Forums » Suggestions
a simple mission to upgrade a station with more security. currently conquerable stations have:
two station guards
6 cap gauss turrets
2 missile turrets (No idea what the missiles are they use)
And currently its extremely easy for a single player to take a station. And if a guild or group wants to hold a station and keep it from being solo capped they have to log on and do it manually, as a single player and a group are both threats to it.
My suggestion: a mission in which players can hire more station guards to defend the station, to a maximum of 5-10 guards in sector and the effect only lasts 24hrs. this could have variants of station guards as well.
hunter guard: TPG raptor, two pcbs, fast charge cell. (2,000,000cr)
anti capship: ragmkll, two jackhammers, and three sunflares, a fast charge cell. (1,500,000cr)
last line: a WTD, a gatmkll, sunflare, heavy cell. (1,300,000cr)
normal station guard: whatever the current loadout of the normal station guards are. (1,000,000cr)
maybe some options to spawn turrets that dont count as needing to be killed to make the station become cappable, but i feel like that would be ridiculous.
two station guards
6 cap gauss turrets
2 missile turrets (No idea what the missiles are they use)
And currently its extremely easy for a single player to take a station. And if a guild or group wants to hold a station and keep it from being solo capped they have to log on and do it manually, as a single player and a group are both threats to it.
My suggestion: a mission in which players can hire more station guards to defend the station, to a maximum of 5-10 guards in sector and the effect only lasts 24hrs. this could have variants of station guards as well.
hunter guard: TPG raptor, two pcbs, fast charge cell. (2,000,000cr)
anti capship: ragmkll, two jackhammers, and three sunflares, a fast charge cell. (1,500,000cr)
last line: a WTD, a gatmkll, sunflare, heavy cell. (1,300,000cr)
normal station guard: whatever the current loadout of the normal station guards are. (1,000,000cr)
maybe some options to spawn turrets that dont count as needing to be killed to make the station become cappable, but i feel like that would be ridiculous.
-10000000000000000000
And yet you are made this post because you got beat by 2 members of ONE. dude accept you losses and move on stop trying to make it harder for everyone else because you lost.
And yet you are made this post because you got beat by 2 members of ONE. dude accept you losses and move on stop trying to make it harder for everyone else because you lost.
Is this your first time replying to a suggestions thread? Comments should only be related to the thread, not in-game or RP stuff.
"they have to log on"
Oh no!
Oh no!
The entire point of this thread is for stations to be harder to cap.
"10000000000000000000
And yet you are made this post because you got beat by 2 members of ONE. dude accept you losses and move on stop trying to make it harder for everyone else because you lost."
I didn't lose. I got well over 30 kills and gave up after a trident and Goliath came in.
" they have to log on"
Oh no!"
There's no notification for people offline when a station is being attacked. This would allow players the option to sink some credits into and make solo capping harder, and allow guilds the ability to hold stations longer and push team work. Honestly I don't understand what's with the toxicity to this thread. If you don't like it, give a reason (or dont) and - 1 and move on.
"10000000000000000000
And yet you are made this post because you got beat by 2 members of ONE. dude accept you losses and move on stop trying to make it harder for everyone else because you lost."
I didn't lose. I got well over 30 kills and gave up after a trident and Goliath came in.
" they have to log on"
Oh no!"
There's no notification for people offline when a station is being attacked. This would allow players the option to sink some credits into and make solo capping harder, and allow guilds the ability to hold stations longer and push team work. Honestly I don't understand what's with the toxicity to this thread. If you don't like it, give a reason (or dont) and - 1 and move on.
There should be no mechanisms favoring either attack or defense role.
I dont like the arbitrary mission idea.
SF number could be adjusted automatically to the difference between keyed and non keyed players in the sector adjusted on a 10/XX minutes time window.
SF ship type could be adjusted by the presence of ship types in the sector between keyed or non keyed player in the sector
-light ships difference: compensated with light ships vulture/centurion
-assault ships:compensated by assaults: warthog
-heavy ships: compensated by heavy, rags with gems like in deneb
-capships: compensated by PCB equiped ships: unrat raptor like
formula to determine numbers of additional npcs from the player difference to be tuned.
