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Thread Statistics | Show CCP posts - 5 post(s) |
SFM Hobb3s
Wrecking Shots Black Legion.
298
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Posted - 2015.05.27 14:24:41 -
[301] - Quote
The smack-down simple answer is this: If station destruction results in a players loss of stored assets, there will be LESS content in eve.
1. Player loses all his PVP ships/supplies=less content 2. Player learns not to store PVP ships/supplies in a destructible station=less content
If you think most of null is empty now...just wait. |
Frostys Virpio
The Mjolnir Bloc The Bloc
1839
|
Posted - 2015.05.27 20:29:39 -
[302] - Quote
Midnight Hope wrote:Mucks Boosh wrote:I appear to be able to see only one option. It goes a little like: Give us the bloody loot, this is EVE, not Hello Kitty Online, if your **** gets blown up and stolen, deal with it. "Safety" Mechanics are completely illogical. Why not do the same for destroyed ships. I'm sure it'll be the same demographic as this. If I have something stored in a POS and it gets blown up, boo-hoo. My fault for leaving my assets in a vulnerable location. And the aggressors get to enjoy a nice load of loot.
TL,DR; "Safety" Mechanics are bad. Risk vs Reward. CCPlis, gieff loot. Totally agree. In w-space you keep ALL your stuff in a POS. That includes dreads and several T3s. Guess what happens when someone blows it up. Everything goes puff and you are space poor once more. No "oh! my assets are safe from the bad guys so I can sleep in peace at night". No insurance. No nothing. WTF? This is EVE. HTFU.
The fact that you decided to live in space with no protection to your assets in any way does not mean it should be the same for other part of the game. Null always featured some form of protection. Scrapping the current systems because WH space has it harder would have massive consequence on how the game is played. |
FT Diomedes
The Graduates Get Off My Lawn
1004
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Posted - 2015.05.28 03:57:26 -
[303] - Quote
Not to mention that WH space has at least some ability to keep people out. It's not like a vastly superior force can appear overnight on your doorstep.
The Greatest Ship Ever. Credit to Shahfluffers.
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SFM Hobb3s
Wrecking Shots Black Legion.
298
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Posted - 2015.05.28 13:40:06 -
[304] - Quote
Also I'm sure the smart wormholers frequently move their extra loot and assets to where? Safe indestructible stations/market hubs. It's not like absolutely everything you ever owned is stockpiled in your wormhole tower. And it wouldn't surprise me if the majority of wormholers have at least small caches of ships in many npc stations around Eve. I know I would (and do, although I live in null) |
Dersen Lowery
Drinking in Station
1589
|
Posted - 2015.05.28 20:24:03 -
[305] - Quote
SFM Hobb3s wrote:Also I'm sure the smart wormholers frequently move their extra loot and assets to where? Safe indestructible stations/market hubs. It's not like absolutely everything you ever owned is stockpiled in your wormhole tower. And it wouldn't surprise me if the majority of wormholers have at least small caches of ships in many npc stations around Eve. I know I would (and do, although I live in null)
Meh.
The problem with this strategy is that you cache your stuff in, say, Amarr, and your next week's worth of Empire connections are to Molden Heath, maybe Placid or Devoid. Anything that has any tactical value is in the WH, because you have no guaranteed access to any assets in K-space. It's easier and faster to just get what you need when you can. We had a running "shopping list" of requests. When someone got a good Empire connection they'd pop out, find the nearest non-awful market, and satisfy as many of the requests as possible.
Proud founder and member of the Belligerent Desirables.
I voted in CSM X!
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Johny Tyler
Synapse. Diplomatic Immunity.
19
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Posted - 2015.06.04 10:44:32 -
[306] - Quote
CCP Ytterbium wrote: Such gameplay is necessary if we wish players to use those new structures and not stash all of their items in NPC stations.
I think it is a big problem to start designing mechanics around what you "wish" players to do. Make good solid game mechanics and leave it up to the player what they "wish" to do with it.
IMO epic loss of a structure could/should be best balanced by making the structure useful enough to be worth the risk.
A possibility to preserve a few key assets would be to install an emergency compartment in a structure of a specific size. Items in the compartment at the time of destruction are ejected in a capsule similar to one of your options, not scanable or destructible until the player has retrieved it. Such a compartment could come standard on a structure, but I would recommend making it another module option that requires fitting space and a choice to use it over something else. |
Trinkets friend
Sudden Buggery Prolapse.
