Farnett
DYNAMIC INTERVENTION ORPHANS OF EVE
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Posted - 2011.05.24 17:19:00 -
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As a whole there are good solutions to the majority of problems posed in this thread:
We need more slots ---> let us build more stations
There aren't enough low end mins in 0.0 --> re-balance the high end ores so that they drop more low end minerals
However the issue of farms and fields to burn seems to be a problem. I see the farms and fields at issue as asteroid belts and moon mining. But how to burn them?
My first idea for asteroid belts was to allow you to destroy the asteroids themselves (each shot destroys some of the ore until all of it is gone), however this only hurts the miners and not the ratters. which is when I came up with the second idea which I think will be more fun.
Get rid of all static belts in conquerable 0.0
Instead of static belts there should be something capable of anchoring grav belts in space. (this would also require the addition of ice grav sites) Once anchored the the belts would become scan-able with the system scanner and begin to slowly decline in quality. In addition, the local rats would start stopping by to check out the belt. However, the anchor needs to be destroyable by a small gang and once destroyed the sov holders would then have 24-48 hrs(would need balancing) to come back and re-anchor the belt, otherwise it de-spawns and they would have to wait for another grav site to spawn. Also, the rats should have a small probability of attacking the anchors so that, if left unattended, the space would gradually return to the default of having no belts.
ihub upgrades would increase the probability of grav sites spawning and each anchor would decrease the probability, causing the system to reach an equilibrium over time. This equilibrium should take weeks or even months to reach so that eliminating the belts causes long term pain to the inhabitants.
This would give a small gang the ability to at least be highly annoying to the inhabitants of the system and possibly destroy the mining quality of a system.
As for moon mining, the ability of a gang to mess with a moon mining pos should depend on how much the miner is willing to put towards defending the tower. A deathstar moon miner should take a fleet large enough that they might as well just destroy the pos. However an un-defended pos should be able to be messed with by a single player.
The closest thing I can think of to match these requirements would be a structure that you anchor next to a pos which would stop the moon miner from operating until it is destroyed. However the act of anchoring this structure would be taken as an act of aggression by the pos which would immediately start trying to destroy it and the fleet doing the anchoring. Thus if you don't incapacitate the guns then they would destroy the structure soon after your fleet warps off. So, Depending on the defenses of the moon mining pos the act of interfering with its operation depends on the relative strengths of your gang and the pos in question.
Oh.. and let us build stargates
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