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Thread Statistics | Show CCP posts - 6 post(s) |
Alliaanna Dalaii
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Posted - 2006.05.12 08:28:00 -
[1]
Edited by: Alliaanna Dalaii on 12/05/2006 08:30:38 Ok this isn't a very well thought out idea I will admit, But the idea itself is fairly clear cut and simple and i'd imagine if CCP believed it was implementable they could sort out the finer issues.
Now first off just so any not so well organised POS users care to flame my thread let me qoute a statement from the POS userguide.
Quote: If you run out of Isotopes, your whole Control Tower will go offline, shields will drop and you will be a sitting duck. This is precisely the reason why fuel is such a critical issue and should be the most important thing to take into consideration when planning your base.
And yet so many corps in eve fail to have the logistics to keep their many POS's online. Now the normal consiquence of this is as follows... Pirates or oppertunists find the POS, take anything outside it flyable and then proceed to blow up all the smaller POS modules. Though most cant be bothered to take down the tower itself due to the large amount of firepower needed to kill it quickly (those that do quite often go for the ransom aproach, or simply blow it up)
My proposal is that an OFFLINE (key word here) Tower should be stealable by someone with high hacking skills (possibly implementing a new skill "Starbase Hacking" requirements Anchoring V etc)
When a POS is offline there is no shield to defend it, and while I suppose you could say blowing up being the only option is a good isk sink I think a preferable option would to be having it stealable.
So we have a player with the required skills to hack the starbase.
Starbase hacking Level 1 required to hack a small Controll Tower
Level 3 for a Medium Controll Tower
Level 5 for a Controll Tower
And the implementation of a x number of Marines used as fuel for the hacking process.
The time required for the tower to be hacked is debateable, For myself I would say a process of 2-3 hours would be acceptable but I realise Dark Shikari on this subject felt something more along the lines of 24hrs would be more appropiate to give the user time to come and save their POS so to speak. Though myself I dont feel it should be only 'forgotten' pos's that are stealable... but thats debateable.
And thats my idea
I apoligise if its not worded or thought out too well, but im sure you can see the general idea. An offline POS should not be a case of "har har lets blow it up" it should be hackable, Unananchorable and then stealable (or put it back up for the owners to warp too )
Alliaanna
[Edit] my spelling is awfull
Official Follower of =-= Royal Hiigaran Navy =-= |
BetaZ
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Posted - 2006.05.12 13:53:00 -
[2]
:DROOL:
like the ISK value that could attached to this :)
BetaZ
http://oldforums.eveonline.com/?a=topic&threadID=336681[center]Support the new Gang structure idea thread[/ce |
Zarch AlDain
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Posted - 2006.05.12 17:12:00 -
[3]
Sounds good to me, well thought out.
Can we also steal secure cans using that ability and clear a few belts please :p
-- Zarch AlDain The Bridgeburners Huzzah Federation
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Kilo Paskaa
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Posted - 2006.05.12 17:34:00 -
[4]
Seconded. --------
As you can see, i pwned Kieron for iskies. |
Maya Rkell
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Posted - 2006.05.12 19:29:00 -
[5]
There's allready a hacking skill to use...
But yes, advocated being able to do this before. 24 hour timer.
"The Human eye is a marvelous device, with a very little effort it can overlook all but the most glaring injustice" - Quellchrist Falconer |
Alliaanna Dalaii
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Posted - 2006.05.17 07:35:00 -
[6]
Shameless bumpz to the top
Alliaanna Official Follower of =-= Royal Hiigaran Navy =-=
Make POS's Hackable.. Support this thread ! |
Kitty O'Shay
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Posted - 2006.05.17 09:07:00 -
[7]
I would love this.
I see it as a "Starbase Hacking Module" much like a cyno field generator. You have the fuel (electronic parts + robtics) the module uses when activated. You're locked in place for 10 minutes, and when that time is up, the hacking process starts a 24 "hacking" countdown that lasts for 24 hrs. You're now free to leave.
Basically, the module takes 10 minutes to program the robotics to hack the POS. Then the countdown starts. The POS owner would get an evemail about the hacking attempt when the module is activated. This gives them a chance to catch you in the act.
Once the 24 hours are up, you get an evemail saying that you (and only you) have a certain amount of time (half-hour, maybe?) that the hack will last, allowing you to unanchor the POS.
As for countermeasures the owner can take to the hacking, I don't know. But there should be a way to stop it, but not easily. Or maybe just knowing when you'll be back to steal it would be enough. --
Originally by: Mephysto come on, solo-mining in a 0.4 system? Its wrong NOT to pod you...
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Caia
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Posted - 2006.05.17 11:06:00 -
[8]
I'd think that just onling it would be enough to stop any hacking attempt going on. Though, who knows, maybe something else ought to be required too.
I'd sort of like to see secure cans being able to be hacked. Say if they are left along for two weeks, they become hackable or something along those lines. If nothing else, enterprising pirates could rid space littered with cans that no one is using anymore.
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kliop
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Posted - 2006.05.17 18:09:00 -
[9]
ok how about giving a base % to tell the owner or corp-alliance that the pos is beiing hacked? lets say a 30% every hour? and a skill to reduce it from the hacker? or maybe 10% first hour 15% second hour etc... and with the skill it will be less maybe 7% 10%... the hacker should have to stay in system...if he gets killed the hacking fails but that would require that he cant use cloak while hacking something like"unable to use the controls cause of lack sensors" and u would have to stay in system while hacking! and there should be allways a chance to fail!and if the player logs the owner should be able to stop the hacking by a similar action with % to fail! if on the other hand it takes more like 2-3 hours lets make it 10% first 10 mins or 15mins etc.and the player should be online thnx for reading:) have fun
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mazzilliu
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Posted - 2006.05.17 22:53:00 -
[10]
Edited by: mazzilliu on 17/05/2006 22:53:05 good idea \0/ the moonsquatters need to go! (preferably into my hangar)
*supports* --------- Sig removed BEFORE the mods got to it bahaha -mazzilliu But we can play with it after. ~kieron that should be considered an exploit >[ -mazzilliu Exploit, what explot - Xorus |
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Trishar
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Posted - 2006.05.18 09:32:00 -
[11]
like it, want it
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Wen Jaibao
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Posted - 2006.05.18 14:02:00 -
[12]
Edited by: Wen Jaibao on 18/05/2006 14:03:00 Signed. Would stop lazy POS owners from letting towers go offline.
EDIT-And if it did go offline, they should get it stolen
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Duhmad IbnRa
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Posted - 2006.05.21 13:10:00 -
[13]
signed
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ChaosCow PSA
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Posted - 2006.05.24 17:57:00 -
[14]
I alwyas figured they'd make it like conquerable stations where you just gotta get em close to dead (so i've heard, never seen it done) and then you can take it over!
I'll take any form of being able to take over stations though no matter what it is, so
Signed MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!! |
Wen Jaibao
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Posted - 2006.06.21 18:04:00 -
[15]
/signed
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Cygnet Lythanea
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Posted - 2006.06.21 19:40:00 -
[16]
It would be nice to be able to dispose of some of the abandon towers I've seen floating around, short of blowing them up. Non Nobis, Domine, Non Nobis, Sed Nomine Tuo Da Na Glorium |
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