
Vasya Kosyakov
X-Exclusion-X Massa Interitum
9
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Posted - 2012.08.18 19:25:00 -
[1] - Quote
I like the ideas being suggested here, I do believe that it needs to have some serious thought put into it.
It should be accessible to everyone but not without having to do something to achieve it. There should be standings requirements and skills involved. Imagine release day if these were not in place.... the servers would fall over and die as every man and his dog starts throwing these structures up....
There should also be due consideration to the combat effectiveness of these "bases", they need balance so as not to be indestructible alliance super-cap havens cus they spent hundreds of billions on it.
They should also require some defence by player interaction, for example... when a base is reinforced it should go into a "lock-down" mode. Nothing can be un-anchored, un-moored or removed.
The owner should have to either defend it with a fleet or maybe re-initialise the star-base by introducing some energy by way of cap transfer or delivering cap boosters.
This in turn starts a timer running, say 30 mins in which the base becomes vulnerable to attack and requires a proximity to be maintained by the owner corp / alliance like the faction warfare style hubs.
If you defend by proximity for the 30 mins your tower goes back on-line at full health, if you loose proximity the timer resets or if the aggressor manages to wear your tower down then you loose the tower, this should destroy the core and then, like kill mails, randomly destroy modules and contents.
*Obviously there needs to be a period of reinforcement, which I believe needs to be based on the mechanic of the POCO to give the owner a chance at defending it.
Null Sec
* Null sec should have no traditional stations (other and NPC Null)
They should all be player built,
Capital Outpost - Suitable for a corp size of say 100 people good defences and basic services such as clone, repair, basic 4 station guns (standings based aggression) nothing more.
Super Capital Outpost (Alliance grade accommodation with basic services as standard and then upgradeable modules such as market, insurance, production, refinery, etc based on number of slots. You could then allow a certain number of offensive slots for defensive modules above the standard 2 station guns it would have.
These stations should be transferable, purchasable and even ransom-able... as well as being able to be destroyed, you should also have the ability to attack the services of the station to weaken the ability of the owner to operate effectively.
I think the whole POS / Outpost thing needs to ensure that there is motivation to put them up but also motivation / requirment to defend them. Current POS's are often not worth trying to defend unless your lucky enough to have a tech moon and more isk and super caps than sense.
I would love to open up my own outpost / stare-base in low-sec to sell my black market vodka and salvaged ship parts to fellow pirates.....
Just some ideas, You got some great stuff going on here, you got me interested in a forum post and I contributed and not trolled it ........
;-) |

Vasya Kosyakov
X-Exclusion-X Massa Interitum
10
|
Posted - 2012.08.21 07:08:00 -
[2] - Quote
GeeShizzle MacCloud wrote:Li all thatd mean is null sec alliances would have a couple more things to buy on jita runs, itd be safer and easier to buy whats required for maintenance costs in highsec than sourcing them locally.
especially if its low grade materials from PI or from Mining.
Dont be a troll, u just answered your own problem. Make sure the fuel / minerals are not the basic highsec stuff.
For null based outposts make it nullsec sorced stuff, lowsec should be lowsec sorced stuff.
The thread is about ideas and working things out... constructive criticism...
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