2401
|
Posted - 2015.06.05 00:04:45 -
[307] - Quote
kreschun.
OK, so these Citadels have no fuel use. So they never go offline, never get weakened by inactivity. So they are still as theretically deadly when not inhabited as when inhabited. Then the junk inside them get squirelled away to sekrit space cans by space hobbits.
Well, OK, not a question. So here's the real one:
When i unanchor the Citadel, what happens to the junk inside it?
Right now, I have 82 toons in corp. Divide by 2 for alts, I have about 40 meatbods. Some of these meatbods go AFK for long periods. At the moment what I do is hump all their stuff out of their hangars, then take their ships out of the SMA, and either liquidate or contract it back to them.
This is predicated on the ability of a CEO like me, not only dashing and handsome, but able to peek into every nook and cranny of the POS and extract nuggets of caca from it before jacking it down and unanchoring it.
So...in the space hobbit milieux how does it work if my members have their own private space? Do you get the same problems you get with PHA's in that you can't unanchor them because of reasons? Do you get to force the issue and make Space Hobbits come along and steal your member's stuff and hide it in invisible leprecans around system, which will then expire and destroy all their stuff because your members are AFK?
Or soes the act of unanchoring the Citadel just trash everything?
I haven't heard anything either way on this issue. It would be interesting to hear, because I suspect that the way t deal with items being destroyed or space hobbitted is to just move out of the Citadel, leave it sitting there abandoned (just like now! except with no SMA killmail risk!) and take a bet that ecause it's 40 AU's off dscan no one will ever find it, and my members can come back from AFK and eventually get their stuff out.
I dunno. I mean, i hate moving out quitter's gear, but by the same token, this is a bit odd.
Doctor Prince Field Marshall of Prolapse. Alliance and Grand Sasquatch of Bob
We take Batphones. Contact us at Hola Batmanuel - Free call 1800-UR-MOMMA
~~ Localectomy Blog ~~
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Rat Sotken
Federal Navy Academy Gallente Federation
0
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Posted - 2015.06.26 04:41:05 -
[308] - Quote
Okay, so I just found this thread and I'm going to contribute my two cents.
First option, not going to work. Noone in their right mind will re-enter a hostile WH or system to retrieve all of their stuff.
Second option, not going to work, some of those containers would have to be massive and require hundreds of trips.
Third option, not going to work, large entities will use it as an easy way of moving cargo. I can easily see it being used as a way to setup an immediate staging base. That much value should not be able to be moved without considerable cost.
As covering the obvious, citadels will be found in many areas, the three main ones are WH, Null, and HS. In that order of safety.
WH dwellers have a devil may care attitude and combined with the limiting feature of the WH's themselves, are the truest EVE players imo, standing by the creed "I am going to lose everything tomorrow."
Null, is where the most destruction occurs. Lack of CONCORD retribution and freedom to kill who they want. That destruction first requires a lot of assets to be built up to be used, before the actual battle. Who stand by the creed, "Pew, pew, pew"
HS, is where the carebears live. And where only guerilla tactics survive before the hammer of CONCORD arrives. "I don't care what you do, but leave me alone"
Easiest solution is I forsee is in WH, leave them as it is, no recovery, no safety. Only currently available defensive systems. Null, you'll most probably need to add some modicum of safety, a warning and time. I was thinking effectively choosing a base of operations and where every user has to pay excessively high to keep that base, effectively as a NPC station. But you'll always end up with the scenario where the offense moves faster than the defense can muster or organise and where you'd end up as an island. In Eve, that would require entosis sovereignty to slow down by orders of magnitude.
Personally, I am on the side of everything is destructible. That's the only way you're going to get gang guerilla warfare. Because then there will be no more big targets. It'll be too costly to store everything in one place. And therefore people will have caches everywhere. I'm also going to suggest pockets of dynamic high sec, maybe 10% of the systems in any single region. Then you'd only need Medium Citadels.
But you're hitting against people's laziness. The bigger the group, the safer they want to be. There's an inherent safety in numbers.
Yes, its a mindset shift. And it'll be greater for some than others. There will be attrition, no matter how you cut it. You decide what kind of gameplay you want and the players that fit that mould will stay/arrive. Use Quant, for those who subscribe with money what do they spend their time doing and use that as your guide. Follow the money.
If you make null destructible, they'll just base out of HS. If you want to tweak, upon release of fozzie sov, move everything in null to systems within 5 jumps of Jita, and let null start anew.
