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Quick Multi-Player Conq Station Fix

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Jun 08, 2015 biretak link
Quick Multi-Player Conq Station Fixes:

1. Switch conquerable station turrets from single-player mode to multi-player mode by putting the turrets back to the strength they had two years ago.

2. Make turret health persistent between sector rests. If the owners don't want to maintain their station they should lose it. This is a multi-player game. No magic turret health resets.
Jun 08, 2015 Pizzasgood link
No comment on point 1; I don't participate in conq-stations enough to care.

Regarding point 2, that misbehavior is caused by a bug.
Jun 08, 2015 greenwall link
What does #1 supposedly fix?
Jun 08, 2015 joylessjoker link
So you're sick to death of solo SKV pilots taking over conq stations all by themselves?

If this is the case, you're channeling your focus in the wrong direction. The problem isn't conq stations or their turrets, but that you're in a STATE of WAR.
Jun 08, 2015 biretak link
joyless, conq stations here are a joke for a mmo
Jun 08, 2015 biretak link
greenwall, #1 makes it a team effort OR a real PIA chore for a single player. It also gives defenders more to rep when they get there.
Jun 08, 2015 joylessjoker link
joyless, conq stations here are a joke for a mmo

In this mmo, how many players do we have playing concurrently? The average count of concurrent players was the reason the turrets' health got nerfed. Simple math. Do you need to re-enroll into your old kindergarten to review the basic math lessons needed to comprehend the math behind this reasoning?
Jun 08, 2015 abortretryfail link
What does #1 supposedly fix?

It'll fix the fact that a team of 3-4 players can trivially mow down a station defense before the keyholders have a chance to respond to the attack.

The average count of concurrent players was the reason the turrets' health got nerfed.

No, it was just a well timed bad suggestion.

Anyway, I totally disagree with #2. It makes sense for the turrets to repair after some idle time. This forces the attackers to be vigilant and follow through. If you can't finish the job don't start it.
Jun 09, 2015 csgno1 link
It really doesn't matter how strong the turrets are if the defenders and attackers are well matched. Even if the station is taken fairly quickly it can't be used well if the previous occupants counter-attack.

Since the real problem is that 2v2 is a big station battle these days (since it's mostly TGFT v SKV) increasing the turret strength won't change much except that a lone attacker with no defenders will have a longer time of it.
Jun 09, 2015 greenwall link
good points harpo. Though, being a person who doesnt like long drawn out fights, i quite like the low armor of the turrets. Matched teams are more likely motivated to fight in an on going manner because the possibility of taking the stations doesnt seem like a huge challenge. If you increase the turret strength again, people will be less inclined to attempt a take unless they have more people in place.
Jun 09, 2015 CrazySpence link
Leave the armor low, the battle at the end is what matters when there is actual player vs player contention

SKV would actually hold the stations longer in a higher health situation because they are ruthless in the art of greyhound pursuit so your suggestion would actually backfire on your intent.

So would ONE, FAMY and probably anyone else you(OP) don't like because they are better at killing.
Jun 09, 2015 biretak link
"they are better at killing."... LOL

Well, with the armor so low, it's not worth it. I've been enjoying collecting the pks.
Jun 10, 2015 abortretryfail link
Correct, It's not worth repairing them when a rag with a full magazine can easily kill one in a single pass. Station defense right now basically consists of: chase easy PKs in a greyhound until the dock battle then try to win the dock battle.
Jun 11, 2015 Ore link
If there was 200 players, 1000 players, 10,000.. There would still be 8 turrets. It's not scalable, therefore not sustainable. And if the main purpose of the conq stations is to build tridents, they switch hands every few minutes, no manufacturing gets done. Not that I need more tridents, but it's still broke.

I propose to make those three conq stations to be standard Corvus stations, and move trident manufacturing to nation space. If you didn't fight over conq stations, you'd still find reasons to fight. Annnnd.. just think about all the noob dents you'll get to kill.
Jun 11, 2015 TheRedSpy link
Spence understands the full ramifications of changes to the conquerable stations, he's seen the most iterations of station conquering and he's probably clocked up the most hours in station conquering.

I'd listen to him if I were you kyle bireta.
Jun 11, 2015 Savet link
Let's make a magical lightning storm that drains HP once the turrets are down and colors everyone's ship orange or purple and get rid of keys. Once taken, only orange or purple ships can dock, depending on who captured it.
Jun 11, 2015 abortretryfail link
Honestly, I think the best thing we can do to improve station battles at this point is to bring the countdown timer back up to 5 minutes. It was more fun that way.
Jun 11, 2015 biretak link
Arf, increasing the countdown timer would be another improvement. But, having something to rep after a rag leaves the conq station sector would be nice as well.
Jun 11, 2015 CrazySpence link
after the stations turrets are destroyed a fighter skirmish should immediately spawn deneb style where the local faction tries to re cap the sector and the players must fight them off, once the fighter skirm is defeated a dock battle can begin

</left field>
Jun 11, 2015 biretak link
"local faction"? You mean fighting for the current owners?

Either way, -1 to more NPCs to fight, the current owners already get two. Recruit more players.