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Thread Statistics | Show CCP posts - 6 post(s) |

X Gallentius
Quantum Cats Syndicate
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Posted - 2011.08.19 16:20:00 -
[1]
Edited by: X Gallentius on 19/08/2011 16:22:54 Forward Base (Enhanced Secure Cargo Containers). 1. Unprobable containers. 2. Are dissolved if not used for a certain period of time. 3. Your ship can be probed down, so your home base is at risk if you are using it.
Features. 1. Features of regular containers: Password protected, Store loot. 2. Ship fitting services (This would also allow you to put on shield, armor, hull reppers to repair, put more drones into bay) 3. Optional: Ship hangar to store unused ships. 4. Optional: Ship repair services. 5. Optional: Single factory slot to produce items needed to re-fit ships. Maybe have different types of Enhanced Cargo Containers all with a different feature.
Regular POS: Research, mining, safe spot, scannable, more easily organized for efficient use. Use these when you're ready to defend yourself.
Forward Base: Not scannable, allows you to have a cheap base of operations. PITA to use if you are doing large scale stuff. Try doing batch processes from several containers. It is likely a PITA.
XG's opinion: If any proposed idea is scannable, then it is dead. Small alliances, corps, players, need an unscannable base of operations that allows them the ability to refit and repair to succeed.
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X Gallentius
Quantum Cats Syndicate
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Posted - 2011.08.19 19:42:00 -
[2]
The key feature is that your base is 100% safe if nobody is using it.
Personally, I would go with all of the optional features since that would allow a small corp or alliance to build up infrastructure over time until they are ready to claim space.
Even if an alliance would use the forward base for guerrilla ops, that'd be great too. More potential pew. [ Perhaps reduce the ability to put up certain modules based on the Sovereignty level of the system you're in? ]
The hassle factor is there too. Things become more burdensome as the forward base gets larger. Anyways, YMMV.
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X Gallentius
Quantum Cats Syndicate
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Posted - 2011.08.19 23:52:00 -
[3]
Edited by: X Gallentius on 19/08/2011 23:52:13 You could limit manufacturing to one slot of production per can, or possibly reduce efficiency of production time/minerals to an appropriate level. Also, there ought to be a refining can as well so that T1 crap loot can be converted to items. My guess is that limiting the number of slots per manufacturing module to one would be enough to make large scale production of items a PITA.
My experience (yours may differ) is that T1 crap loot in NPC 0.0 is enough to support cruiser production, and T1 crap loot from low sec is enough to support frigates and dessie production. BCs and above are difficult to produce from T1 crap loot (for a single player who is ratting). You'd likely have to ship in minerals or have a team of ratters focus their efforts.
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X Gallentius
Quantum Cats Syndicate
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Posted - 2011.08.21 21:28:00 -
[4]
Another chime in that's already been said. There was a post about mass effects limiting invasions into wormholes.
What about wormholes in a particular system leading to dead space area. You can always warp out of the dead space area, but the wormholes going into the deadspace area die off when too much mass goes through them.
Once inside the deadspace area, you can build to your heart's content the modular winnebago's/enhanced cargo containers/bunkers, etc.. that you want.
The deadspace area itself could (or maybe not) have some limited form of income/resources like small belts, rats, or whatnot.
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X Gallentius
Quantum Cats Syndicate
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Posted - 2011.08.22 23:46:00 -
[5]
Edited by: X Gallentius on 22/08/2011 23:49:05
Originally by: Ronin Nazuri
The issue isn't game-mechanics, it's player style and human mentality. Gate-camps, bubble traps, etc will ensure no-one gets out to "homestead" in deep 0.0 but those who are paying for the privileged. Small holdings will not work in 0.0, worm-holes are where CCP should look to encourage small-holdings.
Null-sec = slavery and no tweaks are going to change that. Unless CCP does a complete re-do of game mechanics, which would be total fail and likely destroy the game. Look at the ****-storm Incarna caused and times it by a thousand or more.
Let them chase around a bunch of guys who can set up unscannable bases of operations anywhere. If they can do it, then good for them - at least they'll be actively enforcing their sovereignty instead of being afk somewhere else invading some other area of space.
Entrance systems to their borders would need to be camped 23/7 to keep the homesteaders out. Regular patrols of other systems within jump range of low/null/high sec would occur.
If they get bored and stop doing it, then slowly but surely the homesteaders will build up strength and resources.
Maybe they tolerate the homesteaders because the homesteaders are not a threat to their sovereignty and they're a PITA to get rid of?
Maybe the small sov holders are really like migrant workers who farm resources in empty systems and then return to high sec to cash in?
Perhaps they find a wormhole every now and then that leads them back to high sec for resupplies, but otherwise hardly ever leave an empty, desolate region of null sec?
etc...
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X Gallentius
Quantum Cats Syndicate
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Posted - 2011.08.23 15:25:00 -
[6]
I guess my last word on this. People talk about making Eve bigger. You could make Eve bigger by putting more things in each system. Shouldn't each system be a universe itself? It's easy to track somebody down in a system with only a few things in them. However when I jump into a system with a large number of stations/belts it becomes a nightmare to find somebody because there is so much clutter. More clutter = more places to hide.
1. mini wormholes to permanent dead space locations (ship mass limited locations), gates to (abandoned, ship type limited) permanent deadspace complexes people can colonize that can't be accessed by large ships (but can be camped). These areas can be scanned down and raided, but are secure in that they cannot be blobbed by super caps. Put many of these in each system.
2. Enhanced cargo containers/winnebagos/bunkers in open space that can't be scanned down. Can't be scanned down unless players are there, but can be destroyed by any ship class.
3. Scannable comets to mine, etc...
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X Gallentius
Quantum Cats Syndicate
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Posted - 2011.08.25 20:01:00 -
[7]
A smallholding corp could use wormholes to go to and from high sec for resupply.
The key is providing a safe location in null sec to set up shop without getting roflstomped.
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