In politics, you know what you want, so you pick the extreme version of it, then you'll seem reasonable when they bargain you down to your original intent and vision.
TL;DR Make everything destructible with the same current loot mechanics for ships.
Let the insecurities reveal themselves! |
Barrogh Habalu
Forever Winter Absolute Zero.
885
|
Posted - 2015.06.26 06:43:05 -
[309] - Quote
Enya Sparhawk wrote:You should know better than anyone...
In War, there is no neutral ground... anywhere.
Why should 0.0 be any different?
I know for a fact that there is a lot of loot to be had from players in Australia, New Zealand, Canada, United States and the Isle of Great Britain.
I plan of doing my share of the reaping... This won't work. What that does is pushing people and their assets to empire.
That:
SFM Hobb3s wrote:The smack-down simple answer is this: If station destruction results in a players loss of stored assets, there will be LESS content in eve.
1. Player loses all his PVP ships/supplies=less content 2. Player learns not to store PVP ships/supplies in a destructible station=less content
If you think most of null is empty now...just wait. |
LujTic
Green Visstick High
12
|
Posted - 2015.06.26 09:13:54 -
[310] - Quote
I wouldn't make any radical changes that creates a risk a large number of people would unsub or leave nullsec. I would take it slow and step by step. First step would be to make them conquerable with the new mechanic. That's already a major change that risks driving people out of nullsec. Then you can add an option to destroy stations, moving the items stored inside (possibly with a chance to lose part of it). You can then increase the chance of losing stuff if it doesn't drive people away. |
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Styphon the Black
Forced Euthanasia Soviet-Union
32
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Posted - 2015.06.26 18:36:40 -
[311] - Quote
GÇó Third option could be to have the items inside the structure moved to another structure belonging to the same owners.
I wouldn't have it move to another stucture by the same owner but have the SoE recover the lost items and ship them to a fiendly NPC station. Someone might not have another structure that they own. |
GordonO
Caldari Provisions
126
|
Posted - 2015.06.29 02:34:32 -
[312] - Quote
This doesn't encourage anyone to live anywhere but Highsec. lets say I live in some null system, my wife has a baby, I get hit by a bus, or whatever. I come back a week later to find 2 freighter loads of stuff in one container. How do you honestly expect someone to move their stuff if they AFK for a few days and log back in to a space container?
... What next ??
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Kasia en Tilavine
School of Applied Knowledge Caldari State
5
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Posted - 2015.06.30 16:29:52 -
[313] - Quote
I would like to reiterate on the planetary vault idea, which I think is a great way of shifting the current "safety" that outposts provide to a structure that is just as safe but with far less access ability.
Barren or ice planets can have a "space elivator" built on them, granting infinite cold storage options for players. Once per hour or day perhaps, a single "retrieval request" can be made for any and all belongings, you drag and drop everything you want to retrieve out of storage and it is sent up for you in the elivator. You can also do a single "deposit request" every hour or day. Drag and drop into a queue container with potentially infinite space and it will be immediately and safely stored for you.
With this in place, the bulk of expensive valuables would be stored there, with a small assortment of pvp and pve equipment stored in L or XL structures for quick fitting and flying options.
No terrible loot can mechanic, teleporting capitals, interbus shipping costs, itemized insurance, journal can bull$&@# or hellcamping trillions in assets until the 30 day timers expire "just for lulz or profit".
No unlimited access to all your stuff free of loss at any time like right now, your ease of use items will still be destroyable and loot able by attackers, but you will have potentially trillions safe from harm, out of sight out of mind. No retreating to npc stations. Only your local HOTH.
A new structure to be built monitored maintained and protected. If it is destroyed and a new one is built you are in the same boat as you are now with the new outpost owners locking you out. All you have to do to let your alliance retrieve their things is blow your enemies space elevator and build your own. Requiring you to take the system back anyways. Just like now. And since its in system, if you have to go on vacation for extended time, you don't have to ship back to high sec, only to the planet that's a single safe, all blues in local warp away. |
Rat Sotken
Wazzat Conglomerate
0
|
Posted - 2015.06.30 22:21:35 -
[314] - Quote
This thread has been bugging me. Its a critical issue. And it'll affect how everyone plays the game.
