| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

supernova ranger
The End of Eternity Ad-Astra
82
|
Posted - 2013.11.10 14:28:00 -
[1] - Quote
I think it would benefit the game to reduce the number of stations found in lowsec.
Virtually everywhere there is at least half a dozen stations in system or within 2 jumps of your current positions.
What I'd like to see is clusters of system connected by a large number of jump gates that have no stations in them or any in range of 7 or more jumps. This would provide more back alleys for players to sneak into and get lost or search out targets trying to hide in untraveled areas. There are allot of stations in the game so I don't think there will be terrible repercussions to removing some in localized areas.
Not to saying that it can't be done in nullsec, but lowsec favors fast ships. Without warp bubbles they can move quickly from gate to gate with very little risk. Large and heavy fleets have the advantage in nullsec because for their lack of speed they are granted increased firepower and other utilities, allowing them greater survivability when they bunker down to fight. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
984
|
Posted - 2013.11.10 14:34:00 -
[2] - Quote
"Virtually everywhere"
...
The Great Wildlands would like a word with you, sir. |

novellus
Aliastra Gallente Federation
2
|
Posted - 2013.11.10 15:27:00 -
[3] - Quote
This does bring up an interesting question.
Stations ARE everywhere throughout the game, except deep nullsec. They generally serve to clutter up my overview. There's no actual need for more than one station per system, except for maybe research/manufacturing slots. Maybe agents. Or immersion. But still. |

Ix Method
Barrington-Smythe Victory War Goodness
57
|
Posted - 2013.11.10 15:30:00 -
[4] - Quote
This might be interesting, tbh I'd like to see the placement of stations everywhere looked at and maybe removing some would make High and Lowsec seem bigger again. Hell maybe even have different types of stations/services available depending on how well frequented an area is.
There's so many worthless stations out there that seem to exist solely to help people repair rat damage or let lone players mine alone and never speak to anyone, seems kind of a shame really. |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
1907
|
Posted - 2013.11.10 20:48:00 -
[5] - Quote
Surely regions with no stations would just be wasteland? I mean, why would anyone go there? |

M1k3y Koontz
Thorn Project Surely You're Joking
396
|
Posted - 2013.11.10 22:13:00 -
[6] - Quote
Danika Princip wrote:Surely regions with no stations would just be wasteland? I mean, why would anyone go there?
They largely are, look at Great Wildlands, only 3 station systems and very low traffic (except people looking for exploration sites or trying to get to SP/WC) Venal has only 5, unless I miscounted in my time up there, but they're more spread out that GW (all within a 3-4 jump path) making it a more viable place to live.
Look at what capsuleers have built in the few years we've been allowed to build nullsec stations, now imagine the hundreds, thousands of years NPC empires have had to build up their infrastructure. It makes sense to have a ton of stations in NPC space. |

Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
265
|
Posted - 2013.11.10 22:24:00 -
[7] - Quote
M1k3y Koontz wrote:Danika Princip wrote:Surely regions with no stations would just be wasteland? I mean, why would anyone go there? They largely are, look at Great Wildlands, only 3 station systems and very low traffic (except people looking for exploration sites or trying to get to SP/WC) Venal has only 5, unless I miscounted in my time up there, but they're more spread out that GW (all within a 3-4 jump path) making it a more viable place to live. Look at what capsuleers have built in the few years we've been allowed to build nullsec stations, now imagine the hundreds, thousands of years NPC empires have had to build up their infrastructure. It makes sense to have a ton of stations in NPC space.
From a lore perspective, yes. From a game design perspective though, it would make sense to reduce the number of stations.
A first step I could imagine would be to fuse all the stations in a system that belong to the same npc corp. I see no reason not to do this (ok, it would make mission runners' life a tiny bit easier, but it's no big deal).
Fusing stations from different npc corps would cause minor problems like having agents from different corps/factions in a same station (would that actually be a problem?) and standing calculations (mainly for the taxes, since docking rights are refused system-wide, not per station, in FW for instance).
How to fuse stations ?
- Consider multiple stations. - Compare station activity by number of undocks per month. - Move all assets, offfices (as well as number of office slots), agents, services, market orders and what not to the most active station (in case of conflicts, like better refining yields in some stations, just keep the best one). - Delete the other stations.
I really think that New Eden would benefit from this. |

Batelle
Komm susser Tod
315
|
Posted - 2013.11.10 22:37:00 -
[8] - Quote
leave NPC stations alone; let people blow up nullsec player stations. |

Zerlestes
Mechanized Industrial Warfare Greater Western Co-Prosperity Sphere
2
|
Posted - 2013.11.10 22:40:00 -
[9] - Quote
+ for less stations
|

Domanique Altares
Rifterlings Point Blank Alliance
1923
|
Posted - 2013.11.10 22:57:00 -
[10] - Quote
I don't think this will make a single difference at all. In fact, you have yet to even outline an actual problem that this is intended to solve.
Make a new tab for your overview that has stations turned off if you don't like seeing them. |

FlinchingNinja Kishunuba
Crunchy Crunchy Zero Hour Alliance
203
|
Posted - 2013.11.10 23:08:00 -
[11] - Quote
With the Odyssey expansion for exploration and the Rubicon mobile depot this would actually be pretty cool and seem to fit with direction CCP want.
The only rule is they don't remove the stations they mark them as destructible and we nuke them :D |

Salpad
Carebears with Attitude
384
|
Posted - 2013.11.10 23:19:00 -
[12] - Quote
supernova ranger wrote:I think it would benefit the game to reduce the number of stations found in lowsec..
I don't know enough about low-sec to have an opinion, nor no-sec, but high-sec has too many.
That'll be particularly interesting from an Ambulation point of view, once we get there. Maybe in 2015. How many are going to be ambulating in any given NPC station at any given moment? My educated guess is between zero and one capsuleers. The only place where co-ambulation is likely to happen is in Amarr and Jita, maybe also Rens and Dodixie occasionally.
There are just far too many stations per system, in high-sec, and almost all stations (in high-sec) offers all services, to the point where I have no mental framework for station types, because I've never needed it. Stations (in high-sec) are not individualized according to what services they offer, as far as I'm concerned. Rather, my expectation is that most offer all services, with only the rare occurence of non-offering.
So, CCP would do well to think carefully about an NPC station-culling process. Applicable to both high-sec and, according to you, low-sec. To drastically reduce the number, in an orderly and gradual fashion. So as to being players together, both in their ships, and when ambulating. |

Domanique Altares
Rifterlings Point Blank Alliance
1923
|
Posted - 2013.11.10 23:54:00 -
[13] - Quote
Salpad wrote: Rather, my expectation is that most offer all services, with only the rare occurence of non-offering.
They don't. Especially when it comes to various industrial/research services.
Playing games with station numbers and locations, especially in high sec, will be in many ways directly playing games with the economy as a whole, and isn't something that should be done without careful planning. |
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |