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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Robert J Niewiadomski
NULLIMPEX INC
10
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Posted - 2013.11.13 22:46:00 -
[421] - Quote
xttz wrote:An Infinite Improbability Generator.
When anchored in orbit of a planet, it randomly generates sperm whales and bowls of petunias. After all New Eden growth algorithm was seeded with number 42 It must be build by SoE - white, sleek, feels like ready to sprint, with red stripes... F.E.A.R. stands for False Expectations Assumed Real http://www.mannymolecular.com/mind-emotion/42-exploring-fear |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2028
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Posted - 2013.11.13 22:47:00 -
[422] - Quote
zzrat wrote:Pirate Siphon unit: Same stats as the normal one but, it siphons energy from the POS which in turns makes the POS use more fuel. Say 10 Siphon units will drain a large POS in 48 hours, Units need to be fueled by some PI. Units can be re-used. Dont hate me
That seams a little op. Something that sucks down stront, on the other hand... Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |
Fellhahn
Fell Research
0
|
Posted - 2013.11.13 22:51:00 -
[423] - Quote
And a personal research lab would be AWESOME. For when you want to do some quick ME research on, say, some new turret BPOs you just bought, or need to churn out a half dozen BPCs for an invention job.
These are small scale activities that should not demand an entire POS being set up, but which you can't do viably in Empire station labs because the wait times are ridiculous. Typically around two weeks for an ME slot, when your job only takes 2 days total. This kind of ruins the experience of research and invention for newcomers to the trade. Running a small POS for 4M ISK a day also doesn't make any sense fiscally, and can only be done if you have corp POS manager rights. Something that kept me in a 1 man corp for quite some time.
All this said, whatever the item ends up being, it should not completely undercut/replace the POS research labs. These should still hold their advantages for faster research times, greater slot quantity and diversity, and be required perhaps for long span research. Such as ship ME.
More power to the independent industrialists! (the Indy Indies :P ) |
Torval Shank
Hidden Agenda Deep Space Engineering
0
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Posted - 2013.11.13 23:03:00 -
[424] - Quote
Fellhahn wrote:And a personal research lab would be AWESOME. For when you want to do some quick ME research on, say, some new turret BPOs you just bought, or need to churn out a half dozen BPCs for an invention job.
These are small scale activities that should not demand an entire POS being set up, but which you can't do viably in Empire station labs because the wait times are ridiculous. Typically around two weeks for an ME slot, when your job only takes 2 days total. This kind of ruins the experience of research and invention for newcomers to the trade. Running a small POS for 4M ISK a day also doesn't make any sense fiscally, and can only be done if you have corp POS manager rights. Something that kept me in a 1 man corp for quite some time.
All this said, whatever the item ends up being, it should not completely undercut/replace the POS research labs. These should still hold their advantages for faster research times, greater slot quantity and diversity, and be required perhaps for long span research. Such as ship ME.
More power to the independent industrialists! (the Indy Indies :P )
This is VERY true. How many of New Edens potential content-creators are stuck out on their own, because they can't be in a large player-owned corp and still run their own POS? I know a lot of new players try to shoot for the industrial route soon after starting, and it's just not very feasible right now to do anything other than T1 manufacturing, and the margins on that are SO tight...
But being able to do your research on a small deployable, (I'm thinking with similar stats etc. to the space yurts,) would be awesome for the startups. Maybe leave it with the default research time, or even with a longer time modifier to make it less efficient for long-term usage. Would be a GREAT option for industrial startups. |
Riikard Thexder
Unfortunate Soldiers Cup Of ConKrete.
18
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Posted - 2013.11.13 23:08:00 -
[425] - Quote
A POS logi unit that reps your ships and restores cap.....or just change the ship maintainance unit to be able to do that.
An Area Of Effect cloaking unit....so it cloaks all ships with in a 5km radius, good for safe spots and or gate camps |
Orange Ray
The Tenth Kingdom
5
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Posted - 2013.11.13 23:10:00 -
[426] - Quote
Mobile Dscan jammer. Hide shiptype and ship name for all ships in AOE from direct scan. Not completely, just showing "Unknown" "Unknown". |
Kinis Deren
The Nyan Cat Pirates Disband.
211
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Posted - 2013.11.13 23:15:00 -
[427] - Quote
Just in case this hasn't been suggested (it's late here and I haven't time to go through the whole thread):
Mobile Cyno Jammer Inhibiting Unit
Simple structure that has one function only - to render cyno jammers ineffective in sov space system in which they are deployed.
- would have to be deployed within a certain range of the cyno jammer to be effective - same vulnerability/deployment characteristics as the mobile cynosural inhibitor
Mobile Jump Bridge Inhibiting Unit
Simple structure that has one function only - to render a jump bridge ineffective (in both directions) in the sov space system in which they are deployed.
- would have to be deployed within a certain range of the jump bridge to be effective - same vulnerability/deployment characteristics as the mobile cynosural inhibitor |
EI Digin
Sniggerdly Pandemic Legion
1371
|
Posted - 2013.11.13 23:43:00 -
[428] - Quote
The idea of a deployable structure is to serve a purpose that is not provided by POS (ie heavy industry) and is more combat oriented, but not directly so (no guns).
You mentioned decoys in the OP, I really think that decoys would be a good purpose. I'd be interested in a decoy cynosural field.
Structures could also be used for showing off, items like deployable billboards or expensive alliance monuments would be interesting and might even generate fights.
I've mentioned in a previous thread that a good idea to enable small gang PVP would be a siphon-like mechanic which involve players siphoning alliance taxes in a system. If you find that the moon siphoning mechanic is balanced then you could do something like this. |
Esteban Dragonovic
Eternity INC. Goonswarm Federation
39
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Posted - 2013.11.13 23:47:00 -
[429] - Quote
1. Repulse Unit 15 seconds after deployment the structure pulses a shockwave in a 20km radius around the structure, bumping ships away from the structure but doing no damage. Unit would pulse about once every 40-50 seconds.
2. Deployable Smartbombs Similar effect to the normal smartbomb although less effective. Structures would do damage to one another as well and would probably have a low ehp to reduce the effectiveness of spamming.
3. AoE Ewar Units Would be factional, using a reduced effectiveness version of each race's ewar on all objects in an area. |
epicurus ataraxia
Broken Wheel Mercantile and Trading Company Illusion of Solitude
336
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Posted - 2013.11.13 23:51:00 -
[430] - Quote
Player owned stargates need to be installed as a pair , They charge a fixed percentage of ship value for each use which is set by the owner but will be a fixed charge for ALL ships no matter who the owner, 25% of ship fee charged goes to NPC fund (concord? exotic dancers retirement fund?) this can be increased to 50% to include (extra) concord protection. Heavy weaponry can be fitted for defence similar to a pos But not selectable, they will protect all ships that come under attack as well as the gate itself. reinforceable but CAN be destroyed by players and replaced with their own. They can then choose not to fit weapons if they choose enabling double the opportunities to gate camp but the gates will then need to be protected by the owner with piloted ships.API updated so prepared pilot can precheck the route. Pilots travelling through these gates will only appear in the owners alliance local for the first 5 minutes or after approaching within 1 au of an npc structure when they are detected and appear. Whichever comes first.Then local as normal. Can be placed in all known space.
creates a new source of conflict as well as a new choice of how Pilots choose to travel.And lots of ambush possibilities. There is one EvE. Many people. Many lifestyles. WE are EvE |
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Casivek Andrard
Eddie's Legion
0
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Posted - 2013.11.13 23:56:00 -
[431] - Quote
McDodah wrote:When I first heard about the mobile depot I was stoked! Then I saw it on sisi and thought it was a joke or unfinished as I thought it was a toy (so tiny!) It seems useful dont get me wrong. I just had different expectations.
Anyways what I was HOPING it was, was a small personal station where an individual or small group could call home. So how about a similar depot skin X20 and putting a small shield around it with a small ship hanger (a few cruisers and down) With possibilities to anchor a few of these new deployables around it. IE small turrets, science lab, manufacturing, refining with no penalties (you could add specific skills so its not so easy to get around station refining penalties. Like modular personal depot refining!), Giant space advertisement board that I can plaster my lovely face to, etc...
Make it affordable to individual players with the option of expensive but useful deployables and internal moduals (with externally identifiable skins of course) to balance it out. So for instance the station is "cheap" but the turret expansion option would cost mucho ISK and SP!
Its all about the player wanting to feel like an individual and have their own "land" and a place to call home. As the current NPC stations offer little to no player interaction anyways. Hire me whenever you want to...
Fin
This is the most logical and easily doable Idea I have seen on the entire topic that doesn't give the "**** you!" to any single group of the player demographic, while supporting the public long term goals that CCP has stated numerous times. |
Jason Xado
Xado Industries
143
|
Posted - 2013.11.13 23:57:00 -
[432] - Quote
Sorry I didn't have time to read everything here so I apologize if I am repeating any ides.
If the future vision of EvE is putting the power in the hands of the players then I would make some suggestions which basically duplicate the current NPC capabilities within EvE for the eventual removal of empire space.
1.) Death Ray
A deployable structure that has the same relative effect as CONCORD (give or take) in a system. The owners of the system get to decide what the rules are on who will get fired upon when breaking those rules. The rules should be very clearly known to all and require time to change. The structure should not be invincible but rather be attackable by a concentrated force, perhaps it has a minimum range so a fleet can cyno near it safely and take it out if undefended. The idea is to get rid of NPC concord and replace it with a player governed system. These systems should be VERY expensive to maintain.
2.) Sentry Guns
Give the players the same power that the empire has to defend their space. Allow players to place sentry guns wherever they wish to defend (gates, stations, ore sites, etc.). Obviously these guns should be destructible, unlike the empire versions. These system should require maintenance (maybe they need ammo loaded or fuel blocks of some sort).
3.) Gates
Let us deploy our own gates. Sounds like this idea is already in the works based on some past presentations.
4.) Stations
Not really "mobile" but you know, let us build our own stations of varying size and functionality. Not just limited to one station per system. These could be as simple as a small market station with some storage to sell stuff to huge stations with all the trimmings.
5.) Billboards
Information portals to give out the news of the day or post warning of local goings on.
6.) Mission Hubs
Let players come up with missions. This is a hard one to pull off right but would be nice.
That's all I can think of right now but the general idea is I see no reason the game needs NPCs at all. Take the same mechanics that the NPCs control and put that control into the hands of the players. That is my dream EvE :-) |
Krall Hoar
Babylon Enterprises
6
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Posted - 2013.11.14 00:02:00 -
[433] - Quote
Nice idea with the deployable structures, I would like to see those decoys for scaning. Something like a little temporary shop would be nice, and maybe, regarding that we are all still waiting, some kind of home, some captains quarters to deploy for your self, which you are able to buy stuff to decorate, which was produced by players, but more important, you can invite other players to your domicil, and hang out in the quarters together. Would love to see that |
Arthur Aihaken
The.VOID
551
|
Posted - 2013.11.14 00:02:00 -
[434] - Quote
Fozzie, let me just say thanks. Even if you guys and gals don't adopt any of the ideas outright or just gleam a few good suggestions out of the mix, I really appreciate you providing a medium for us to contribute. Thanks again. I am currently away, traveling through time and will be returning last week. |
5n4keyes
Sacred Templars Fatal Ascension
66
|
Posted - 2013.11.14 00:02:00 -
[435] - Quote
Mobile Cyno Beacons - Drop, and fuel, they use fuel for each ship jumping through, eg ozone, but anyone in fleet can jump to them. Tanky structures that appear as beacons on your overview obviously.
Mobile Cloak Jammers - Prevent cloaking within a set area, or even decloaking targets, mostly so we can finally get away from these stupid drag bubbles with 200 cans around them to decloak you! Also could be used as anti bomber defence in fleet fights, something we are kinda lacking currently.
One thing that would be pretty cool, is mobile units that have an effect on your fleet, eg, mobile shield passive regen, so it would boost shield recharge within that area, maybe mobile cap regens, provide cap to people in the area, basically units, that provide a bonus to a set area, and provide a distinct advantage to staying there. Reason, to keep combat to a fixed location, and to give a disadvantage to running away all the frikken time! |
Dead Jedi
Globaltech Industries Yulai Federation
1
|
Posted - 2013.11.14 00:04:00 -
[436] - Quote
Deploy-able Mines.
This makes way for a new ship and also a new module.
A New ship to deploy and remove them. Minesweeper. (Thinking of a Tech 2 version of the Venture Mining frigate here)
A new scanner module to put on a ship to detect the mines so they can be targeted and destroyed.
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Elisk Skyforge
Touring New Eden Haven.
7
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Posted - 2013.11.14 00:08:00 -
[437] - Quote
A mobile repair hub that repairs hull, armor and shield for both ships and drones. I think I broke your game CCP-->-áhttp://i.imgur.com/4pGZ5qJ.jpg?1 |
Bienator II
madmen of the skies
2174
|
Posted - 2013.11.14 00:17:00 -
[438] - Quote
something which lets you repair 100% damaged mods in space. Maybe a depot which repairs it to 99% and you can finish repairs with normal paste. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Higgs Foton
4S Corporation Goonswarm Federation
5
|
Posted - 2013.11.14 00:18:00 -
[439] - Quote
A deathstar
Like a "that's not a moon, that's a space station" deathstar
And it can blow up planets.
That would be a nice idea |
zelklen
Devils Diciples League of Infamy
8
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Posted - 2013.11.14 00:35:00 -
[440] - Quote
+1'ing ideas:
Deadspace Generator (Why is this not in the game already?) Since the day I started playing EVE Online, I have wondered why we couldnGÇÖt build deadspace pockets. Post #16Posted: 2013.11.13 12:25 suggests it, and it is then repeated many times with the best statement being something to the tune of GÇ£Every low life pirate group can build hundreds of them, why canGÇÖt we?GÇ¥
POS Rooting Array (Why is this not in the game already?) Suggested many times in many different places; a module that will, after a lengthy timer (possibly 48 hours), change an offline POSGÇÖs ownership to neutral along with all modules anchored at it.
Customs Monitoring Array (A decent idea) Suggested in post #24, a module that scans the cargo of most ships on grid with it (give it a legitimate sensor resolution, max number of targets, and having it lock a ship does not stop the ship from cloaking). It will flag as criminal any ship found to have contraband on board. This will replace NPCGÇÖs customs officials with players looking for kills.
Mobile Ore Compressor (A good idea) Suggested in post #7, consumes fuel, has a cycle time, and compresses ore as a Rorqual. Basically the Rorqual without the command bonuses. Or the Rorqual.
System Broadcasting Array (A good idea) Suggested in post #25, periodically posts a message in local. Uses fuel for every post.
Traffic Control System (A good idea) Suggested in post #77, and in other incarnations at a few other places. Go read that manGÇÖs thoughts if youGÇÖd like, here are my ideas. Remove local in null, and when deployed this modules add everyone on-grid to local. My thought here is to move more GÇ£stuffGÇ¥ into the control of the players. I donGÇÖt know why those GÇ£Local subspace beaconsGÇ¥ are not ihub upgrades already. This would be to supplement the ihub upgrade, and for partial local in neutral territory. All empire systems would need a NPC controlled and protected ihub (which stands to reason since they have sov supposedly).
Mobile Modules (CCPGÇÖs ideas already, but IGÇÖll restate them) Everything that a POS does for defense, should be able to be a mobile structure. There would obviously need to be limitations, but if we want to get rid of POSs in their current form, which we do, we need to be able to defend whatever we make. My thoughts on the matter? Replace POSs with Deadspace pockets. Have a Central Station module that burns fuel to GÇ£onlineGÇ¥ the things around it. Pair this with the proposed force field bubble module, and you have your modular POS, built out of individual structures. Enough of this though, CCP will do with POSs what they will, nobody cares about my ideas.
Stealth Field Generator (A good idea) Suggested in post #76. Prevents anything within 25km of it from showing up on D-Scan and from being detected by combat probes. Instead, it itself shows up on D-Scan, and has a huge signature radius for combat probes. This would make intelligence gathering a more in depth process.
Camera Module (A great idea) Suggested in many different places, this would allow you to have a second (or possibly third, fourth, fifth, etc.?) overview window opened. Personally IGÇÖd give it only a 100km range (So not the same as a regular overview, and unable to exploit grid warfare). IGÇÖd also say that like scan probes, if you leave system you disconnect from it. Thank you for reading my WALL-O-TEXT. I am sure that it will immediately be covered up by this GÇ£Bad IdeasGÇ¥ threadnaught in the making.
