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darius mclever
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Posted - 2010.03.17 10:18:00 -
[1]
Originally by: Carniflex I have been wondering a while by now why can't we build multiple stations per system. There is nothing mentioned in backstory about it. Just arbitary limit placed on number of outposts you can have in system. If it is possible in NPC 0.0, low sec and in hi sec why not also in player claimed 0.0. It is the same space afterall.
So I propose lifting this ban from EVE. Allow construction of several outposts per starsystem. I would also like to see ofc ability to build player station in low sec or even in hi sec also ofc, but for now I have to be content with proposing just ability to build multiple stations in starsystems in 0.0.
could you explain why this is needed?
the only reason i can see is "easier logistics between different outpost types" or "we want to have more than one outpost type without the increased sov costs".
for the logistic part i would answer "more targets on the logistic routes, which is good". for the 2nd part ... i would answer "you want variations? pay the costs"
so why do you want it?
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darius mclever
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Posted - 2010.03.17 12:06:00 -
[2]
well most people upgrade their station systems. and iirc jump bridges are sov index 4 and cost quite a bit. so either you are lying with the upgades or you use gates. ;)
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darius mclever
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Posted - 2010.03.18 16:28:00 -
[3]
Originally by: Bagehi Edited by: Bagehi on 18/03/2010 16:13:26 If you have ever been involved in flipping a station to conquer a system, you would be against this. Unless they release a super weapon to rip apart stations, there should be a limit of 1 station to a system or people will begin putting a dozen stations in a system so it would be near impossible to conquer the system.
there is always the option of emptying wallets to change sov or disbanding alliances. proven to be a well working way to take over systems and stations. |

darius mclever
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Posted - 2010.03.18 20:03:00 -
[4]
Originally by: Carniflex
Originally by: Bagehi
As in, spamming stations as a means of defending a system is a big reason why to limit a system to only 1 outpost.
If EVE history has shown us anything then it is that cost alone does not prevent activities that give edge to one side in the territorial dance. However I'm fairly confident that if number of stations in system would cause exponential system maintenance cost increase after the first station one could station spam himself into bancrupcy. If number of stations would cause increasing of bill then it should be however 'offline' stations to avoid punishing whoever is unfortunate enough to conquer the system. Or you can just go easy route and make station hp in system shared. So you build 2 stations, fair enough, but they have their hp halved, etc etc.
When making multiple stations cost something. CCP has stated on several occasions that they will not make stations destructible. Fair enough - how about offlining them. Nothing snappy ofc. Let's say 2 week timer to offline and 1 month timer to online a station. Offline station would be kinda like normal station just all station services would be disabled and you would not be able to put new items on the hangar floor in there as hangars would 'full'. Everyone could dock there as it's offline afterall.
Saying that there should be only 1 station per system is like saying that there should be hard cap at 5 titans per system. If allowing multiple stations per system would unbalance something then simple - rebalance it. But damnit I want my sandbox!
How about this ... EVE is risk vs reward. correct?
so .... when someone invades your system as soon as *1* outposts becomes vulnerable all other outposts in system become vulnerable too.
risk: you loose way more assets when the system is taken. of course it means this system will be a more juicy target for invaders.
reward: easier logistics as long as you hold the system.
if we make the sov mechanics like that i would say ... drop as many outpost as you want into the system and make the pinata more juicy. ;)
would you still want multiple outpost in a single system with this mechanic? |

darius mclever
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Posted - 2010.03.18 20:52:00 -
[5]
Originally by: Carniflex There is an artificial limit on how much dps you can bring to bear in a system. Whether it is the max dps a ship can do or the maximum number of pilots that you can put in a system before the node chokes, it isn't a whole lot when you compare it to the defenses of stations. Again, a dozen stations would probably make a system invincible, as you would likely spend the entire day (downtime-to-downtime) and end up unable to reinforce the last station.
That's what I'm getting at.
Nah, Stations have only about 100 mil hp. Dread does ~3500 ... 6000 dps (long or short range). Let's say 3500 dps. 28 571 seconds for solo dread. Approx 8 hours. For single dread. 48 or more dreads will do a station in one siege cykle (10 minutes). Any territory holding alliance and many non territory holding ones can field that. We have seen that you can stick about 1600 pilots in one system without node melting. Not very playbale ofc if every shot takes 5 minutes, let's say 800 pilots. With 800 guy in system you can bring about 100 dreads and 300 .. 400 support. Dozen (12 stations) would take about 2.5 hours for 50 dreads (2 hours of shooting and 30 minutes for warping around).
Sticking 20 stations in system will not make it invunerable even now, not to mention should the sov system tweaked a bit to take it into account. Actually I think that the idea that if one of em falls all become vunerable is also something that might even work.
Stations alone do not defend space any better than putting death star at every moon did back in the day. And unlike death stars they do not even shoot back.
how many attacking dreads would be left if they would just shoot the station for 2.5hours? 0?
you should bring realistic numbers and not base on "they wont defend anyway". |

darius mclever
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Posted - 2010.03.18 21:12:00 -
[6]
Originally by: Malcanis If the defenders can't defend 1 station in a system, how will they defend 2 or more? Shooting a station is what happens after the system has been secured.
Seriously, it's a non issue. If you want to spam stations to make your space a grind to conquer, it's hugely more effective to put 12 stations (and 12 ihubs) in 12 systems than it is to put 12 stations and 1 hub in 1 system.
you are sure about the station thing? from http://www.eveonline.com/devblog.asp?a=blog&bid=709 it seems you need to reinforce ihub and outposts to get the system. |

darius mclever
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Posted - 2010.03.20 17:54:00 -
[7]
Originally by: Maxsim Goratiev This argument is stupid. stations are a logistical backbone, not defenses. if you whant alliances to be able to concentrate their logistics, you will need more then one station per system. Obviously taking the station over takes time, what, you whan to get it for free? if someone invested money into building multiple stations, it will take more effort to take that away from him, that much seems obvious to me. there isn't an artificial limit on amount of people, you will crash teh server, that's a technical limit. They are two different things.
The point is that it takes multiple days for a system with a single station already. So having multiple outpost in one system and having to take them one after each other is just stupid.
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darius mclever
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Posted - 2010.04.22 14:08:00 -
[8]
Originally by: Marked Ugler
Originally by: Bagehi Edited by: Bagehi on 31/03/2010 17:26:27
Originally by: Malcanis You still haven't explained why this would be more challenging than taking the same 12 stations in 12 different systems supported by 12 ihubs.
Because you can flip a station in one system right before downtime. When the servers come back up - presto-chango - it is fully repped, requiring a fleet to flip it back (rather than just a few stealth bombers). For this reason, station attacks are timed so the station will be flipped within minutes of downtime. Even if you managed to magically flip each station in a system with 1 siege cycle each and no time between, 12 stations would take 2 hours. That's plenty of time for the defender to sneak in and flip some of them back.
NOw i finally see why so many people hate the idea- it would not let them station flip any more! OW my god! You would actually have ti fight? ISn't that what nulsec warfare is about?? thanks for being honest at least, 0 times suported. You are not suppose to be able to take over any system yourwhat easelly, if someone tok there time and invested money into building up 12 stations, they are suppose to be harder to take over. Maybe we should not allow people to get together in big fleets because they are harder to kill like this, huh?
you know it already takes a few days of fighting to take over a station system? I wouldnt call a few days of almost constant fighting an easy take over.
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