Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Orboro Naheema
University of Caille Gallente Federation
0
|
Posted - 2011.10.27 00:08:00 -
[1] - Quote
* Need for more topography within null sec * Need for more content, customization, and progression within null sec * Need for more resources that can be attacked that will also generate conflict * Need for more PVE and PVP diversity within null sec
Proposal: Remove sovereignty bills and replace them with a new resource that powers all sovereignty upgrades and structures. Limit the total amount of the resource that is available, within the universe, in a manner that will balance the resourceGÇÖs scarcity so that while alliances will have to watch their stores they will not be losing their sovereignty every other day.
Back story: Certain stars shed inordinate amounts of their mass via ejection or solar wind. These stars are rare and vary in their outputs. Structures were constructed on these stars that would harvest hydrogen from the solar wind. These structures were akin to giant ram scoops. Once they have collected the hydrogen, they then refine it to usable concentrations. Some of the hydrogen is used, along with energy generated from the sun, to generate large quantities of antimatter. Hydrogen and antimatter were then packaged together into removable charges that could be transported to other structures that needed power. These giant factories are still in operation within high security and low security space; however they have fallen into disrepair in null security space.
Antimatter Fuel Cells:
* These are the fuel cells created by the stations in low orbit around the sun.
* They cannot be stored for longer than 2 hours in anything other than a sovereignty structure using them, the production facilities in which they are created, or an auxiliary storage unit.
* They destroy themselves after two hours.
* They are large enough that only a handful of them at maximum can be crammed into the largest industrials.
* Each one can power a sovereignty structure for a given unit of time.
* They deplete faster as you install more upgrades/services.
Production Facility Online:
* You must install and online a command and control unit to online the facility. This unit might take the same amount of time to online as a small POS module.
* The facility begins producing annihilation batteries as soon as this structure is online. The command and control module is immune to attack as long as the IHUB within the system is also immune. It may be attacked when after the system has been conquered.
* Once the system is conquered, the command and control module may be destroyed and replaced. Any fuel cells stored within the facility will be saved as long as a new command and control module is onlined within 24 hours of the destruction of the previous one.
Production Facility Upgrades:
* Fuel cell storage modules increase the number of fuel cells that you can store. (duh)
* Hypothetical numbers: You could install a max of 5 modules that double your storage capacity.
* Heat dissipation modules increase the production facilityGÇÖs manufacturing rate so that you produce more fuel cells in a given 24 hour period.
* Hypothetical numbers: 6 modules that represent 10% of total production each.
* All of these modules may be attacked at any time. Their destruction would mean the immediate loss of storage capacity, and destruction of fuel cells, or the loss of production rate.
* If they are destroyed, then a repair order must be given from the command and control module in order to prepare for the installation of new modules. This could possibly use other resources and should take at least 24 hours. There is also the possibility of limiting the number of repair jobs that a command and control module can perform at any one time. This would mean that 3 destroyed modules would require a cumulative 72 hours for all of them to be back online.
* These modules are immune to all forms of electronic warfare.
* They have a signature radius equivalent to a cruiser.
* They orbit around the stations axis that is perpendicular to the sunGÇÖs surface. This gives them a non-zero angular velocity.
* They have a physical radius that precludes the use of fighters or fighter bombers upon them.
* Their EHP should be balanced so that a moderate sized gang would have the ability to destroy a small number of them within 10 to 20 minutes, but that a larger gang would be necessary to destroy all of them within a reasonable amount of time.
* Attacking these modules would generate a warning mail to the owning alliance. There could be a potential delay added.
Reinforcement:
* The production facility could be given the ability to reinforce itself once every 24 hours for a maximum of 8 hours. During this period all of the modules would be invulnerable to attack and the facility would burn strontium.
* There would be a variance timer on the reinforcement mode of +/- 3-6 hours.
* The owning alliance would set the schedule for reinforcement mode. |
Orboro Naheema
University of Caille Gallente Federation
0
|
Posted - 2011.10.27 00:08:00 -
[2] - Quote
Alternate Sources of Fuel Cells:
* These would most likely be necessary in order to allow new groups to begin their conquest of null sec.
* Wormholes: anchor structures that produce very low amounts of fuel cells.
* Concord LP stores: Very limited amounts of cells from concord via LP and a sizeable ISK portion.
* Theft from other alliances or NPC structures in low security or null security space. (see below)
Other Options and Possibilities:
* Auxiliary storage unit that could be anchored at a moon, but it would burn fuel cells to use. These could be attacked and destroyed at any time resulting in a total loss of their contents. We could also explore the possibility of being able to move these storage units from moon to moon or system to system with some sort of cool down.
* Player outposts could burn fuel cells. The more services you have the more they burn.
* Jump bridges could burn fuel cells.
* Fuel cells could be stolen from storage units or the production facility. I have not thought out a way to do this, but it would be nice if it used hacking and was limited and controlled somehow. It might be necessary to increase the amount of time fuel cells can be unplugged in order to foster their theft.
