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Comm beacon
An object affixed on small stations or inside derelicts, serving to increase a faction's response to KOS pilots. For station-affixed beacons, the device cannot be destroyed, only "disabled", to be repaired by passing pilots or after an hour.
for stations:
While the beacon is active, strike force response team is 50% larger, and jump detection range of the strike force is doubled. Damaging the beacon can trigger a tkos. Larger stations that belong to reputable factions would have a better protected, non-external module, so it wouldn't make sense to place a damageable structure on its outside, at least of this nature (?)
for derelicts or asteroids:
Constructed by the npc pirate clans, these beacons will call in said pirates when the sector scanner picks up another pilot. Unlike station beacons, these are lower power devices made to blend in to their surroundings; these beacons do not appear on the radar, but also would be permanently destroyed if damaged.
unrats spawned by the derelict beacon do not have the "defend" behavior of normal unrats, instead pursuing their targets around the sector with reckless abandon. This is similar in nature to my enforcer drone, but the unrats spawned simply leave if their target does, instead of chasing them across the system.
for stations:
While the beacon is active, strike force response team is 50% larger, and jump detection range of the strike force is doubled. Damaging the beacon can trigger a tkos. Larger stations that belong to reputable factions would have a better protected, non-external module, so it wouldn't make sense to place a damageable structure on its outside, at least of this nature (?)
for derelicts or asteroids:
Constructed by the npc pirate clans, these beacons will call in said pirates when the sector scanner picks up another pilot. Unlike station beacons, these are lower power devices made to blend in to their surroundings; these beacons do not appear on the radar, but also would be permanently destroyed if damaged.
unrats spawned by the derelict beacon do not have the "defend" behavior of normal unrats, instead pursuing their targets around the sector with reckless abandon. This is similar in nature to my enforcer drone, but the unrats spawned simply leave if their target does, instead of chasing them across the system.