
Big John Kelly
Conclav3 of Shadow5
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Posted - 2015.03.25 23:20:41 -
[1] - Quote
I have some comments on the "Back Into The Structure" article. For structure combat, you say that you want it to be more exciting and not a static grind. I too would prefer that the fighting be exciting. However, historically, capturing fortifications/structures was a grind. That was the point of a fortress, to wear out your enemy, have his army die of disease and starvation. In addition, considering that pilots are online at different times and that many of us have lives outside of the game and can't instantly jump online and play for hours, it seems that structures should be safe from sudden onslaughts. Also, many pilots belong to small corporations that invest a great deal of time and effort creating star bases that are use for manufacturing and other processes beneficial to the game and players. To allow a large corporation to jump into high sec and knock out stations seems to be counter productive. The large alliances already have lots of advantages.
Creating a easy new way to build star bases seems like a good idea and I really like using the setup base on ship fitting. I do wonder how all the time players spent learning skills that are now unnecessary is going to be compensated. Making it easier for new players is a sound business move and good for the game I think. However, on the other hand, why should a new player get to do with minimal effort, what others spent significant time and isk learning how to do?
Getting rid of complex operations that don't add to game play is great. I hated positioning missile arrays and other stuff like that. I prefer keeping things simple. When it comes to your idea of making people fuel each array as it is used, I think you are moving in the opposite direction. Filling up the tower fuel depot once a month is simple and straight forward. How do you keep track of multiple pilots using the same arrays to build items with different requirements and time periods. Whose fuel gets used up first? What do I gain as a player for keeping track of fuel usage per my ship assembly and also research assembly and my ammunition assembly and my module assembly etc?
I understand the concept of following the ship fitting process, but why would rigs be destroyed if you want to change them? It's a building. You move things around, all more space, expand upward, downward, or sideways. No need to destroy parts of your structure. We are in space, not a narrow plot in downtown Manhattan. Again, what advantage or fun for me to have to destroy something I built so that I can grow my skills and capabilities?
You want to put Outposts in hi-sec, but reduce their capability. Why? Just give the star bases more things they can do.
You talk about specialization for service and manufacturing modules and rigs. I don't see the point. We already have over 10 different manufacturing arrays not counting research and development. The only point I can see is to force pilots to buy more stuff. It certainly makes it more complicated with no benefit to players. Then add in separately fueling every array when you use it. Again, going in the wrong direction. Certainly, I can see differentiating between tech I and tech II ships, that makes sense. But for most stuff, just have a basic manufacturing array. If you want, let pilots add different capabilities to the array. Then you can make anything that you installed the proper manufacturing cell for. You want imposing structures in space, wow a mile long manufacturing center. what a vista.
I don't understand your plans for changing research and development. Why would I have a facility that does research in my star base, only to have the research pop up in a can somewhere in the middle of nowhere? How does that make sense? What is realistic about that? Do the guys at the skunk works develop new planes only to have it show up in a can in the Artic? Don't think so. If I want to sell my datacores, I can take them to market. Or if you let us develop markets at our bases, I will sell it where I make it. Now that makes sense.
Taxes from NPCs on my star base seems unfair. I already pay a hourly license to build and use the star base. Why do we pay taxes to manufacture stuff in our own star base? I certainly can't see carrying that over to the new system.
I am not in favor of any kind of pollution gas clouds etc. It's a game, we don't need climate change or Al Gore. Certainly, you can't name a reason why any player would have fun dealing with that kind of stuff. I learned skills and paid isk for be able to build stuff in space, I don't need or want to worry about pollution. If I do, I can join a real political party and do that instead of gaming.
I like the idea about intelligence gathering and having some kind of observation systems to protect your bases. However, a couple of cautions. If you are looking for small fleets or individuals to be able to attack, raid, and hamper large corporations/alliances, this could stop them cold. Single ships and small groups can sneak around, too small a signal or aberration to detect. Large fleets get spotted right away and groups in the middle some percentage. I also like the idea if you are active in a system with bases and mining ops etc. that your system is stronger and more secure.
How are you going to compensate all of us that already have invested large amounts into our bases? Our current bases should be replaced with the current new functions equal to what we have, or we should be compensated. It sounds like you will have all new blueprints. Maybe we can research our current prints to get them up to the state of art for the new stuff. In any case, we should not just lose our investments and the new people who could not or would not build the old stuff get the new for the same or less effort and cost. I love the idea of individuals owning their own station.
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