Loki
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Posted - 2006.04.30 13:00:00 -
[1]
Agree with a lot of what's been said so far, I would favour:
Boardable POS guns, ewar modules etc. One guy per gun with heavy skill requirements (like relevant XL guns, starbase tactical V etc), possibly only on tech 2 variants.
Sensor cluster, contains sensors that scan nearby space for enemy ships, and has built in ship/cargo scanning arrays, if deployed on multiple POS, they could triangulate ship position and give warp coordinates to safe spots etc.
Fighter bays, launches fighters in defence of the POS, when combined with sensor clusters, can launch attacks on enemy shipping at safe spots. Possible secondary module, Fighter control arrays, increases number of controlled fighters.
Command Module, an expensive, high pg, high cpu, high skill module that intergrates control of POS systems, such as fighters, sensors (system wide if multiple clusters on multiple POS), and navigation modules.
Navigation modules, a module that allows ships to jump from POS >> POS, 2 variants; one high PG/CPU that is always on for no fuel, and one low PG/CPU that works by fuel on demand. Second navigation module is a beacon that capital ships can lock onto and trigger the generation of a cyno field remotely, for fuel at the POS, thus alowing the creation of secure supply lines, and the advantages of swift secure movement of capital ships and fleets in order to defend them.
Multiple towers at a single moon. Designate the first tower the primary, and any others anchored after as secondary. Any subsequent towers just add their pg/cpu/shield to the main tower, and consume fuel at the normal rate, allowing for bigger, more powerfull POS to be installed (at much bigger fuel and capital cost). Might need to halve sov contribution from secondary towers. Would need high level skills to online and configure multiple towers (shield blending (increases % of HP added), tower networking, advanced tower networking to add more towers).
These are pretty hefty abilities I realise but that can be balanced by expense of multiple towers, high pricing of the jucier modules, vastly increased fuel costs, heavy skill cost, and the need for multiple pilots to man defences.
I would also make the more advanced modules (ie pvp and navigation) use pg/cpu the will require multiple lrge towers to run, so that in order to get fearsome combat abilities, you need to invest much more isk. So if you want to be able to fend off/ destroy a multiple dread fleet, you can, you just have to invest more isk in your pos. You get out what you put in.
Soverignty. We need full soverignty implemented, i.e.
75% of systems in a constelation are soverign = constelation is soverign.
75% of constelations are Soverign = Region is Soverign
I would give increasing fuel advantages with each level of soverignty.
All this encourages alliances to build infrastructure, and would help to usher in true 0.0 colonisation, it offers significant advantages in logistical, military and efficiency terms, in return for larger running costs and capital investment. It also makes it possible to build defensible POS.
i would also allow multiple moon harvesting arrays so that mass industrialisation POS are possible, many refining arrays, material processing etc.
Loki |