Forums » Suggestions
Guild-created Stations
The Idea:
To have a station for guilds to have something for them to work for, and increase inter-guild conflict as these stations will be destroyable.
Explanation:
Instead of actually being a station, the "guild station" will be a giant capship which has docking bays and storage similar to a station. The pseudo-station will also have shields and armor, making it destroyable if enough force is applied. "There can only be one" (obvious Highlander reference) station per guild and it will act as the base of operations for the guild.
To have this station, there will be manufacturing missions that make up all the parts for the station, the missions being scattered across the conquerable stations and Latos M-7. Guild members will find these missions as soon as they join any guild but only the CO will be able to manufacture the final station.
When manufacturing, the station will be "built" in a predefined area by the guild CO when they are taking the mission. The station can only be built in greyspace and NOT in Odia.
Guild members can dock in the station and use it as a normal station, just a secret one as a base of operations for guild members. The station will have no defense whatsoever and it is, by default available to all guild members. Access can also be granted to other people with keys.
Implementation:
A series of manufacturing missions involving high costs and a large amount of minerals and resources will be implemented. These missions can even be created by PCC, I will take up the work of doing most of the missions.
I do hope the developers will consider this and I also hope the community will take a part in implementation.
Cam
To have a station for guilds to have something for them to work for, and increase inter-guild conflict as these stations will be destroyable.
Explanation:
Instead of actually being a station, the "guild station" will be a giant capship which has docking bays and storage similar to a station. The pseudo-station will also have shields and armor, making it destroyable if enough force is applied. "There can only be one" (obvious Highlander reference) station per guild and it will act as the base of operations for the guild.
To have this station, there will be manufacturing missions that make up all the parts for the station, the missions being scattered across the conquerable stations and Latos M-7. Guild members will find these missions as soon as they join any guild but only the CO will be able to manufacture the final station.
When manufacturing, the station will be "built" in a predefined area by the guild CO when they are taking the mission. The station can only be built in greyspace and NOT in Odia.
Guild members can dock in the station and use it as a normal station, just a secret one as a base of operations for guild members. The station will have no defense whatsoever and it is, by default available to all guild members. Access can also be granted to other people with keys.
Implementation:
A series of manufacturing missions involving high costs and a large amount of minerals and resources will be implemented. These missions can even be created by PCC, I will take up the work of doing most of the missions.
I do hope the developers will consider this and I also hope the community will take a part in implementation.
Cam
Why not odia??
It's a capitol system, I felt that Corvus can have control there.
Oh,right.
What if the hive appear in the sector with the station? would you have to defend? That's be fun if a skirmish happened. May I suggest the station have a few manu turrets/strike force(e.x,kill corvus Aerna seekers and take the "parts"
Add a lot of defending work from hive,
Cam got any hull health and sheild idea? Or will this be non moving station slash leviathan with turrets?
Cam got any hull health and sheild idea? Or will this be non moving station slash leviathan with turrets?
+1,
A. Adding to it, I would like to see that the inventory of the station to be divided as :-
1) Personal storage- Things that will be unloaded in the station and be personal and shall not be used by other guild members.
2) Guild Storage- Things that will be unloaded can be used personally or by the guild members.
B. The stations are able to jump. Timer be set from 24 hours to 48 hours to recharge.
C. Have an insurance for 50mil-100mil or more.
D. Have an upgrade for capship docking which will require more manufacturing.
A. Adding to it, I would like to see that the inventory of the station to be divided as :-
1) Personal storage- Things that will be unloaded in the station and be personal and shall not be used by other guild members.
2) Guild Storage- Things that will be unloaded can be used personally or by the guild members.
B. The stations are able to jump. Timer be set from 24 hours to 48 hours to recharge.
C. Have an insurance for 50mil-100mil or more.
D. Have an upgrade for capship docking which will require more manufacturing.
Sound like fun
+1
This is awesome, but won't work for dead guilds like mine heh.
+1 to the over all concept, but -1 to requiring guild membership/CO title to take the missions.
So far, nothing in VO, including building capships or destroying the mighty Leviathan, is beyond the ability of a single player, if they're dedicated and/or skilled enough. These psuedo-stations should be no different.
So far, nothing in VO, including building capships or destroying the mighty Leviathan, is beyond the ability of a single player, if they're dedicated and/or skilled enough. These psuedo-stations should be no different.
Sounds cool... But having the station just placeable around would mean guilds could place it in wormholes etc, forcing a blockade that either results in game balance requiring its shields to be essentially quite low - for the potential of a player to take it out solo... which then defeats the point of having it at all.
It would be best if the hive spawner mechanism were able to skip the sector that the guild "base" exists in, meaning that a guild base could exist anythwhere in grey space... Or...
Why not simply only allow the guild base to be built in an empty sector? I.e., any unmonitored sector without roids or bots. This way, if it were afforded sf or turrets, their strength can be more without breaking the game.
As no numbers are yet suggested...
The Guild base's shield would make sense to match that of a connie. It should not be able to move properly, but for the sake of ease, lets say an overall max speed of 10ms, no turbo. Also, the idea of being able to jump is a bit strange, if it could, being limited to 1 jump per 24 hours does sound useful, but maybe make it so it cant jump into station sectors.