* Wormhole Jam Gäó could be a structure that you anchor at a wormhole. It burns fuel cells. It also keeps the wormhole open far beyond its mass and time limits. |
Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
67
|
Posted - 2011.10.27 05:19:00 -
[3] - Quote
What method would you put in to ensure the guy who's job it is to haul these things 23/7 doesn't kill himself? |
De'Veldrin
Norse'Storm Battle Group Intrepid Crossing
49
|
Posted - 2011.10.27 14:19:00 -
[4] - Quote
Not just no but hell no. Unsub or don't.-á I don't care what your reasons are, and neither does anyone else.-á Just click the button and go away - or don't. |
mxzf
Shovel Bros
65
|
Posted - 2011.10.27 15:33:00 -
[5] - Quote
Yay, more micromanaging work for the 0.0 grunts, because POS fuel isn't painful enough. /sarcasm |
Asuka Solo
Stark Fujikawa Stark Enterprises
642
|
Posted - 2011.10.27 16:12:00 -
[6] - Quote
If this wasn't tied to sovereignty, Ihubs or powering structures in anyway, but rather another isk farming mechanism I would give it a +1
However your approach just kind of kills it. |
Orboro Naheema
University of Caille Gallente Federation
0
|
Posted - 2011.10.30 18:26:00 -
[7] - Quote
Sorry for the delay in my reply. The main goal was to remove the mechanic where null sec empires are forced to pay concord/high sec empires for the right to hold space and replace it with a mechanic that would also add strategic topography to null sec. I was really worried about over taxing players that are responsible for refueling everything as well. I imagined the batteries having enough power to drive a structure for at least 24 hours, and each structure would hold many days worth of batteries. This should decrease the amount of logistics I would hope. Thanks for the questions and comments. |
Endovior
Brothers At Arms Intrepid Crossing
22
|
Posted - 2011.10.31 06:01:00 -
[8] - Quote
The expiration timer mechanism seems terrible... the kind of thing to make a hauler pilot kill himself, for sure. There doesn't really seem to be any good reason for it, either. If you're going to have a big solar array up close to the sun or whatever that produces valuable but bulky fuel... then the limitation to the stuff is already 'these things take up 10km3 apiece' and you're done. Small enough that an appropriately configured Industrial can haul them, for bi-weekly supply runs... but big enough that you might want to just take care of the month's work with a Freighter and be done with it. Do ensure that these things are in all respects normal items that you could sell on the market, and let Eve's economy do the rest. No need to overcomplicate things. |
Rico Minali
Sons Of 0din Fatal Ascension
110
|
Posted - 2011.10.31 12:45:00 -
[9] - Quote
Id like to harvest some sunshine, pak it up and keep it for ****** winter days plox. |
Orboro Naheema
University of Caille Gallente Federation
0
|
Posted - 2011.10.31 16:45:00 -
[10] - Quote
The idea behind the expiration timer was to create a very limited supply, so that the batteries are a critical resource to holding sovereignty. Without the expiration timer you would be able to stock pile as many of them as you like, and the act of someone attacking your production facilities would not generate the immediate desire to defend them. These facilities should act as an alternate means of assaulting sovereignty. |
|
Endovior
Brothers At Arms Intrepid Crossing
22
|
Posted - 2011.10.31 20:44:00 -
[11] - Quote
Okay, I see where you're coming from... but 'items that expire' seems a wrong way of going about it.
If 'structure that you can beat up to impose logistical costs on sov holders' is the desired goal, then why not just have solar power arrays anchored near the sun, whose purpose is to reduce sov costs on a per-system basis, but which stop working if they've got any damage beyond their shields. That way, there are 'fields to burn' that the alliances will actually care about, but which are relative small fries that roaming gangs could hit as targets of opportunity. |
Sator Nyatt
Hedion University Amarr Empire
0
|
Posted - 2011.10.31 21:39:00 -
[12] - Quote
Why does it always come back to mining? Why? WHY?
This game is about shooting. Can't we just shoot the sun or something? Its always 1 poor bastard that has to do all the work in these proposals. |
Komodo Askold
Rare Earth Elements LLC Order of the Void
10
|
Posted - 2011.10.31 22:07:00 -
[13] - Quote
Sator Nyatt wrote:Why does it always come back to mining? Why? WHY?
This game is about shooting. Can't we just shoot the sun or something? Its always 1 poor bastard that has to do all the work in these proposals. No, this game is about shooting, mining, exploring, politics, economy, wars, pirates, ancient secrets, the vastness of space, lore, science, and whatever you want to do in it. So it isn't just a shooting game. You won't even have guns or ships if it wasn't because of mining and all the other things.
Quote:Id like to harvest some sunshine, pak it up and keep it for ****** winter days plox. I would also like to be able to "take" star's winds and use them for something. I support that. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |