
Manus Ghostface
Caldari Quantum Industries Prime Orbital Systems
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Posted - 2006.08.07 18:50:00 -
[1]
Been thinking on this for a while, reading a lot of other threads about it (Seleenes thread about making POS cause more ship risk ect), and trying to think of ways to preserve the function of POS, without making it a chore.
So here is what I came up with, along with some ideas based on the best things I've seen in this and other threads.
1st, POS hierarchy. Instead of being able to come into a system and drop a large tower, make it so that you must have x small to place a medium, and x medium to place a large.
2nd, POS specializing Currently somewhat there, but tune it. Make smalls your t2 component miner, able to have enough defenses to last against BS fleets or casual raiding efforts, but die or go dormant to good dreadnaught action. A small Dread and BS fleet should be able to quickly send one dormant, or a BB bases fleet over a longer period of time with some losses.
Mediums should be focuses on combat, harder to takedown, able to deal out respectable damage. Weapons should have good enough AI to target proper ship classes. POS owner then can choose to have weapons that target dreads, or ones that go after frigs and smaller fry. Scouting of the weapons at a POS would then let a attacker juggle their attacking fleet mix. Good chance of capital losses, but again a speed bump. But if you take down enough medium and small, then take down the larges, the defender cant place replacement larges for sov until ration of x small to x med to x large restored.
Large POS should be geared for heavy defense and sovereignity. Hard to take down, but not the omgwtf lag and slaughter monsters they currently are. Last long enough for the owners to rally fleets, but not the current deathstars they are. Modules on large would control and add to defenses of stations in system, as well as determine system defenses. Basically a command and control station for system orbital defenses. When knocked into dormancy, it no longer contribs to sov.
# of large and modules fitted would determine how tough the station/outpost is, and who holds sov. X number of large would be needed before outpost could be build.
Now one of the reasons people in the southern wars are going crazy with lag, is that some folks are packing shuttles and frigs with items and placing them in hngar arrays, and other nasty lag inducing tactics. Code and solutions to prevent/reduce this are paramount. Defenses around the outpost/station itself help in this, as their would be no arrays, items would be inside the station itself and thus off the database tables for that system ect. Fights at the outpost would have a good B5 feel to them. Perhaps outpost could be outfitted with ai controlled fighters, point defense, gun turrets ect. I will leave that to the designers, but focus should be on ship to ship. The idea of each large adding to the shields of outpost is a great one as well. Maybe limit how many defenses to x per large.
I hope these ideas help, and I hope to contribute more as the discussion progresses.
That city is well fortified which has a wall of men instead of brick. - Lycurgus |