| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Esyavore Lando
|
Posted - 2010.01.02 21:55:00 -
[1]
as far I know, if an alliance places an outpost, its attributes and services can never be changed again. So if you want to conquer a system and you want other services (like an efficient refinery), you just cant do it because you have to take over the outpost as it is. Please make player-constructed outposts removable/destructable or reconstructable that you can adjust a system to your strategies.
thx for reading
|

Nika Dekaia
|
Posted - 2010.01.02 23:00:00 -
[2]
Making them destructible is currently not possible code-wise and would require heavy code rewriting, as well as problems with offline players and assets still in the station when it blows up. So it won't happen anytime soonÖ, if at all.
CCP is checking if making it possible to pillage the outposts for minerals would be solution.
|

Reggie Stoneloader
JAFA Trade and Manufacturing Cooperative
|
Posted - 2010.01.02 23:04:00 -
[3]
Destroying them is a bit much, but I'd support renovation to new types, as long as it costs as much or more than deploying one from scratch, and has an immediate drawback, like a week during which no services beyond docking and hangars are available.
======================
Crusades: Security Status |

Migone
|
Posted - 2010.01.03 00:44:00 -
[4]
i CAN'T FIND THE QUOTE BUT A dEV WAS NOTED TO SAY TH
|

Reggie Stoneloader
JAFA Trade and Manufacturing Cooperative
|
Posted - 2010.01.03 06:26:00 -
[5]
I agree with maintenance costs. It's bizarre that it's harder to keep a small POS up and running than it is to run an outpost, security issues aside. Upkeep would be a great obstacle to outpost proliferation, too, since an alliance would have to weigh costs and benefits of keeping them fueled and open. Eventually, there might be quite a few abandoned outposts out there, just run down and poor, that serve only as ship and gear storage, with no function. We could have "Refinery Day", where once a week we spend the resources to fire up the smelters and do everyone's ore and scrap, then shut it down to conserve energy. Might be a good change.
======================
Crusades: Security Status |

Zaeyla
Frank's Astronomics and Procurement
|
Posted - 2010.01.03 06:55:00 -
[6]
I can imagine a giant pi±ata as the outpost explodes and all of the ships/items are ejected into space.
|

Creedeth
|
Posted - 2010.01.04 00:41:00 -
[7]
Like previous post about making them burn.
Make it possible to reinforce the damned thing once all services are reinforced. Say give it ~100m Shield. Aswell as ~100m Armor. Armor/shield and resistance should vary depending on race of the station. (like pos's)
Would take a hell of a beating, but would also take ****loads of effort to get the thing up and running again.
But basicly to get it back into action after its been reinforced you need to repair it all the way up including all services.
Please do note that this would change stations from being invul, to being able to take damage but while sov is held instead of changing owners they go into reinforce and remain so untill fixed.
Even if it changes owner (sov changes), it should still be in reinforce mode. There would be damaged outposts out there that nobody would repair and thos attacked because they are strategical targets.
|

Crewman Jenkins
Caldari Malicious Demi-Lancers
|
Posted - 2010.01.04 04:53:00 -
[8]
I think eventually this will need to be done as more and more stations go up. I used to live up in a section of Branch when there were only 2 stations, now there are 5 or 6. I don't have a problem with all the stuff inside getting deleted as long as there is some time to evac.
|

Aleiceland
|
Posted - 2010.01.04 05:35:00 -
[9]
hmm.......nahh.. i dont like the idea. I like it the way it is. Besides its a technical nightmare multiplied by the ammounts of outposts in the game , it will naver happen , just think about the items inside what a mess.... my opinion though.
|

Callista Sincera
Amarr
|
Posted - 2010.01.04 07:58:00 -
[10]
Don't the plant those things manually during a downtime after it's been "constructed"? If so, there's probably not a whole lot of code to begin with. All the UI really does is send some technician a mail that he's got to add a new station to the database, I think. -
|

Sigras
|
Posted - 2010.01.04 10:24:00 -
[11]
I agree that there either has to be some upkeep or they have to be destroyable because they will eventually be in every other 0.0 system otherwise.
Honestly, if the person AFK in the station for more than 99 hours (the minimum time to kill a station) too bad, he should have left, or at least moved his pod to another station.
It would also add a strategic dynamic to an attack; if you know you can't hold sov in the system you can employ a scorched earth tactic to give your enemies one last kick in the pants.
|

Creedeth
|
Posted - 2010.01.05 01:40:00 -
[12]
Originally by: Sigras I agree that there either has to be some upkeep or they have to be destroyable because they will eventually be in every other 0.0 system otherwise.
Honestly, if the person AFK in the station for more than 99 hours (the minimum time to kill a station) too bad, he should have left, or at least moved his pod to another station.
It would also add a strategic dynamic to an attack; if you know you can't hold sov in the system you can employ a scorched earth tactic to give your enemies one last kick in the pants.
Self-Destruct button? 
|

darius mclever
|
Posted - 2010.01.05 02:42:00 -
[13]
so you go to the army with all your stuff in an outpost. now getting the outpost taken by hostiles is already bad as your stuff is kind of stuck there. getting it blown up is of course fair for all the people who cant play for a longer time. 
|