So here are more ideas. Seperate null. -0.5 to -1.0, caters for blops and alliances. (BLOP Null) 0.0 to -0.5 caters for small gang pvp. No alliance support and corp size limitations. Maybe even fleet size limitations. (Small Null)
Null is dead because very few people want to be disturbed by a cyno and a BS fleet, when they aren't expecting one. When people know the size of fleet to expect, there's better odds of getting an even fight. The main consideration here is, you want Blop Null to still go to Small Null, just without the fleet support. You'll still people docking up when they meet another fleet too large for them to take on, but at least you would be more likely to find another small gang fleet.
You could make BLOP space like Shattered WH's, enourmous systems but in null, and there would be 20 systems. And with one central and 3 sub-central systems connecting all of them in the center. You could implement a reverse reinforce, where the longer your Citadel is up, you can add more shield, armor, etc. Exponential curve time delay between each stage, maybe can upgrade 3 times. Which would force any attacker to go through additional reinforce timers. It'd even help the server load since you've aggregated all of the major null alliances. Or even thats the only place you can build XL Citadels which replace Outposts in terms of all functionality and are non-destructible.
Another idea is based on the number of people who use a Citadel, determines its upkeep costs. So Customs tax or Maintenance, w/e. This would especially apply to Small Null where you could group people to two bands. So say under 20 Citadel users, is the most value. Then you'd go 21-50 users, which would cost like 60% more. Essentially the less people that use a single Citadel the cheaper it is to run.
I've sort of come around to every character having access to what is effectively a single cloaked station container. If they keep their stuff in it, then its safe for pickup similar to what happens in Planetary. However there has to also be support where people can contract up the pickup, so put up the contract for those daring enough to pick them up in their Cov Ops ships. When a station blows up, the owners will get a master pass, which they can make a single copy at any one time, which will allow people to open their station container. |
Wooly Akachi
What Could Go Wrong Lethal Intent.
44
|
Posted - 2015.07.01 05:07:07 -
[315] - Quote
Ok here's my version - most likely is bad or has a big hole somewhere in it.
The Outpost have been damaged or attacked by drifters doing "Stuff". They are slowly deactivating - shutting down.
The new structures that are being rushed into service are not as good as what they are replacing (Destructable) The old structures remain in space but no services are able to be run on them.
You can still dock in them and store stuff (Limited space 20mil m3? dread plus a bit). when changing ship and then undocking you have no sheild or cap. anyone can dock in it as security services are disabled. No refitting or other station services
This will provide a safe storage for people but only a small amount per person and will make current station systems a potential conflict driver.
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Nortion Adoulin
Federal Navy Academy Gallente Federation
4
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Posted - 2015.07.07 18:47:45 -
[316] - Quote
Everything should be Destructible
Start with the problem the station itself will keep this short and to the point
Limit the space available inside the station for hangers and storage. The larger the station the more space available.
Small station should be able to dock upto cruier size and larger sized stations battleships and the XL upto capitals but very limited numbers (4 max). EXCEPTION you can always dock a FREAGHTER.
Limited space = less assets = less loss of assets.
Limit hanger space for assembled ships. You want more space pay for it!
The station owner can buy insurance to become a BONDED secure station. An NPC corp. (most likely one of the existing large NPC corps) offers secure asset protection for all hanger items excluding Assembled ships. Alternately there should be an office in the station to allow charters for a one off fee to buy bonded status in the station the cost dependant on their standings and max payout. E.g. pay 1 mil less 2% because you well known and friendly to us for 200mil cover. Standings of -5 and your cover is refused or if you drop to -5 any cover is revoked.
The owing corp. alliance has to pay a fee for this so that can chose not to but that wonGÇÖt encourage neutrals to visit. Also any chanter whose property falls under bonded status keeps that status until they opt to use it; no matter how many times the station changes hands. Items held can be left indefinitely or until the owner revisits the station. When a station is forced into reinforced the contents become secured buy the Bond Corp. If it remains in the holderGÇÖs possession afterwards nothing changes. If lost there are several options for the attacker.
1 Destroy the station = Major loss of standing for the attacking corp. alliance and pilots with the bond holder corp. (becomes -10) Bond holder has to replace or pay for replacement of all assets lost excluding assembles ships. Lots of wreckage and containers drifting about for weeks/months afterwards.
2 Loot the station = Major loss of standing with the bond holder corp. (becomes -10) Bond holder has to replace or pay for replacement of all assets lost not belonging to the owning faction or corp. Attacker steals 50-70% of the contents of the station also all items currently up for sale in the station. Note must be able to remove the loot from the station buy their own corp. /faction ships. They cannot just move it to their own hanger space and contract it to neutral haulers also they must abandon the station within 2 hours after which time it becomes a free port again except they are refused docking access until the station has changed hands once more.
