
Xaarous
Fleetworks Silent Infinity
6
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Posted - 2013.11.13 22:36:00 -
[1] - Quote
1. Wormhole stabilizer - extends the duration and/or mass allowance (the latter by reducing each jump's "effective mass" so it WILL still decay), possibly using POS fuel or some other 'fuel' resource. Better versions required based on the class of the wormhole or for a stronger effect (e.g. +50% duration for a cheap one up to triple duration?). While active this wormhole is also far easier to probe down (maybe even shows up on the built-in scanner).
2. Gate Control - in systems with player Sov, can be deployed near a gate to rate-limit traversal using a mass-per-unit-time mechanic. Structure scales to gate type, so small gates can be locked down pretty good but a region gate requires a large and fuel-hungry structure. No idea what the "interesting" limit range would be, but making it dangerously-slow for a 100+ man fleet (even of HACs) to move through hostile space - vs. taking the time to reinforce or destroy the gate control - would be awesome. Permanent with reinforcement timer (probably), but requires a fuel source and affects the sov bill.
3. CONCORD uplink - in systems of .1 or higher security rating, this multiplies bounty and/or security status gains within the effective range (say, 100km sphere) by establishing a real-time link with Concord. They pay more when the kills are verified! Works on anyone in range, not just the owner. You could have an alternate or improved version that also improves Concord response time (as an anti-gank mechanic). Either one should require Concord LP to obtain and are NOT reusable.
4. POS-less ship storage array - acts a lot like the mobile depot, has a pretty tight limit based on module size (e.g. following the ship size classes) - perhaps only one of the specified type. Gives you the freedom to own your own and place it anywhere (e.g. near your depot) but easier to take down than a full POS. Might need POS fuel for the larger sizes.
4. Someone else mentioned a structure that provides bonuses analogous to mindlinks - I think this is a fantastic idea but needs some kind of limit factor. A version that replicates wormhole effects within a limited radius would also be neat.
Also - how about enabling a harder-difficulty variant of the hacking mini-game to either accelerate or bypass the reinforcement timer on the mobile depot? Starting the hack would trigger a suspect flag so there'd be some risk in doing so. |