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Yeah, we could probably do something like that. Although I don't think the "Roving" thing is going to be as time-consuming as all the other stuff (mission availability, access restrictions, economy changes).
The SMV Nemesis is basically a roving station, for instance.
The SMV Nemesis is basically a roving station, for instance.
I just want to finally be able to call the race track station tortuga and hang out there sparring, drinking rum, and racing. It's an asset we already have, and looks pretty darn cool. A ship is cool, but it's not pirate station with its own racetrack cool.
So is something like a decommissioned hac along the lines of what you have imagined for the roving station? Because that would be awesome- especially if it looked the part with hack job add ons to the ship to make look like it's been added onto by multiple generations.
Did someone say hack-job Nemesis? Because that would be great:
+1 to making the Sedina H-5 station into a pirate station
H-5 should be conquerable. You conquer it and call it whatever you like.
H-5 should be conquerable. You conquer it and call it whatever you like.
Conquerable and pirate-station are kind of mutually exclusive at the moment.
So is something like a decommissioned hac along the lines of what you have imagined for the roving station? Because that would be awesome- especially if it looked the part with hack job add ons to the ship to make look like it's been added onto by multiple generations.
Yes, basically, I was going to take some ships and glom them together, and jam a bunch of station components on them, and have them flying around. So like a salvaged HAC stuck to a decomissioned constellation, with some station living-quarter components and things welded on in various places.
A roving, floating, ruinous piece of junk that's a hangout spot for pirates.
Conquerable and pirate-station are kind of mutually exclusive at the moment.
So is something like a decommissioned hac along the lines of what you have imagined for the roving station? Because that would be awesome- especially if it looked the part with hack job add ons to the ship to make look like it's been added onto by multiple generations.
Yes, basically, I was going to take some ships and glom them together, and jam a bunch of station components on them, and have them flying around. So like a salvaged HAC stuck to a decomissioned constellation, with some station living-quarter components and things welded on in various places.
A roving, floating, ruinous piece of junk that's a hangout spot for pirates.
DROP EVERYTHING ELSE THAT YOU ARE WORKING ON AND MAKE THIS HAPPEN!!!
+1 inc
if it floated between latos h2 and edras b11 (through grey) that would be cool, yarr
+1 to Inc
yeah, what Fluffy said
I love the idea of having a tortuga home port with a moving outpost. I would actually move the race track station to Odia though as it's more central for actual grey travel.
Inc, what can we hope for realistically on timelines? You're capitalizing on a LOT of player engagement/excitement here.
Inc, what can we hope for realistically on timelines? You're capitalizing on a LOT of player engagement/excitement here.
will the roving station be conquerable? It be nice to have something more to fight over. VOID and FAMY and others could fight for dominance over the roving station.
+1 to biretak
Inc indicated that pirate is a separate mechanic from conquerable.
We need more CS, but we also need some type of pirate faction/profession specialization. Let's try to focus this discussion on the pirate one so we can keep traction. We've been hoping for this for years.
We need more CS, but we also need some type of pirate faction/profession specialization. Let's try to focus this discussion on the pirate one so we can keep traction. We've been hoping for this for years.
I love the idea of having a tortuga home port with a moving outpost. I would actually move the race track station to Odia though as it's more central for actual grey travel.
Inc, what can we hope for realistically on timelines? You're capitalizing on a LOT of player engagement/excitement here.
So, the first point here is to realistically understand what this change would bring about in the game. There's lots of things that I would theoretically like to add related to piracy (I've talked about dynamic pirate clans and other features before), but that's not what we're discussing now..
We're just talking about another station (possibly moving) that has basically similar features to a Corvus station, and no NFZ. That doesn't add much, other than maybe a little bit of newness-factor, and the ability to more conveniently have furballs.
Then, there's also the possibility of integration some degree of a Latos-N2-style economy in the station. I'm not 100% sure on that, or if the economic stuff "works" at the same time as "roving" (that is one thing we've never done before.. the dynamic economy has traditionally been tied to location).
So, before we let our imaginations run away with how amazing this will all be, let's discuss exactly what it is that people want out of this kind of addition to the game, and then we can try and distill that down to the minimum solution, and then maybe I can come up with some kind of timeframe.
Otherwise, I'm worried it'll be a little like the early capships: Everyone yelled that they wanted them, even though I said they would largely be pointless for a long time to come, I added them anyway.. and people were kinda into that, but also complained that they were largely pointless at the time (surprise!).
