
Zanquis
The Northerners Northern Coalition.
3
|
Posted - 2015.03.03 20:28:31 -
[1] - Quote
Interesting idea and I look forward to seeing it in action. Some few design things and commentary though..
Design Features that need more clarity or might not work
- When a structure exits reinforced at its chosen time, it could fall towards the end of its natural vulnerability period. If a structure comes out of reinforced towards the end of the chosen prime time period, will they become invulnerable once prime time ends? Or does a structure's exit from reinforced have a enforced period of vulnerability for four hours?
- You had mentioned that an alert is only sent to the defenders at the end of the first cycle of the EL's activation. Combined with the statement that T1 units have longer cycle times, this could end as a benefit to use T1 units. With capitals and T1 links having very long timers, you could potentially find the target captured before the first cycle ends triggering the warning in some cases, or with very little time being given to the defenders to respond in others if the EL cycle time fell slightly short. This mechanic should be reviewed since it would be https://forums.eveonline.com/themes/ccpEveOnline/pix-trans.pnga benefit rather then a penalty the way you currently have this designed.
- TCU's look kinda like a forgotten structure in the mix with little value. Please consider enhancing it's ability to give information to the defenders in the same way it gives warnings. For example you could have command nodes show up on the map for systems where you have an active TCU, and perhaps the first warning for any hostile EL activation against your structure could come within 2 minutes regardless of cycle time.
Notable and Disapointing Ommitions from the new System
A sov system change had the opportunity to embrace and possibly enhance the usefulness of planets. More options are needed to encourage "settlement" in a system. People need to be tied to something to make them care, and that is generally relative to the investment they had placed within. Let players 'build' up areas.
I suggest the following
- Create a system that allows you to populate, educate, and make a planet prosper
- Planets with a population should have loyalty that is earned through investment in the above
- Planets should create new cultures that are given a name once they reach significance in population
- Captured planets need to have populations surpressed until you can earn their loyalty
- Main resource from planets should be population in addition to their resources
- Population levels can be attained to get local agents for that faction
- Passive defense modules in the system, and other major sov structures can be tied to population instead. (Ie. They are manned, and thus your limited by your manpower)
- Population can provide benefits for PI
- Population can provide benefits for Industry Jobs (manufacturing, invention, research, etc)
- You can possibly allow for unique results for industry in areas with a thriving educated population
- If you reach a level with a high population level and economy, you could perhaps be able to create special trade hubs where you can benefit from sales tax revenues as an alliance. Trade hubs can also gain access to market seeding for items that players cannot build (skill books, some bpo's)
- Can enable the creation of a government and faction police in controlled systems who must be provided fighters/bombers/ships and use manpower. The government would allow you to enact laws that govern a controlled system which can be enforced by the navy. These laws apply to all inhabitants equally. Such as a no aggression law using concord rules of engagement. These ships are specially built, strong, and can be destroyed. They must be manually replaced by the alliance if destroyed. They do NOT get involved in capsuler wars.
- Make the use of planets contribute to the system occupancy factor (with changes to add active options that can be measured)
- Encourage players to build planet populations, economy, infastructre.
|