Hansipoo
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Posted - 2011.08.16 07:18:00 -
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How come when an alliance takes over a station, it's in perfect condition and they can use it like nothing ever happened? Maybe a route to address this issue and some of the other ones (cost/investment) would be that the alliance taking over needs to put in some resources to bring it back up to full operation after they just spent the last week pounding it with bullets the size of cruisers. Balance the necessary resources at your leisure. I could see that there's a certain limit to what nanites can do with a station that's had 50% of it's structural integrity blown away. In those cases, common sense says that you would need to add in some materials to work with to replace what got vaporized or flung off into space.
Same could go for ships maybe? (again I find that a lot of the issues with conquest will bleed over to investment,conflict, and mining/industry areas of your core ideas) "Congrats on getting your Aeon out before it went down, the bad news is that it took 50% structure damage, so repairs will be complicated and may need additional resources." Going to have to replace a few capital armor plates on that baby, and it looks like the jump drive needs a partial overhaul since that titan really did a number on the navigation section. Looks like your Dread is down a gun slot until we fix the turret hardpoint. Sure they still fly, but not at 100% effectiveness until the investment is made to fully repair.
Maybe the repairs are cheap this time. Maybe the player or alliance decides the ship is totaled, scraps it, and just builds new. That's the nature of war. Stuff gets broken and doesn't work like it used to, so you either spend money to fix it or buy a new one if you can afford it (both should be viable options depending on circumstances). This would mean that while ships may be powerful and hard to kill, they are still vulnerable and an enemy that doesn't destroy the ship still accomplishes something by necessitating an expensive repair that will take more than sitting in a pos waiting for the repair module to cycle 1000 times, or just docking up and hitting "repair all." Note that this is resource-based and not necessarily time-based, since just waiting for your module to cycle is about as exciting as structure shooting. Repairs, though expensive, are fast and you're back in action fast, assuming the needed resources are on-hand.
Large territory-holding organizations rely on their fleet of big, bad lolwtf dps ships to hold onto or capture space. It would be good if taking territory and holding it had a cost beyond just blowing things up, but that even partial destruction of a large and expensive ship amounts to a partial victory. This is where decisions come into play as well. Being smart and avoiding excessive damage is nearly as important as not dying and barely making it out of the fight.
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