I'd rather have some kind of cogent understanding of what we're doing, what the limitations are, and how it will genuinely improve things. Otherwise, while I like pirate stations and genuinely have been thinking about it lately, I'm not sure that it's the best bang for the buck in terms of "fun-to-devtime" ratio.
Inc, what can we hope for realistically on timelines? You're capitalizing on a LOT of player engagement/excitement here.
So, the first point here is to realistically understand what this change would bring about in the game. There's lots of things that I would theoretically like to add related to piracy (I've talked about dynamic pirate clans and other features before), but that's not what we're discussing now..
We're just talking about another station (possibly moving) that has basically similar features to a Corvus station, and no NFZ. That doesn't add much, other than maybe a little bit of newness-factor, and the ability to more conveniently have furballs.
Then, there's also the possibility of integration some degree of a Latos-N2-style economy in the station. I'm not 100% sure on that, or if the economic stuff "works" at the same time as "roving" (that is one thing we've never done before.. the dynamic economy has traditionally been tied to location).
So, before we let our imaginations run away with how amazing this will all be, let's discuss exactly what it is that people want out of this kind of addition to the game, and then we can try and distill that down to the minimum solution, and then maybe I can come up with some kind of timeframe.
Otherwise, I'm worried it'll be a little like the early capships: Everyone yelled that they wanted them, even though I said they would largely be pointless for a long time to come, I added them anyway.. and people were kinda into that, but also complained that they were largely pointless at the time (surprise!).
I'd rather have some kind of cogent understanding of what we're doing, what the limitations are, and how it will genuinely improve things. Otherwise, while I like pirate stations and genuinely have been thinking about it lately, I'm not sure that it's the best bang for the buck in terms of "fun-to-devtime" ratio.
This is my bare minimum wish list of first step deliverables:
1. Ability to dock and reload/repair for low cost.
2. Exclusivity that requires/sets major faction reputation to neutral or lower.
3. Ability to home.
4. Ability to buy ec-89/free cell.
Long term I'd like to be able to buy a pirate variant of popular items and ships, but getting it started is the priority. We can argue about details later.
Also, you keep mentioning the roving station, but can we also have the race track station be a pirate station?
1. Ability to dock and reload/repair for low cost.
2. Exclusivity that requires/sets major faction reputation to neutral or lower.
3. Ability to home.
4. Ability to buy ec-89/free cell.
Long term I'd like to be able to buy a pirate variant of popular items and ships, but getting it started is the priority. We can argue about details later.
Also, you keep mentioning the roving station, but can we also have the race track station be a pirate station?
In descending order of importance.
1. Pirate identity: Characters with access at this station are Unaligned
2. Major Faction Exclusivity: Unaligned characters cannot have more than -600 with Itani/Serco/UIT
3. Pirate Equipment: Cargo scanners and Hounds are available at this station; the Hound should not be available elsewhere (yes, that's a LTS prize; no, that's not a problem - announce you're changing the deal, then change it...wouldn't be the first time such a thing has happened, see, e.g., Anni-Vult issue). If not that, give us the pre-nerf version of the Hound. Lower cost repairs overall may be a bit much; but for the Hound specifically would be a major help in making it a more cost-effective convoy raiding tool while maintaining its shitty armor for balance reasons.
4. Pirate missions for Unaligned standing gains: procurement style missions satisfiable only via looted cargo of a specific type; kill X number of [trade ship type Y]; etc.
5. PONIES!
1. Pirate identity: Characters with access at this station are Unaligned
2. Major Faction Exclusivity: Unaligned characters cannot have more than -600 with Itani/Serco/UIT
3. Pirate Equipment: Cargo scanners and Hounds are available at this station; the Hound should not be available elsewhere (yes, that's a LTS prize; no, that's not a problem - announce you're changing the deal, then change it...wouldn't be the first time such a thing has happened, see, e.g., Anni-Vult issue). If not that, give us the pre-nerf version of the Hound. Lower cost repairs overall may be a bit much; but for the Hound specifically would be a major help in making it a more cost-effective convoy raiding tool while maintaining its shitty armor for balance reasons.
4. Pirate missions for Unaligned standing gains: procurement style missions satisfiable only via looted cargo of a specific type; kill X number of [trade ship type Y]; etc.
5. PONIES!
Is making the hound exclusive to a roving capship station a good idea? What if the pirate capship is destroyed? Hounds would then be unpurchasable until it spawns again.
I'm thinking that the pirates would also need a more permanent, static station as well, like a secret base hidden inside an asteroid or something.
I'm thinking that the pirates would also need a more permanent, static station as well, like a secret base hidden inside an asteroid or something.