I dont like the arbitrary mission idea.
SF number could be adjusted automatically to the difference between keyed and non keyed players in the sector adjusted on a 10/XX minutes time window.
SF ship type could be adjusted by the presence of ship types in the sector between keyed or non keyed player in the sector
-light ships difference: compensated with light ships vulture/centurion
-assault ships:compensated by assaults: warthog
-heavy ships: compensated by heavy, rags with gems like in deneb
-capships: compensated by PCB equiped ships: unrat raptor like
formula to determine numbers of additional npcs from the player difference to be tuned.
I kind of agree with Deathspores, this should be a dynamic thing (if at all) like it is at normal stations. If you haven't noticed, the more players at a normal station, the more station guards show up. But then I also think more bots would make very little difference in the grand scheme of things. People don't bother with the bots, and adding a few more wouldn't change this.
People will still simply ignore the bots and spam missiles at the turrets - ok, it might make it a bit harder to keep a capship damage free, but as Deneb shows, even a few bots with rockets or missiles will never de-shield a capship if left to their own devices, there would need to be a swarm of them added.
As this would change nothing
-1
People will still simply ignore the bots and spam missiles at the turrets - ok, it might make it a bit harder to keep a capship damage free, but as Deneb shows, even a few bots with rockets or missiles will never de-shield a capship if left to their own devices, there would need to be a swarm of them added.
As this would change nothing
-1
As long as the assets do not come back after they are killed, I'm fine with it. It would sort of like hiring the squadron. I would say six hour lifespan for each asset. Once it gets killed or times out, it is gone for good.
I like we all floats version. +1 to that. A sort of merc group you can pay to help
-1
A better solution would be to re-buff the turrets to what they were in 2012.
A better solution would be to re-buff the turrets to what they were in 2012.
I do think conquerable stations should be more dynamic. They are so static and just stale when you do it over and over again. But you know it is kind of simple atm. I see a great opportunity for another credit sink in VO over the stations.
I like what "We all float" proposed. for the sake of simplicity honestly. Adds some more spice to station defense still keeping the bar the same for solo/groups to take them.
Bottom line the conquerable stations are so stale. Same set of turrets,same 2 guards.. With the amount of tridents everyone has variable squadrons to combat them would be pretty cool. anti cap ship squadrons (PCB's NPC rags) NPC fighters (WTD's Vultures.) Just throwing stuff out there.
NPC bombers hurt quite a lot and can deshield a trident.
PCB npcs would make people thinking twice about bringing in solo cap ships and take the station.
In proportion to how many capships people have and the fact conquerable stations have been roughly the same since forever. I think raising the bar a little bit is needed.
-Adding in more risk to take a station solo but still keeping that possible while making the bar higher for groups of tridents to attack.
I like what "We all float" proposed. for the sake of simplicity honestly. Adds some more spice to station defense still keeping the bar the same for solo/groups to take them.
Bottom line the conquerable stations are so stale. Same set of turrets,same 2 guards.. With the amount of tridents everyone has variable squadrons to combat them would be pretty cool. anti cap ship squadrons (PCB's NPC rags) NPC fighters (WTD's Vultures.) Just throwing stuff out there.
NPC bombers hurt quite a lot and can deshield a trident.
PCB npcs would make people thinking twice about bringing in solo cap ships and take the station.
In proportion to how many capships people have and the fact conquerable stations have been roughly the same since forever. I think raising the bar a little bit is needed.
-Adding in more risk to take a station solo but still keeping that possible while making the bar higher for groups of tridents to attack.
Honestly really if this were to be implemented there would be no point in physically take the conquerable stations if this was implemented because those who can pay for it would just sink credits into it and no one could take them it would throw of the game mechanics for taking the conquerable stations. And render them not worth talking them, also they are meant to be able to be taken solo or in a group, wether or not you have a capital ship or not. This would ruin the experience for all. This would be a net negative than a positive. -1
-1 and all I'll say is LOL... more NPCs???? Geeze
a single player can take i8 in like 10mins or so without a capship, like 5-6mins with a capship to repair in. more npc guards would make it more "a group needs to do this" and not just a single player that decided to log and take it.
