
jullll
SnaiLs aNd FroGs
1
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Posted - 2014.08.14 12:37:00 -
[1] - Quote
TCU DISRUPTING MOBILES
Aimed to "perturb" solar systems upgrades in 0.0. Citizens of those systems have the choice to defend their home and keep their systems fully upgraded, or skip the fight but have their solar system "perturbed" for X hours ( X to be defined). those MOBILES charge for X minutes, launch a disruptive pulse crippling the system for X hours.
ANOMALIES DISRUPTING MOBILE:
- 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging. - After 5 minutes a single pulse occure, making anomalies spawn rate in system dramaticly reduced for X hours. - Should be mid range expensive, enough that you don't want to spam it and loose it too easely. - You can scoop the mobile after the disruptive pulse occured.
MILITARY DISRUPTING MOBILE:
- a 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging - After 5 minutes a single pulse occure, making wormholes and combat exploration sites spawn rate in system dramaticly reduced for X hours. - Should be mid range expensive, enough that you don't want to spam it and loose it too easely. - You can scoop the mobile after the disruptive pulse occured.
IDUSTRIAL DISRUPTING MOBILE:
- a 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging - After 5 minutes a single pulse occure, making hidden asteroid belts and mini-profession site spawn rate in system dramaticly reduced for X hours. - Should be mid range expensive, enough that you don't want to spam it and loose it too easely. - You can scoop the mobile after the disruptive pulse occured.
we can also make this to a bigger level, for a whole constellation: make it bigger to transport, harder to deploy, longer to charge. Easier for citizens of the aimed constellation to react and organise to encounter.
CONSTALLETION TCUs PERTURBING MOBILE:
- 15 minutes countdown on launch + becon on overview + alert in whole constellation. Mobile is slowly charging - After 15 minutes a single pulse occure, Constellation anomalies / industrial / combat sites spawn rate is reduced for X hours. - Should be kind of expensive and big, that you don't want to spam it or loose it too easely at all. - You can scoop the mobile after the disruptive pulse occured.
Those mobiles allow for small to medium entities beeing able to matter on conquerable space, "disrupting" normal/daily activities of who lives in. Those citizens may choose to defend their systems and keep their activities at normal rates, or simply skip the fights but suffer from system "perturbed" for X hours. After X hours everything came back to normal.
That would lead the actual sov mechanics on a better direction, that is completely broken on current state of the game.
Would love to see such evolution. |