Forums » Suggestions

Buff Conq station guards and turrets

May 31, 2021 haxmeister link
Breaking off the suggestion by IronLord:

"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."


A response from Incarnate showing his interest in the idea

"....perhaps the temporary-buffing thing could be posted in a separate thread, with specifics on how much the defenses would be buffed, and for how long."

Please post ideas specific to improving station defenses!
May 31, 2021 haxmeister link
I'm quite fond of IronLord's suggestions for station guard improvements.. I actually think his ship selection is pretty great so I'll upvote that here:

1. hunter guard:
TPG raptor, two pcbs, fast charge cell. (2,000,000cr)

2. anti capship:
ragmkll, two jackhammers, and three sunflares, a fast charge cell. (1,500,000cr)

3. last line:
a WTD, a gatmkll, sunflare, heavy cell. (1,300,000cr)

4. normal station guard:
whatever the current loadout of the normal station guards are. (1,000,000cr)

I would further add:

1. Buff the turrets to have double the life for the first 12 hours after the station has been conquered. When it expires they go back to normal.

2. Add an NPC dent that leaves after 12 hour timer expires.

Feel free to nitpick my ideas.. I strongly feel that something needs to be done. The stations should not be so easy to take immediately after being taken. This will give smaller guilds and groups the opportunity to keep the station long enough to accomplish their manufacturing goals before being overwhelmed again. It will also reduce the likelihood that some station owner has to stay up all night to fend of single player attacks.
Jun 01, 2021 Rejected link
This might make stations too difficult to take, even in group play. The original suggestion was to make it a little easier to hold a station once it has been captured.

So, my suggestion would be to only allow station guards creation to last for the first 24 hours after a station is taken. Or, have the station guards only last an hour.

With regards to a cap: I think 5 is fair. The station starts with 2 guards. This gives you the flexibility of crafting up to three more guards. As guards are destroyed, allow more guards to be manufactured? (This may lead players to use alts to kill the original station guards to create 5 more powerful guards, which is ok, imo.)

Also, rather than credits, these are manufacturing stations, so the creation of the station guards should require a manufacturing mission (this obviously would exclude crafting a dent, which i think is 100% way too OP to add).

This is what a superlight requires:
Instrumentation Panels 2 Trade Item
Premium Carbonic Ore 70 Ore
Premium VanAzek Ore 50 Ore
Premium Ferric Ore 60 Ore
Premium Silicate Ore 19 Ore
Premium Xithricite Ore 45 Ore
Pentric Ore 10 Ore
Thrust Regulators 4 Trade Item
Thermal Insulator Tiles 15 Trade Item
Engine Mounts 8 Trade Item
Data Link Connectors 6 Trade Item
Pilot Safety Harness 1 Trade Item
Navigation Units 2 Trade Item
Propellant Actuators 4 Trade Item
Outer Hull Plate 6 Trade Item
Hull Panels 15 Trade Item
Guardian Processor Core 4 Hive Drop
Artemis Processor Core 8 Hive Drop

I would recommend increasing the variety or amount of trade goods required and more rare hive drops (e.g., queen cores/matrix).