3 If captured the new owners can occupy and honour the bonded status. The owners of the bonded items can have then shipped to a neutral station of there choice or to a Hi sec station. Shipping takes 2-7 days. The new owner will have to buy bonded status if they wish they do not inherit the previous ownerGÇÖs status.
4 Strip the station of assets which removes upgrades and services and receive large amounts of salvage i.e. electronic components scrap, computers food medical items ( basically anything not nailed down to hard) Every day a station being stripped produces X million isk of salvage .But leaving personnel items untouched and the station largely intact. Again these items must be shipped out by their own ships not contracted to neutrals. Useful if you donGÇÖt think you can hold a station for long. Striping a station gives a major negative to Sovereignty Industry hub and station control and can actively make it go negative.
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Punx Evangeline
Repracor Industries
148
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Posted - 2015.07.12 01:21:19 -
[317] - Quote
I like the third option, have all your stuff be able to move to another structure like the one that is demolished. If you don't have a structure, then you have to build one to get it back.
I for one wouldn't move my stuff into player owned structures on a mass scale if they can be destroyed and lost. If I have to go pick it up somewhere in a freighter, I'm not likely to put very much in it.
If you want people to use it, keep their stuff as safe as their stuff is in NPC stations. |
Nortion Adoulin
Federal Navy Academy Gallente Federation
4
|
Posted - 2015.07.12 18:19:42 -
[318] - Quote
Punx Evangeline wrote:I like the third option, have all your stuff be able to move to another structure like the one that is demolished. If you don't have a structure, then you have to build one to get it back.
I for one wouldn't move my stuff into player owned structures on a mass scale if they can be destroyed and lost. If I have to go pick it up somewhere in a freighter, I'm not likely to put very much in it.
If you want people to use it, keep their stuff as safe as their stuff is in NPC stations.
EXACTLY!
This gives the owners of the assets the option to protect them but does not guarantee that any one attacking a station will let them get there stuff back.
Also the attackers who take a station have options on how they are going to get benefit of taking the station after the fight. BUT having real consequences for destroying the station or looting the valuables inside.
With all the corp. members and the corp. getting there standing trashed then there never going to get bonded status on their own stations. Negative standings could also be extended to Hi sec say having docking rights at NPC Corporation stations refused along with trading rights for all items for sale at their stations it would act as a restraining mechanism on the whole scale destruction in Null. These NPC Corporation are not like CONCORD whose authority stops Hi-sec. They have indirect influence beyond and financial interests out there. TheyGÇÖre going to punish anyone who cost them ISK any way they can.
More importantly anyone who really wants to live out in null totally independent of Hi sec and not relying on them to protect their assets can do so if they want to. They can destroy as much as they want to it just destroys there standings with the Hi sec factions and corporations. They just have to remember that like the mirror on NULL they cannot enter without being attacked by anyone who wants to or that there are few if any stations they can dock in to buy and sell stuff. They turn Hi sec into their care bear Null-sec.
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O2 jayjay
Hunter Killers. Forsaken Asylum
26
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Posted - 2015.07.18 06:30:13 -
[319] - Quote
Item safety sound like world of war craft. I'm playing eve. High risk high reward. All items should drop just like everything else. |
Rowells
ANZAC ALLIANCE Fidelas Constans
2625
|
Posted - 2015.07.26 03:52:05 -
[320] - Quote
O2 jayjay wrote:Item safety sound like world of war craft. I'm playing eve. High risk high reward. All items should drop just like everything else. So where's the high reward? |
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Josef Kennet
Zima Corp Infinity Space.
0
|
Posted - 2015.07.26 11:08:39 -
[321] - Quote
I think the full destriction of station is bad idea at all. Because if you make stations destructible than it is logical to make ALL of them destructible including LS\HS\NPC Stations. And when you think what will happen if lets say Jita - m4 will be destroyed you will understand why this mechanic is so bad with any of assets evacuation mechanics.
