
Tsabrock
Circle of Friends
1
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Posted - 2013.11.13 21:01:00 -
[1] - Quote
There's so many good ideas being posted here that I've given up trying to read them all and just posting my thoughts here. Some are ideas I've had (and posted) in the past, others are new ones I gained from reading other posts.
- Proximity Detection System (PDS) - A Structure that detects when a ship enters its scanning area. It doesn't determine range nor direction, but sends an immediate message to the SO (Structure Owner) of the detection. The operational range of the structure can be adjusted via installed and reusable scripts, and can range anywhere from a few dozen kilometers, to a few dozen AU's. The larger the area coverage is, the less detail is returned on the ship(s) detected. Cloaked ships will trigger the PDS, but will not be decloaked by it. This was an idea I had a long time ago to allow for basic monitoring of a system without having to hit the System Scanner every 5 seconds like a hyper 5-year-old.
- Mobile Wormhole Observatory (MWO) - A simple structure deployed within a few dozen KM of a Wormhole, it provides advanced monitoring of a Wormhole's statistics. It provides much more detail on a given Wormhole's Time, Decay Rate, Available Mass. It is only able to provide this data once per hour to the SO (the scans take a while to run) and although it may also be able to report the number of ships that have used it per scan cycle, the delay makes it unsuitable as a warning system (see the PDS above).
- Wormhole Stabilization System (WSS) - This structure ties into a wormhole to decrease its decay rate, allowing the Wormhole to remain open longer. It decreases the Decay over Time, and the decay caused by ships passing through. It does not permit bigger ships to use the Wormhole, however. It either requires fuel, or is a fairly-expensive, 1-use structure.
- Wormhole Destabilization System (WDS) - As the WSS, but this actively increases the decay rate of the Wormhole, forcing it closed faster. Note: The WSS and WDS could be combined into a single structure, with a script dictating its function.
- Advanced Hacking Array (AHA) - This structure enables nearby "locked" containers or structures (i.e. anchored but inactive Control Towers) to be hacked by a Hacking Module, acting as a medium between the object and a capsuleer's hacking modules. The amount of time required for the AHA to "attune" to the object in question varies on its complexity. Anchored Cargo Containers may take a few minutes to a few hours (depending on their size), whereas Control Towers may take a full day. After the AHA is attuned, the capsuleer may then attempt to actually hack the structure (via the minigame). Repeated attempts are possible after a certain amount of time. If the Hack is successful, the object becomes the property of the SO. The structure is reusable, but does have a fairly steep fuel requirement (Strontium maybe?) so a skilled Hacker that can hack the object quickly is very important.
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