Forums » Suggestions

Manufacture high end ships and equipment

Aug 12, 2015 Death Fluffy link
Make high end ships and weapons manufacturable with generally low requirements compared to the insane requirements other manufactured items have.

Why?
Spring boarding from Ore's thread, because...

1) it allows f2p and lite subscribers to get access to better equipment via actively participating in the game- which creates a sort of content for everyone including full subscribers
2) it facilitates the long desired access to forbidden ships that players have been restricted from due to the faction limitations which in turn...
3) depending on how well this is setup with locations adds conflict to the game by allowing nationalists to defend stations that produce their premium equipment from the enemy.

For instance an easily conquered station or undefended station in Initros or Jallik could produce the SCP and X1. This would require the enemy to breach the turrets defending the system, take the station and quickly produce the desired ship(s). This by default would require Trident activity both for repair and reload support, but also for having brought in enough materials to produce the desired craft.

Lesser versions could be produced at similar locations or the current conq stations in Grey.

This is not intended to remove the ability to purchase these items for players who have access to them under the current game restrictions.
Aug 12, 2015 greenwall link
I'll +1 this only if ship trading is never going to happen.
Aug 12, 2015 Ore link
+1 to more manufacturing in nation space.

I'm not sure about producing the high end models of the Prometheus, Valkyrie and Raptor but maybe the entry level versions.

edit: I'm not sure i understood you until now. Noobs aren't going to be able to conq a station which means this suggestion is for vets. Serco and Itani should not be able to make each other's ships. So -1 to that.

Aug 12, 2015 Savet link
A conquerable station in Serco and itani space would not face any opposition, so there isn't really any incentive to take them or restrict access to them. I like the suggestion, but cool dangerous stuff needs to be in grey where it makes sense for black market activity.

So +1 to the suggestion but not to the location proposed.
Aug 12, 2015 greenwall link
"A conquerable station in Serco and itani space would not face any opposition"

So you are thinking whoever takes one of these stations will just give everyone keys? I think there will be plenty of opposition / conflict.
Aug 12, 2015 Savet link
Serco and itani aren't going to cross their enemies borders hauling goods in the hope they beat magic turrets which can kill you before you have control of the ship.

If a Serco takes his Serco station, why wouldn't he key his fellow Serco? Put it in nation space if you want, but making it a CS is like putting leg warmers on a cobra.
Aug 12, 2015 Death Fluffy link
This is why I said Tridents would be needed. If it's done, it needs to be done in such a way that it's doable only for a nationalist team while cost effective to be worth the effort. It would also make the ships built more valuable.

I have no problem with this being done in Grey, but it seems silly to me that Grey would host stations capable of manufacturing premium nationalist equipment.

Also, I'm not necessarily advocating a system for this specifically that would utilize a keying system. More like defeat the station guards and any turrets and you can dock. In and out quickly. I would say that one to two XC loads should be sufficient to manufacture one ship- perhaps with parts that are prefabricated in Grey.

Of course, getting the ships out of enemy space would also be a challenge since you would need a full battery charge. The SCP would be particularly difficult to escape with without being docked to a trident.

Again, I don't have a problem with the locations being changed. These are just my thoughts on the matter.
Aug 12, 2015 Savet link
I don't dislike the suggestion, but I see a whole bunch of scenarios that add up to it not being well utilized..

What would make more sense is to activate the unused station that we already have, at the race track, and integrate this manufacturing into that station. It's fairly centrally located and you can use whatever key or no key system you want.
Aug 13, 2015 The_Catman link
"This by default would require Trident activity...."

-1
Aug 13, 2015 Pizzasgood link
-1 to the example implementation, but +1 to the idea.

I am a big fan of making all ships and equipment manufacturable from raw materials/drops, and preferably without any silly magic restrictions on selling the things that you have built to other people. This also ties into how I want the NPC stations to at least believably pretend they're manufacturing their gear from the ore and trade goods that players and NPC convoys haul around, and have the prices and trade missions fluctuate accordingly.