"Honestly really if this were to be implemented there would be no point in physically take the conquerable stations if this was implemented because those who can pay for it would just sink credits into it and no one could take them it would throw of the game mechanics for taking the conquerable stations. And render them not worth talking them, also they are meant to be able to be taken solo or in a group, wether or not you have a capital ship or not. This would ruin the experience for all. This would be a net negative than a positive. -1"
yes, another way for players with billions to pay for a squadron to protect a station they took, this wouldnt make it impossible to take them. just harder for players to solo them, also can you show me where they are suppose to be soloable?
"-1 and all I'll say is LOL... more NPCs???? Geeze"
elaborate?
"Honestly really if this were to be implemented there would be no point in physically take the conquerable stations if this was implemented because those who can pay for it would just sink credits into it and no one could take them it would throw of the game mechanics for taking the conquerable stations. And render them not worth talking them, also they are meant to be able to be taken solo or in a group, wether or not you have a capital ship or not. This would ruin the experience for all. This would be a net negative than a positive. -1"
yes, another way for players with billions to pay for a squadron to protect a station they took, this wouldnt make it impossible to take them. just harder for players to solo them, also can you show me where they are suppose to be soloable?
"-1 and all I'll say is LOL... more NPCs???? Geeze"
elaborate?
I've always felt conquerable stations could use improvement, but I don't agree with more sf.
-1
-1
+1
Station's defenses should be scalable to some extent to reflect the power of the group that controls it. I like all the ideas the OP suggested.
I would also say that we could balance this by making a mechanism where the key can be rented at a price determined by the station owner. It could be also further be balanced by creating a timer where a group of players take the station, it cannot be taken again for 24hrs or more.
1. Taking a station should require a group of players, not just one.
2. A reward for the effort should be that it is not so easily taken back, or can't be taken back for some span of time.
3. Station owners should be able to make a public key that can be rented so that keys don't have to be managed 24/7 by a single player. (other suggestions about modifying key permissions in the past have mentioned the hassle and possible solutions)
4. Perhaps any group of players who take a station together, they all receive an owner key if they are actually "grouped" no matter who the individual is that takes the dock. This would allow non-guilded groups to have motivation for taking the station.
Station's defenses should be scalable to some extent to reflect the power of the group that controls it. I like all the ideas the OP suggested.
I would also say that we could balance this by making a mechanism where the key can be rented at a price determined by the station owner. It could be also further be balanced by creating a timer where a group of players take the station, it cannot be taken again for 24hrs or more.
1. Taking a station should require a group of players, not just one.
2. A reward for the effort should be that it is not so easily taken back, or can't be taken back for some span of time.
3. Station owners should be able to make a public key that can be rented so that keys don't have to be managed 24/7 by a single player. (other suggestions about modifying key permissions in the past have mentioned the hassle and possible solutions)
4. Perhaps any group of players who take a station together, they all receive an owner key if they are actually "grouped" no matter who the individual is that takes the dock. This would allow non-guilded groups to have motivation for taking the station.
Haxmeister, I too was thinking of something along similar lines. Conquerable stations should be very tough to take solo, and should not be able to get conquered for a certain amount of time after one has been taken. 24h is a bit too much imo, 8-12h feels appropriate. Attack/defense should also be made to rely less on capships.
Could you make another thread for this?
Could you make another thread for this?
-1 to there being a cooldown on stations. it would be easy to abuse that by having the same guild members take the stations soon as the cooldown goes away. indefinetly controlling stations.
There's no notification for people offline when a station is being attacked.
So, what if there was? We could certainly send emails. It kind of side-steps the entire "automated defense" issue, if instead it pulls people actively into the game.
So, what if there was? We could certainly send emails. It kind of side-steps the entire "automated defense" issue, if instead it pulls people actively into the game.
+1 to opt in email/sms alerts