
DrysonBennington
Aliastra Gallente Federation
146
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Posted - 2014.07.02 18:22:00 -
[1] - Quote
Travelling worker teams
[b]Crius brings a new way to affect the results of science and industry jobs by recruiting specialized teams to the system you are in. These teams bring their knowledge and skills to affect the outcome of jobs (at a certain cost) and give industrialists further ways to gain an edge on their competitors. These changes were introduced in this blog, and another blog with the latest updates is in the making.
I think a new system should be added to this section of the idea that would affect the actual worker teams. At random times NPC's would assault worker team transports travelling in between each system and bases within the system where the worker teams are being transported from. When the attack occurs it would a similar mechanic to how the Sansha Incursion affects the local markets but in this case the manufacturing of items within the system would be directly affected.
For instance lets say a new band of NPC's that have emerged from W-Space are bent on causing havoc within a local system's manufacturing sector because of Capsuleer's stealing Sleeper Loot from W-Space. The NPC's attack the local transports which is up to the Capsuleer to defend against as Concord and the Navy are dealing with a much larger NPC presence elsewhere and cannot dedicate forces to the defense of the worker transports.
Each transport would arrive at a random location within the solar system and would appear as Worker Class Transport on the Scanner that the Capsuleer would then warp to and attempt to defend against. Each spawn would have a variety of transports that would arrive with each transport having its own determining factor in the overall reduction of manufacturing for the system as well as reward for being saved.
Worker Transport Class 1 - value if destroyed 5% increase in manufacturing times, value if saved 10,000 ISK + 1000 redeemable LP Worker Transport Class 2 - value if destroyed 10% increase in manufacturing times, value if saved 15,000 ISK+ 1500 redeemable LP Worker Transport Class 3 - value if destroyed 15% increase in manufacturing times, value if saved 120,000 ISK+2000 redeemable LP Worker Transport Class 4 - value if destroyed 25% increase in manufacturing times, value if saved 230,000 ISK+2500 redeemable LP Worker Transport Class 5 - value if destroyed 40% increase in manufacturing times, value if saved 300,000 ISK+ 3000 redeemable LP
If a group of Worker Transports with one of each of the classes above is destroyed then the total increase in manufacturing times would be 95% for the duration of the incursion which would occur if all of the transports were destroyed by the NPC aggressors.
If five Worker Transport Class 5 transports are destroyed then the total increase in manufacturing time would be 200%.
What determines the duration of the incursion? A simple time mechanic where the total time of the incursion duration would last depending on the total number of stations present in a region with manufacturing slots.
For each station in a region with manufacturing slots an incursion would last one day.
Systems with stations without manufacturing slots would be immune but would see incursions taking place in them that would have to nullified as it would effect the systems around it that did have stations with manufacturing slots.
Systems with more than one station having manufacturing slots would see a more pronounced attack than a system with only station with manufacturing slots.
At certain times during the incursion an NPC ship would drop a special document pertaining to the destruction of the NPC aggressor fleet. The document would then be turned in at the local Worker Team Transport Hub that would reduce the negative effects of the lost transports.
Document Class 1 : reduces manufacturing time associated with transport loss by 10% Document Class 2 : reduces manufacturing time associated with transport loss by 15% Document Class 3: reduces manufacturing time associated with transport loss by 30% Document Class 4: reduces manufacturing time associated with transport loss by 70% Document Class 5: reduces manufacturing time associated with transport loss by 100%
If enough Documents are turned in that reduces the penalty back to a normal level within the system then the NPC Incursion de-spawns and will not return for the duration of the Incursion. If all systems are effected in the manner above before the incursion timer runs out then the incursion it self de-spawns regardless of how much time remains in the incursion.
Example : A region has five systems in it with manufacturing stations in them. The total time of the incursion would last five days. During the incursion time the NPC aggressor's run up a hefty kill ratio causing the region to increase its manufacturing times by over 3500%. Capsuleer's then arrive and begin to mop up the NPC's racking up over 5000% in Documents that are then turned in causing the incursion to de-spawn and the manufacturing times reset to their normal levels.
Accessing each area would be via an acceleration gate and once the group of Worker Class Transports had warped off anyone inside of the gate and in the area would receive payout based on the total number of Capsuleer's within the gate.
For example if a fleet of ten pilots are in a gate and five class five transports are saved , totaling 1.50 million ISK and 15k LP and someone enters the room right before the mission is won then the payout would be divided by 11 instead of 10.
Which types of NPC ships would be present at each spawn ?
Ship types similar to Sansha Incursions would be present but not as deadly to the pilot allowing non - Sansha Incursion runners to have some fun as well and build towards running Sansha Incursions.
The NPC's encountered would be as half as strong as Sansha Incursion ships. |