As my final comments I will mention that Rubicon may be coming out in a few days, but how long until Incarna is released? |
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Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
170
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Posted - 2013.11.14 00:38:00 -
[441] - Quote
Probably been suggested already, but a "Remove from Local Generator"
Just to annoy nullbears massively. |
mine mi
Boinas Rojas
31
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Posted - 2013.11.14 00:38:00 -
[442] - Quote
I always thought of a structure to divert the jumps to the issuer of the interference, this would have several light years jump scope and divert if both cyno and ship as are within its scope. |
jonnykefka
Adhocracy Incorporated Adhocracy
234
|
Posted - 2013.11.14 00:39:00 -
[443] - Quote
Gate timer hacker
Nullsec only - makes a nullsec gate like a WH. You can jump with a weapons timer. Hell, throw polarity in if you want.
Gate jump magnet
You know how people appear in some random gigantic sphere around a gate? You know how it's super inconvenient to camp that entire sphere? What if you just had a 5km radius to worry about instead (yes like WHs you may notice a theme). Forces all ships jumping into system to appear within 5km of it. |
GeeShizzle MacCloud
384
|
Posted - 2013.11.14 00:48:00 -
[444] - Quote
Mr Floydy wrote:Probably been suggested already, but a "Remove from Local Generator"
Just to annoy nullbears massively.
i guess you may consider me a 'null bear' as i live in null but id love to see some iteration on local chat as intel gathering. Placing more of the core functionality into players hands and deployables that can be messed with by both other deployables or gangs looking to run interference to distract sov holders. |
Gizznitt Malikite
Agony Unleashed Agony Empire
2834
|
Posted - 2013.11.14 00:54:00 -
[445] - Quote
List of Commonly Proposed Ideas
User Content Creation Ideas: --- System Beacons (deployable-system wide warpable beacons) --- Deadspace pocket creators. --- Mobile Acceleration Gates. --- Decoy Ships. --- Signature Decoys (for false scan reports) --- Capture the Flag Device
Interesting Features: --- System-wide create-a-WH-effect --- Player-Created Incursion Device (System wide damage penalties, resist penalties, bounty penalties, etc) --- System-wide or grid-wide anti- off grid booster module
Gate Camper Wet Dreams: --- Deployable AOE Decloakers. --- Group cloak structure. --- Group obfuscation from dscan. --- Covert Cyno Inhibitor. --- AOE Webbers. --- AOE anti-nullification bubble --- Warp Interceptor Device (catches ships midwarp rather than at destination) --- Sonar device to show you the location of cloaked ships. --- (Lowsec) Warp deviators (ship randomly lands within 15 km's of warp destination)
Travel Features --- Create your own Stargates --- WH generator (usually limited as k-space to k-space) --- Stargate disablers --- WH stabilizers (the better ideas slowly regen mass and extend lifetime, the pisspoor ideas allow 200 BS in at once). --- Jump Portal and/or Jump Bridge structures --- Cyno Generators --- Public Cyno Generators --- Warp Tunnel Generators (to warp faster between two points). --- Device that allows Supers into WH's (better if it is a 1-way trip). --- Destructable Gates
Carebear Features: --- Auto-mining structures (Gas, Ice, Ore). --- Auto-hualing structures. --- Deployable Auto-repair service --- Deployable Mission Agents --- Deployable Shield --- Deployable anti-bomb device --- Deployable Logistics Platform (including energy xfer) --- Sun Harvesters --- NPC Bait/Tuant Module
Anti-Carebear Features: --- Anomaly & Signature Suppressor (stops them from spawn and/or despawns sites) --- Disable or Delay Concord Structure --- POCO Syphon --- Reaction POS Syhpons --- Mobile destroy-all-wrecks grid cleaner --- System-wide Syphon NPC bounties from ratters.
Assault Features --- Deployable Mines --- Deployable boobie trapped cans (open them and boom) --- Deployable Time Bomb --- Deployable Weapons --- Deployable EWAR batteries (webbers, ECM, ECM Bursters, Neuts) --- Deployable Drone Assist Units (cause your 5 drones aren't enough) --- Deployable auto-RF POS seige device --- Planet Bombarders --- Anti-Cynojammer (allows you to cyno into a cynojammed position).
