Bloodpetal
Mimidae Risk Solutions
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Posted - 2011.08.16 17:25:00 -
[1]
This is great stuff to hear.
One thing I keep referring to in my posts is the sensation that the solar system is more than the celestial objects on your overview...
The Deep Space Starbases abilities and functions are what you really want to get into discussing in detail then.
Let's take what a POS generally has and what can transfer over.
Fuel Requirements = Logistics Requirements (Fuel Pellets FTW, really, it just makes sense. Fuel Pellet BPC = LOz, Isotopes, Robotics, and then output = Fuel pellet, it can't be that hard to make that a BP!)
Force Field = Protection
Modules = Functionality and Protection
Siege Mode = Reaction Delay
In terms of Logistics, how will these be fueled for null sec? It's easier said than done especially if you are being hunted down.
For Protection, is the force field the best or only option? Maybe some stranger should be able to rifle through your stuff if you're not around and you don't protect it correctly? The idea of a force field finds me thinking that there should be a small force field, but most of the objects should be outside of it. I.e. you have your "house" that is force field protected, so you can store some ships and such, but since you want an extended siege mechanic for these homesteaders anyways, why not put the rest out in space so that there's some risk of interaction? Just a thought - 100% safe = 100% boring.
For modules, what level of functionality will make this a viable homestead? People want to go out and live in the wild, and need to manufacture somethings, so that would really be a requirement if current outposts aren't being used... but it does compete with the Outposts functionality. I think Research should probably not be an option, but maybe it fits in with the desire to have 0.0 be a T2 manufacturing source.
What about locations for trading? If most NBSI outposts are going to be off limits, and as another astute poster mentioned you are going to want to promote enterprise, you need a way to trade out there. So you need some kind of "public" trading functionality, if you're going to go down this path.
Also, how does Incarna fit in? Can we setup a little bar in our homestead, and then dock up and get a drink, invite another local over. Maybe even setup an NPC Agent to sell items that you specialize in from that hub. Rather than setting up a homesteaders market using the regional markets, you can open up a convo with an NPC agent selling things.
In other words, maybe you can actually advertise some of these Homestead plots for public interaction and not all of them need to be hidden. Sure, they'll be bigger targets, but they can also provide value and that means someone might want to keep them around.
For the Sieging/Eviction process... I like that you want an extended delay to make sure items and things can be removed. I'm sure the sov owners will want to have a way to know that they're being removed and their functionality is also disabled.
Overall, I think that this Deep Space Starbase - DSS - needs to provide opportunities for interaction as much as it provides a safe place. This will make the exploration more interesting.
Let's say that you're out exploring, you find a signature, and you arrive at some guys homestead. Instead of blowing it up, you decide to check out his dive bar, and inside find that he happens to have some ammo for sale. You buy some ammo for your next exploration site you are planning on doing.
Alternately, you land, and you find his weapons systems are hot, and he's setup to blow anyone away that lands within 100Km.
Or you find that his storage facility wasn't properly locked, and you nab some goodies and peace out.
Giving more options for interacting with objects than just "blow it up" or not blow it up will inevitably lead to other parts of curiosity to take over.
AURUM NOSTRUM NON EST AURUM VULGI |