The health should be equivalent to multiple tridents, a guild base could have maybe 5 x a dent, so 5,000,000hp. Its turrets should be lets say hard coded to types, but with 4 caprails, 4 capswarms, 4 capital cannons(gauss). Not autoturrets - players would need to man them.
The station should offer free r+r for all but only be dockable with a key like the conq stations, therefore only accessable to the guild's allies.
Finally, the idea of adding either strike force or automatic turrets completely defeats the point of what it is - a player owned station for guilds which is defendable by the guild. Only by the guild...
And yes, a very steep replacement cost. I would not say so much as 50mill, because in this suggestion,
the tactical advantage of an immobile base is actually negative - by having the immobile base of operations the guild will come under attack and will not be able to defend it effectively 24/7 - once its spotted, you know many players will simply wait till the guild is not online to kill it solo...
Now, i think this is a great idea, but i also think it would be interesting to play up the income side - make it so the station can somehow create either commodities or credits. One idea could be to allow the station to charge for r+r, except instead if the credits disapearing, they'd be added to the guild's bank.
Or, maybe some special manu missions, where the guild station can create lets say fcp or ffsa (very low level manu items) but more efficiently, say saving you 20% of the input requirements. Thereby encouraging the guild to have fcp or ffsa in stock there -- and when the guild station is destroyed, to preserve its use, its inventory does not *all* drop, but some does, say 5-10% of the items, randomly selected, maybe even add a very small (500cu) Safety locker that can never drop, for items the guild wants to protect.
It would be best if the hive spawner mechanism were able to skip the sector that the guild "base" exists in, meaning that a guild base could exist anythwhere in grey space... Or...
Why not simply only allow the guild base to be built in an empty sector? I.e., any unmonitored sector without roids or bots. This way, if it were afforded sf or turrets, their strength can be more without breaking the game.
As no numbers are yet suggested...
The Guild base's shield would make sense to match that of a connie. It should not be able to move properly, but for the sake of ease, lets say an overall max speed of 10ms, no turbo. Also, the idea of being able to jump is a bit strange, if it could, being limited to 1 jump per 24 hours does sound useful, but maybe make it so it cant jump into station sectors.
The health should be equivalent to multiple tridents, a guild base could have maybe 5 x a dent, so 5,000,000hp. Its turrets should be lets say hard coded to types, but with 4 caprails, 4 capswarms, 4 capital cannons(gauss). Not autoturrets - players would need to man them.
The station should offer free r+r for all but only be dockable with a key like the conq stations, therefore only accessable to the guild's allies.
Finally, the idea of adding either strike force or automatic turrets completely defeats the point of what it is - a player owned station for guilds which is defendable by the guild. Only by the guild...
And yes, a very steep replacement cost. I would not say so much as 50mill, because in this suggestion,
the tactical advantage of an immobile base is actually negative - by having the immobile base of operations the guild will come under attack and will not be able to defend it effectively 24/7 - once its spotted, you know many players will simply wait till the guild is not online to kill it solo...
Now, i think this is a great idea, but i also think it would be interesting to play up the income side - make it so the station can somehow create either commodities or credits. One idea could be to allow the station to charge for r+r, except instead if the credits disapearing, they'd be added to the guild's bank.
Or, maybe some special manu missions, where the guild station can create lets say fcp or ffsa (very low level manu items) but more efficiently, say saving you 20% of the input requirements. Thereby encouraging the guild to have fcp or ffsa in stock there -- and when the guild station is destroyed, to preserve its use, its inventory does not *all* drop, but some does, say 5-10% of the items, randomly selected, maybe even add a very small (500cu) Safety locker that can never drop, for items the guild wants to protect.
Same sort of idea i had using the cappella in a similar role: Link because i'm not going to retype everything.
Nyscersul, it cannot be placed in wormholes, conquerable stations or normal stations, the psuedo-stations of Edras.
Faille, I wanted the guild membership requirement since it introduces an aspect of teamwork and would be incredibly hard to do solo, however I'm okay with anyone doing it solo.
I wanted the shields and hull to be immensely large, at least 5-6 people would have to attack a station to destroy it.
And yes, for the people who asked for defenses, could manufacturable defenses work? Each mission completed for a Station Guard or Turret would launch a turret/guard which stays in the sector.
Faille, I wanted the guild membership requirement since it introduces an aspect of teamwork and would be incredibly hard to do solo, however I'm okay with anyone doing it solo.
I wanted the shields and hull to be immensely large, at least 5-6 people would have to attack a station to destroy it.
And yes, for the people who asked for defenses, could manufacturable defenses work? Each mission completed for a Station Guard or Turret would launch a turret/guard which stays in the sector.
@Jaks: That's actually a great idea to implement the Capella. However, there are a few differences between OP and your idea
I like Rin's idea if ramming causinh damage,perhaps we could have a kamikaze-specific ramming ship?
"Hahaha look at you run to your guild station" -Other guild during guild conflict.
"You shitbags can't even kill me and just run!" *Avalons station*
"You shitbags can't even kill me and just run!" *Avalons station*