itani and UIT players to rally under their Nation flag to conquer and hold stations in order for their nations to prosper and have access to manufacturing missions.
Feb 06, 2015 Pizzasgood link
Obvious problem with that silly idea: People who are KOS with their nation would be unable to manufacture tridents. That is intolerable.

Also, note that you do not have to own all three stations at the same time to work on a trident.
Feb 06, 2015 joylessjoker link
I like the spirit behind this thread, but forcing people into nationalism plays against the spirit of sandbox-ness.

What we need is a temporary solution that can be implemented with very little or no involvement from devs, until they are able to implement the original player-built station idea. Don't waste your time babbling about big, grand changes because you know how the dev team at GS is. Is guild diplomacy totally out of question? That requires no involvement from devs.
Feb 06, 2015 greenwall link
diplomacy is never out of the question!
Feb 06, 2015 joylessjoker link
In the other thread you were adamant that FAMY cannot be trusted or reasoned with. Now you're sending a mixed message. Is this what you meant? Correct me if I'm wrong.

diplomacy is never out of the question, except with FAMY!
Feb 06, 2015 greenwall link
You are the one mixing my messages, not me. I can only speak for PA officially, of course. Diplomacy with FAMY might be difficult and complex, but not out of the question.
Feb 06, 2015 biretak link
-1 First, the suggestion is more complicated than it needs to be. There is no need to move the stations. Second, all the parts being built at one station means I can't snag FAMY failures xc with nice dent parts for my dent as he moves them around. Third, if a group of people want to restrict access to a station they conquered, then they should have that ability. Their nation did nothing to assist them with conquering the station.

The current station situation works just fine for those willing to fight for the stations. They are easy to conquer. FAMY actually used to hold the stations. Even a player that isn't that good can conquer a station solo in less than a half hour and a good player with practice and do it faster. Get a small group together and you can do it in less than 10 minutes.

And, use diplomacy... There would be no need for TGFT to conquer a station it had keys to if the keys given to TGFT didn't have anyone who shoots at TGFT on the keys (have no ONE, RED, or pirates on the key and share it).

and, as Pizzasgood says, you only need to own the station you currently need to use. Store your stuff you need in nearby stations (like sss, ores, etc.) and then conquer the conquerable staition, transfer the stuff from the other station in system to the conquerable station, build stuff, then transfer what you built to the other station in the system to move later. If you follow that plan, you only need the station for that short period of time... if you plan well.
Feb 06, 2015 greenwall link
it's true that taking stations is super easy
Feb 06, 2015 VikingRanger link
I understand the point the OP is making, but I think that its a bad idea to only need one station. Also, the keys should remain as they are, if I don't want pirates in the stations and I do all the work taking them I should be able to decide that. Any smaller guild who wants the a station and doesn't want to use diplomacy just needs to be organized, maybe hire some help or something. If you can keep a large enough defence force there you can easily hit the daily limit on parts.
Feb 06, 2015 joylessjoker link
Sure I get that, if you capture the station, you deserve to make the decisions that you can make if you own it.

However, viking, you're nobody. All of the TGFT trident owners are doing the heavy lifting for you. You're nothing but a teeny-weeny parasite sucking off their hard work, taking advantage of the fact that you have overwhelming manpower for now on the carebear alliance side.

Rofl and look at your other thread. 0 responses - that should be speaking volumes to you what people think of your ideas. If I were you I would be taking Mark Twain's quote to heart and stop babbling noob nonsense everywhere I go:

“It's better to keep your mouth shut and appear stupid than open it and remove all doubt”
Feb 06, 2015 Savet link
I don't understand the uproar.

1. Move your things into place at an in-system station.
2. Conquer the station. If you encounter resistance, go hit another station. When I built my reactor, tgft blocked me from pel, so I took Latos uncontested, rubbed their noses in it , and came back an hour later and took pel.
3. Move your stuff in. Don't take the mission yet.
4. With everything in place, build it. Take it to an in-sector system for storage.

This isn't rocket surgery, and doesn't need complex treaties. And nobody gives a hooping funt whether greenwall trusts famy or not. An alternative to # 2 & 3 above is pay a trader to do the build work with your materials. An alternative to the whole thing is pay a trader to source and build the non-reactor parts.

Station conquest is rediculously easy now. I remember battles from midnight to 4am on weekends holding the station from enemies trying to wrest it from pirate control.

You only need one station at a time, and only need it for an hour or two.
Feb 06, 2015 Death Fluffy link
The conq stations were intended to be fought over, so I am reluctant to supporting much of the OP. I will add that one problem faced for trident builders is the sheer volume of crap that has to be moved to and from each station. I don't so much think the problem is taking the stations as being able to hold them long enough for it to be meaningful. Having component drops in Deneb like FFSA and FCP and maybe even a rare RBA would go a long way to reducing how much time is needed to maintain control.

I would make key items like FFSA and FCP manufacturable at all stations as well as non conq stations. I would leave the higher end items where they are and not move any stations.

I would also make the RBA requirements at the Bractus station equivalent to that of the Nyrius station. I didn't even consider building those at Nyrius simply because of the greater requirements.

From my observations, it seems to me that the majority of players who hang around for any length of time are doing so to build a trident.
Feb 06, 2015 abortretryfail link
Serco faction has low population and is unable to compete with the stronger opposing sides.

This is incorrect. There's enough Serco players and/or pirates to mount a respectable force. The fact is, they're not being defeated by being outnumbered. They're being defeated by not trying in the first place.

Sometimes weeks go by where nobody even attempts to take one of the conquerable stations from their current keyholders.

Savet hit the nail on the head with this.

Strong guilds have the manpower and means to hold all conquerable stations until the cows come home and give out access keys to their friends or allies only.

Duh? Would you expect to give the keys to everyone? In that case what's the point of a conquerable station? If everyone has access why would anyone fight over it?

Conquerable stations and Tridents manufacturing seems to be a common factor of many disputes in the forum

^ Here's the real problem. The disputes need to happen in-game, with blasters and missiles and explosions.
Feb 06, 2015 Savet link
People forget that FAMY were the arbiters of peace and station access for almost a year. We gave everyone access, and warranty sales were grand. This was while TGFT actually tried neutrality and red/itan were at each others' throats. Things change, that's the one constant.
Feb 06, 2015 davejohn link
"Serco faction has low population"

Well, perhaps new players listen to the likes of espionage and dirty'ore and go elsewhere. I suggest the serco leadership has talked itself out of a job ...
Feb 06, 2015 TheRedSpy link
More like we talked ourselves into real jobs, and now we don't have time to look up your phone number and call you because we matter... cherub.
Feb 06, 2015 Savet link
You forgot to capitalize the C and R in CheRub....it's a french massage. Massages don't work in the wrong case.