Industry Features. --- Deployable Manufacturing Depot --- Deployable Labs --- Deployable Refinery --- Deployable Ore Compressor --- Deployable Drug MFG Depot --- Deployable Market Hub --- Deployable Black Market --- Deployable SMAs --- Deployable PHAs --- Deployable Storage in many forms
Other Ideas: --- Disable Local --- Deployable Provide Fleet boosts Structure --- Deployable claim an (offline) POS module --- Increase TiDi device. --- Deployable Clone Vats Bays --- Repair burned out modules Depot --- Repair drone Depot --- Create random effect creator (waberjack, infinite improbability generator, etc) --- System Danger Alert Deployable --- Scan the other side of a gate deployable --- Ship tracking Unit --- Prevent deployables Deployable. --- Slave Maker and/or Liberator --- Mobile Casinos --- Mobile Brothels & pleasure hubsl (stripper generator) --- Deployable Camera --- Deployable Travel Logger (through a gate, WH, System). --- Deployable Local Spammer --- Deployable Billboard --- Deployable Pet
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Tzuik
ROMANIA Renegades C0VEN
0
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Posted - 2013.11.14 00:55:00 -
[446] - Quote
Tyrendian Biohazard wrote:Azami Nevinyrall wrote:Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
^ This Though I was more thinking something that would send a pulse 50-100km out every 60-90 seconds and decloak ships within the radius
^^ This but pulse should also be system wide at longer intervals, so when in pulses you can get the signature of the cloaked ship with the probe scanner. Could take 30-60 min from anchoring to scan down a cloaked ship. Pings could be clearly visible to anyone in system. |
Lin Fatale
Center for Advanced Studies Gallente Federation
20
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Posted - 2013.11.14 00:55:00 -
[447] - Quote
a structure which disables the functions "keep at range", "orbit", "approach", "assign drones" to other ships.
so that everyone has to fly on its own like it should be and not anchoring up on one person who will move everyone and go afk
I would like to see the t3 or ishtar fleets, if this structure is going online and suddenly everyone has to move on its own. Prolly half of the fleet would burn in another direction because they dont now anymore how to move alone |
Red Teufel
Mafia Redux Phobia.
255
|
Posted - 2013.11.14 00:56:00 -
[448] - Quote
I would like a saloon for drinks, gambling, and fist fights. |
Teng Namatjira
Burning Napalm Northern Coalition.
0
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Posted - 2013.11.14 01:00:00 -
[449] - Quote
While I like the mobile cyno jammer as an idea, I think the solution is a bit archaic and final, which doesn't seem to have been your gameplay philosophy over the last couple of years.
Instead of just downright blocking cynosural fields, why not play about instead with the liquid ozone required to light a cyno the closer a pilot gets to one of these structures? Obviously I don't have numbers, but I would imagine the general principle would be simple, the closer you get, a progressively massive increase in the amount of ozone it would take.
This wouldn't be a deterrent against the price of lighting a cyno, naturally, rather that a pilot would have to significantly alter a fit, or even better, switch to a industrial ship to carry the required LO to light the cyno the closer they want to be to one of these modules.
In its current format, we all know exactly what will happen, slowcat/dreadsuper blob jumps in, drops one of these in the middle of them, and the dread meta switches to LR guns. Nothing fundamentally changes gameplay wise, which I assume is what we'd like to achieve here.
The above solution, or an alternative to it, achieves your goal of inhibiting cyno's if a pilot wants to do so, but still allows for the players to work with a gameplay mechanic in a fluid and dynamic way |
Tzuik
ROMANIA Renegades C0VEN
0
|
Posted - 2013.11.14 01:00:00 -
[450] - Quote
Mobile POS Messing Structure
A structure you can deploy near a pos, when you use hacking modules on it (Data), you have to play a more complicated version of the hacking minigame where some nodes can disable some random pos structure. There could be different nodes for weapons systems, industry, mining, JB ... and you could disable some in one game. Wouldn't have to be a win node, you just destroy as many as you can. Maybe a small fleet can distract pos guns long enough for a skilled hacker to disable some strategic position or just mess with pos owners. Defended pos could just take control of guns and blap the hacker. Structure could be reused after x nr of hours, Pos could even be conquered by a persistent team if left undefended a long time. It would engage the explorers playing the minigames in fleet actions, and small gangs could poke a bit more in the big blobs |
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