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pirate station discussion
If you make a pirate conquerable station you can be sure it will never be a pirate station, just because there are more traders, nationalist and carebears in the game than there are, have been, will be pirate characters ever.
The pirate station should be found only by people who already know where it is :p.
my 2c:
0) make the station moving/relocating every 24hrs or 48hrs
1) Access to new location: Find and follow some pirate npcs to the station (they may ambush you if you follow them too closely, make the distance requirement a bit random)
2) You start with local KOS standing with the npc pirate clan holding the station
3) Make significative pirate SF that chases everything with bad local standing in the station sector (Wtd/hounds wih suns and MPs! or/and gray valks with duals suns, or/and gray scps dual gauss III/jacks)
4) rush for the dock before the pirate SF annihilates you.
5) do some mission on the station that will up your local standing and harm your native standing a bit up to neutral max so you can trade locally (you'll have to rush away from the station to avoid SF until you up your local standing to dislike)
6) do some more missions that will kill your native standing to get to respect/admire/POS and not be chased by the station pirates
7) limit the homing rights to locally admired
8) if the station can be destroyed, let assume the new station is setup with a new pirate clan (dynamic clan name, or rolling clan names) and you have to restart all your "get a standing" work.
9) even if the station is destroyed your stuff stocked here remains cause you have hidden it very well.
The pirate station should be found only by people who already know where it is :p.
my 2c:
0) make the station moving/relocating every 24hrs or 48hrs
1) Access to new location: Find and follow some pirate npcs to the station (they may ambush you if you follow them too closely, make the distance requirement a bit random)
2) You start with local KOS standing with the npc pirate clan holding the station
3) Make significative pirate SF that chases everything with bad local standing in the station sector (Wtd/hounds wih suns and MPs! or/and gray valks with duals suns, or/and gray scps dual gauss III/jacks)
4) rush for the dock before the pirate SF annihilates you.
5) do some mission on the station that will up your local standing and harm your native standing a bit up to neutral max so you can trade locally (you'll have to rush away from the station to avoid SF until you up your local standing to dislike)
6) do some more missions that will kill your native standing to get to respect/admire/POS and not be chased by the station pirates
7) limit the homing rights to locally admired
8) if the station can be destroyed, let assume the new station is setup with a new pirate clan (dynamic clan name, or rolling clan names) and you have to restart all your "get a standing" work.
9) even if the station is destroyed your stuff stocked here remains cause you have hidden it very well.
Just...no.
With the exception of 9, I like the direction this is going. Nefarious shit should go down at this station. Races, betting, Tunguska Holdem and general lawlessness!
It'd be cool if the station spawned those race track rings that you get in offline mode instead of the race tubes. Portable, they could dissolve when the station is ready to roam again.
It'd be cool if the station spawned those race track rings that you get in offline mode instead of the race tubes. Portable, they could dissolve when the station is ready to roam again.
The station not only needs to be conquerable... traders need to be able to destroy it along with it's contents. Nationalists may also like to fight the pirates and destroy pirate stations, too.
We need more to fight over, Deathspores. Let's just have them be unaligned stations and the owners determine how they are used.
We need more to fight over, Deathspores. Let's just have them be unaligned stations and the owners determine how they are used.
Just as soon as we can rape and pillage your stations in Nation Space, sweetie.
Native KOS should be a requirement. Or at least neutral with your native faction.
I like the idea of following NPCs, but it shouldn't be just any NPC -maybe one of a dozen in a Corvus voy jumps to the sector.
If you're docked when the thing jumps to a new sector, you get left behind (but your stuff in the station-ship travels with it).
Maybe let it be 7-10k from the sector center, but a NPC sentry hangs out near the center (traveling back and forth from the center, toward the pirate station, then back to the center -never fully going to the station, but signaling the direction to look for it. This bot is replaced in 15 min if killed.
What keeps the pirate-station a "pirate" station and not a "carebear" hangout? I'm not sure the above suggestions answer, but that's the real question.
I like the idea of following NPCs, but it shouldn't be just any NPC -maybe one of a dozen in a Corvus voy jumps to the sector.
If you're docked when the thing jumps to a new sector, you get left behind (but your stuff in the station-ship travels with it).
Maybe let it be 7-10k from the sector center, but a NPC sentry hangs out near the center (traveling back and forth from the center, toward the pirate station, then back to the center -never fully going to the station, but signaling the direction to look for it. This bot is replaced in 15 min if killed.
What keeps the pirate-station a "pirate" station and not a "carebear" hangout? I'm not sure the above suggestions answer, but that's the real question.
"do some mission on the station that will up your local standing and harm your native standing a bit up to neutral max so you can trade locally"
If it's basically a secret/hidden station, then why would they be transmitting what your pirate standing is to your native land? This sounds like the pirate station is actually a conspiracy by by the three major factions to flesh out who the trouble makers are in their respective nations, to put a mark on their records so they can die.
So what we're going need is a true pirate station, that will work to subvert the fake pirates that these guys are. And then we'll need late night radio show so callers can call in and talk about the conspiracy that the war is all fake, and Serco and Itani are actually i cahoots with the UIT to make loads of money, because life is cheap. or something. I'm rambling and will see my way out.
If it's basically a secret/hidden station, then why would they be transmitting what your pirate standing is to your native land? This sounds like the pirate station is actually a conspiracy by by the three major factions to flesh out who the trouble makers are in their respective nations, to put a mark on their records so they can die.
So what we're going need is a true pirate station, that will work to subvert the fake pirates that these guys are. And then we'll need late night radio show so callers can call in and talk about the conspiracy that the war is all fake, and Serco and Itani are actually i cahoots with the UIT to make loads of money, because life is cheap. or something. I'm rambling and will see my way out.
If it's basically a secret/hidden station, then why would they be transmitting what your pirate standing is to your native land?
They don't need to, the missions itself could be to take out some voys in monitored space, or if the devs introduce the concept, to smuggle forbidden goods in and out monitored space. Those activities by their nature could be enough to tank your standing more or less with the faction that monitors the sector.
They don't need to, the missions itself could be to take out some voys in monitored space, or if the devs introduce the concept, to smuggle forbidden goods in and out monitored space. Those activities by their nature could be enough to tank your standing more or less with the faction that monitors the sector.
You had me until #8.
Instead of destroying it maybe a successful attack will force it to jump to it's new location ahead of schedule.
And don't make the pirates grind up from the beginning again, too much work for the reward. Even if the NPC clans vie for control of the station and they war periodically, the pirate is not penalized (standing) unless he chose a side and that side lost. But choosing the winning side could have a reward (standing plus something else cool).
If you want to have a penalty for letting the enemies of pirates successfully attack the station, maybe it's not accessible in it's new location for a period of time, such as a few hours or until it would have relocated anyway.
Instead of destroying it maybe a successful attack will force it to jump to it's new location ahead of schedule.
And don't make the pirates grind up from the beginning again, too much work for the reward. Even if the NPC clans vie for control of the station and they war periodically, the pirate is not penalized (standing) unless he chose a side and that side lost. But choosing the winning side could have a reward (standing plus something else cool).
If you want to have a penalty for letting the enemies of pirates successfully attack the station, maybe it's not accessible in it's new location for a period of time, such as a few hours or until it would have relocated anyway.
Chirp