Aloriana Jacques
Amarr Royal Amarr Institute
|
Posted - 2010.01.05 03:13:00 -
[14]
Originally by: darius mclever so you go to the army with all your stuff in an outpost. now getting the outpost taken by hostiles is already bad as your stuff is kind of stuck there. getting it blown up is of course fair for all the people who cant play for a longer time. 
Think of it as motivation to take get your stuff back. - - - Aloriana Jacques - Skill Sheet
|

darius mclever
|
Posted - 2010.01.05 03:23:00 -
[15]
lol. "yes we know you are currently in some deep valley in afghanistan. but could you please move your stuff out of the outpost in yxz-12, we will destroy it next week. we appreciate your support and we are sorry for the inconvenience."
|

masternerdguy
Gallente Etched Hull Innovative Enterprises Don't Feed the Bears
|
Posted - 2010.01.05 03:31:00 -
[16]
blow up all the ships inside the outpost and have pods float in space? Their clones can be moved to a default hi-sec location by race.
Harsh but doable. Solves the login problem.
|

Rhinanna
Minmatar Volition Cult The Volition Cult
|
Posted - 2010.01.05 05:22:00 -
[17]
I like the idea of it been damaged instead of destroyed.
It can have twin reinforcement phases, shields and armour. It would have a significant defensive capability in addition to any fleet inside, maybe XL batteries? It should never be a simple or easy job to take down a station, XL batteries should be capable of engaging several dreads and even titans at the same time, so a significant support fleet to keep the capitals alive would be needed.
Once the shields and armour have been defeated, the structure of the station can now be destroyed. This puts all services off-line with the exception of docking and hangars, we'd need new station backgrounds showing bits falling down and flames and stuff! :)
The station is now running on 'emergency power', this lasts 1-2 months (to give people a chance to get their stuff out e.t.c.) During this time, ships undocking will emerge at 0m/s, docking will require the ships to remain close to the station for 30 seconds before docking is engaged and all market sales are now impossible. Shields will recharge normally in a station and will not be restored to 100% on launching. All station weaponry will be off-line. This ensures the station isn't tactically viable in this state but things can be recovered from it. The emergency power timer can be extended by having a large number of ships cap transfer to the station.
To repair a station in this state, the structure first needs to be repaired using normal remote hull reps. This will take a lot of ships quite a while to do. When this is done a certain amount of materials need to be transferred to the station's hold along with a quantity of repair bots which can be purchased from NPCs and BPOs seeded. They can then start to repair the station which will basically put it back in armour reinforced mode.
If the station has run out of emergency power the following things happen: No-one can dock with the station You can still JC to inside the station and activate your ships stored there, however when all modules in the ship will be off-line after launch, shield and cap will be at 20% of maximum. Local channel player list and station guest list, offices and agents will all be disabled.
Anyone can now put the station back onto emergency power mode simply by cap-transferring to it, however this will require a substantial investment of cap before it comes back on-line (20 large cap transfers for 20 mins) and will start from 1 minute till shutdown unless it continually receives cap transfers as above. It has retained all previous settings and all pilots who previously had docking rights can still dock.
Alternatively a hostile player can now attempt a boarding action either to occupy the station (if he has taken sov in the system) or to raid it for materials (Good dust tie in here?? :) ) This could otherwise be done with a NPC goods Marines or similar (Battle suits, Mercenaries, Amarr Military forces e.t.c.) and then there would be a set time based on the number sent in before they can establish control of the station in your name. If insufficient are sent in then you could easily lose to the self powered station defences that are still on-line. If the station is conquered then it will need to be repaired as above, this will cost extra compared to the origional owner repairing it due to such things as ripping out their security system and replacing it or reprogramming it not to shoot your own team as soon as the power comes back online ;) You will then have the option to purge JCs and claim all remaining cargo in the station from all hangars. All offices are automatically destroyed as are random facilities which may need to be rebuilt from scratch.
A basic summary of costs -
Repairing a damaged outpost - 50% of basic outpost cost (this includes all facilities repaired) Repairing a damaged outpost you have conquered - 75% of basic outpost cost (this includes all facilities repaired) XL station gun - 40 mil per gun - max 20 XL per station.
-The sword is only as sharp as the one who wields it. Drenzul (My normal internet tag) |

Rhinanna
Minmatar Volition Cult The Volition Cult
|
Posted - 2010.01.05 05:39:00 -
[18]
Optional Extras:
DD for station defence? Why not, expensive and will replace a lot of XL guns but would be worth putting at major defensive stations. Say 2.5bil per gun and replaces 5 XL batteries?
Random cargo/ships destroyed when the station is conquered, basically run it through the same function as for the cargo on a ship when that is destroyed.
-The sword is only as sharp as the one who wields it. Drenzul (My normal internet tag) |
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |