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Thread Statistics | Show CCP posts - 63 post(s) |

X Gallentius
Quantum Cats Syndicate
7
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Posted - 2011.10.18 15:54:00 -
[1] - Quote
Like the "invulnerable to super capitals" idea.
Suggestions:
1. The warp in acts like a warp in to an anomoly (reduce nanofaggotry) 2. No cynos directly at customs office. (unless people do this already for PI ? ) |

X Gallentius
Quantum Cats Syndicate
10
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Posted - 2011.10.18 16:42:00 -
[2] - Quote
Make these things cheaper to buy, build, and transport (so they can be replaced more easily by small corps after being destroyed), and create salvagable wrecks when they are destroyed.
The time setting them up should be the major cost factor.
Also, anybody should be able to set up one of these things anywhere. It should be up to the people who hold sovereignty to actively hunt them down and clear them out (which shouldn't be too hard tbh). |

X Gallentius
Quantum Cats Syndicate
11
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Posted - 2011.10.18 17:21:00 -
[3] - Quote
5 brutix at 800dp * 5 minutes = 1.2 million HP. Choose what gang size you want terrorizing the countryside... 
In any case, putting item in reinforce should be easier than killing it, because the fights never happen during the reinforcement period. |

X Gallentius
Quantum Cats Syndicate
11
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Posted - 2011.10.18 17:31:00 -
[4] - Quote
Liandra Xi wrote:X Gallentius wrote:5 brutix at 800dp * 5 minutes = 1.2 million HP. Choose what gang size you want terrorizing the countryside...  In any case, putting item in reinforce should be easier than killing it. And just as quick for a small logi gang to rep back up in the next 24+ hours till it exits RF too. Theres going to be lots of back and forth on some of these, great fun :D
Lower the reinforced HP, the more offices can be reinforced in a given time. :) Hit and run at its finest.
Perhaps lower both so that it's easier for the blob to defend one PI structure, but make it more difficult to defend lots of them (your marauding gang warps in, pops a PI structure quickly, or ganks logi, then bails), etc... running battlefield, multiple locations of defence, stealth bombers cyno'ing into a system behind the lines and laying waste to it before the defenders can react. |

X Gallentius
Quantum Cats Syndicate
11
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Posted - 2011.10.18 19:04:00 -
[5] - Quote
LOL, here's your terribad 0.0 sov mechanic:
PI Output-----> POS Output -----> Stations, cyno-jammers, etc...
PI to produce input to POS manufacturing. Use the current proposed mechanic for attacking PI. (small gang stuff, marauding, etc...). Make sure that it is expensive (in terms of time spent) but doable for PI outputs to imported via JF, but that it's really inexpensive to use a regular freighter in system to supply POSes with their inputs. This would likely be controlled by the volume of the outputs - like how cap boosters are implemented in game.
POSes produce output that keep the stations operational. They are attacked as usual. Again, whatever these outputs are, make it much more efficient to move them to a station via local freighters than by jump freighter (volume of cargo for example).
Station services and defenses are tied into the outputs of the POSes. Develop some method of putting stations into reinforce that requires super capital blobs to change ownership if they are fully supplied, and something that required a large BS fleet to take down if they are not fully supplied.
Sovereignty of a given system is determined by whoever owns the station closest to that system. # of jumps away from station is equal to Sovereignty level. A "tie" equals no sovereignty.
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X Gallentius
Quantum Cats Syndicate Villore Accords
143
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Posted - 2011.10.20 02:53:00 -
[6] - Quote
BTW, many FW players will be severely disappointed if this turns into the FW occupancy mechanic.... FYI. |
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