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DrysonBennington
Eagle's Talon's
298
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Posted - 2016.10.03 15:36:32 -
[1] - Quote
I think that Pirate Citadels would be an interesting addition to the environment and would enhance over all game play.
A Pirate Citadel would deploy more local NPC Pirates that would appear at stations, gates and in the belts. The NPC deployed from a Pirate Citadel would be the elite of the local NPC Pirates and would be comparable to Burner Pirates but a degree or two less advanced. While the Pirate Citadel is present in the system the local economy would be affected depending on the type of Pirate Citadel present.
Types of Pirate Citadels
1. Anti-mining: Pirates would focus on disrupting the mining operations of the system. When a Capsuleer enters the belts zone a signal to the citadel would trigger elite pirates from the citadel to be launched to the belt to either destroy or run the Capsuleer off.
Penalties: - 20% to mining yield, - 20% to mining laser range, -20% to ore and minerals sold on the market, + 15% in the waste factor of ore reprocessing.
2. Anti-Market : Pirates would focus on disrupting the market operations of the system. When a Capsuleer undocked from a station in a industrial such as a Mammoth, Iteron, Bagder, Charon, Orca, etc. a swarm of elite pirates would launch from the Pirate Citadel and attack a single target trying to destroy it. Based on the type of industrial targeted would determine the type of pirate ship launched. An Iteron could see up to four pirate ships attacking it compared to a Freighter or Orca that could see a mass swarm of up to 30 NPC destroyers that might include four to five Pirate Fast Attack Battle Cruisers attacking.
Penalties: 20% increase in contract prices created in the system, 20% increase in the price of all items for sale on the market, 15% increase for station based services such as Repair and Industry
A Pirate Citadel would remain in a system for up to three days and would then move on to another system. Capsuleer's could access the Citadel using acceleration gates. If the Pirate Citadel is attacked the number of additional acceleration gates used would be determined on the security status of the system.
High Sector - 1.0 to .7: single acceleration gate Medium Sector -.6 to .5 : two acceleration gates Low Sector - .4 to .1 : three acceleration gates Null Sector - any negative security status based space: four acceleration gates.
In each area the pirates would have faction based weapons batteries that could also include faction based weapon disruption batteries. The more acceleration gates encountered would see more waves of pirates that would increase in difficulty.
When the Pirate Citadel was finally reached the Capsuleer's would have to hack into arrays to turn the shielding systems off of the citadel that are otherwise impervious to attack except for Titan's. Once the arrays have been hacked and the shield system around the citadel negated the Capsuleer's would then engage the Citadel itself. As an extra measure of protection each pirate citadel engages a self destruct timer that requires a pass key to turn off.
Obtaining the timer pass key is only possible through running level four missions. For example if you are in a system that has Serpentis pirates you might receive the timer pass key for a Serpentis Low Sector Serpentis Citadel by running level four security missions against Serpentis.
If the pass key is not used and the citadel self destructs then any Capsuleer ship within 200 km of the station will take immediate damage up to 5,000 EFH out to a distance of 50 km where the damage then tapers off. If the citadel self destructs then any chance of obtaining loot from the citadel is reduced to 25% compared to a 75% chance of faction loot being dropped if the timer pass key had been used.
High Sector pirates would use upgraded modules based on their faction including T2 modules for the elite of the elite pirates. One to two pirates would have T2 modules of some sort fit on their ships For .5 and . 6 systems half of the pirates in the swarm would have at least two to three T2 modules fit with at least two pirates having four T2 modules fit. For .4 to .1 systems, all pirates in the swarm would have at least two T2 modules fit, at least two pirates with three T2 modules fit and two pirate ships fit with four T2 modules. Any system with a negative security status value would see all pirate ships in T2 ships with all pirates having at least two T2 modules and two pirate ships having at least three T2 modules. |
Danika Princip
GoonWaffe Goonswarm Federation
4833
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Posted - 2016.10.03 18:04:39 -
[2] - Quote
Does your therapist know you're posting again? |
Christopher Mabata
Sentinel Incorporium
456
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Posted - 2016.10.03 18:20:20 -
[3] - Quote
Same as your 1,280 other posts at this moment No
GÖú Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry GÖú 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing GÖú
This Message Brought to you by a sweet and sour bittervet
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Nevyn Auscent
Broke Sauce
3620
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Posted - 2016.10.03 18:42:27 -
[4] - Quote
Why would I ever blow this up, it gives elite pirates for me to farm and all I have to do is have some newbie in a procurer sitting in the belt mining. Or undocking and redocking in an industrial.
So no. |
Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
851
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Posted - 2016.10.03 19:01:16 -
[5] - Quote
I am going to say no, simply because I dislike afk gameplay. |
Sonya Corvinus
Grant Village
635
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Posted - 2016.10.03 19:03:10 -
[6] - Quote
1/10, trolling should be subtle enough that it's not obvious what you're doing.
Try again. Come on man, you can troll better than this. |
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