So, my idea is: 1) Stations have reinforcement timers (armor\shield). Damage is done by regular firepower or if you wish by entosis links (i prefer regular firepower because destroying station by entosis is kinda lol) 2) Station services( + market + contracts + direct trade + whatever station activity you like) are station modules (fitted to stations). 3) When station recieve damage on some point (like 75% shiled, 25% shield etc) one random service(which is fitted to station) is destroyed (and station changes its model to some damaged variant). In addition it may be followed with some loot (minerals for example). 4) During reinforcement (plus some time for a fight like ~2h) station owner cannot fit any new station services. 5) When station gets to 0% all services should be destroyed and some of fitting will be dropped as loot, station enters freeport mode. 6) In freeport mode only dock\undock and moving your staff in hangars is available. 7) To gain control over station you need to bring some materials to station (maybe docking support service or just random basic things like capital plates\construction blocks\whatever so you do not know in advance what to bring with yourself) and then use entosis link. After that you probably want to repair station (if it on 0% you cant fit any services, if it for example on 50% structure you can fit only one - theopposite to their destruction: 100% station - all fitting slots for services are available, 0% - none). 8) During repair station model returns to is normal undamaged state.
The results are: 1) Any items are always safe on station (because its not destroyed fully) 2) A lot of visual candys (because its probably the only thing that is cool in station destructions) 3) Unexpected gameplay because of random fittings and random destroying of services (you can probably lost your ship fitting services on 75% shield and replace it only when and if you will win) |
Lu Ziffer
Jelly Baby Corporation Fidelas Constans
27
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Posted - 2015.07.26 12:06:30 -
[322] - Quote
The big question behind this how should station or space structure conquering work? I would come up with 3 ideas
1. Hack the station disable the defences and take over the station.
2. Invade it you start a battle land troops and fight for the control of station inside and outside of it.
3. Siege the station with two options of taking over and repairing a badly damaged station or destroying it.
The first is like the new SOV System
The second is the old with some Project Legion added
The third is something which is only reasonable with stations that have defence systems and massive hp . This means if you want to destroy a station you have to bring the Dreadnaughts and Superscapitals. It is more like a last resort option if you can not get control otherwise.
In the event of station destruction I would propose that everything that has a volume of small container 100m-¦ and is worth more then 10000ISK per m-¦ is evacuate and can be retrived from a SOE holdingsite. Everything else ressource stacks and ships gets blown up and can be retrived from the wreackage of the station. |
FT Diomedes
The Graduates Get Off My Lawn
1490
|
Posted - 2015.07.26 16:41:30 -
[323] - Quote
If destructible stations come, they should only be player built stations in 0.0. If they are destroyed, they need to have 50% of the contents get destroyed. The other 50% ends up in a huge, indestructible wreck, which players can salvage to recover the station's contents. Once all the contents have been salvaged, the wreck goes away.
All this cuddly little "SOE fairies magic it off to another station" has no place in Eve - once people have an opportunity to decide how much risk they want to take. It would not be an incentive to come back to Eve if you resubscribed to find all your stuff had been blown up.
For that reason, implementation of this system would be preceded by the option to have a one-time move of all your possessions to any single 0.0 or low sec station. Possessions belonging to inactive players automatically get moved to the closest non-destructible station prior to implementation.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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Shallanna Yassavi
Imperial Academy Amarr Empire
7
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Posted - 2015.08.04 02:23:11 -
[324] - Quote
If you're going to make things in null more destructible/possible to steal, you need to also answer this question: Why would I leave my stuff there for someone to steal?
We already have half the answers: Because I need to be able to fight off the people who are trying to steal the stuff out of my station (smaller ships, gear). Because we've been mining, ratting, and tech 1 manufacturing, but haven't quite got everything ready to go to market/hisec storage. Because I can't keep them anywhere else (caps).
I've also heard tech 2 production is mostly done in hisec precisely because that's a huge and complicated logistical system with a lot of opportunities for someone to stop it from working. If any job which required more skills than Industry required a player-owned facility to build, that would make POS very much worth keeping some stuff in, and maybe even worth stealing stuff from.
A signature :o
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Borg Stoneson
SWARTA Mostly Clueless
46
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Posted - 2015.08.04 05:00:18 -
[325] - Quote
My own thoughts.
People docked: Players who are currently docked get moved to a spot in the system via "Station Emergency Evacuation Catapult System" (SEECS for short), those who are offline then dissapear, those who are online are now in space as normal, but away from the station.
Loot: Anything in shared corp/alliance storage acts the same as in a current POS CHA.
Personal Storage: Ship hanger drops ships the same way as a current SMA if the structure is destroyed.
New item for players personal hangers, an emergency asset evac container. Basicly something like the current station containers and in a variety of sizes. They act like the special PL style containers that were mentioned in the original post, thing that are in them are "safe" things that are left behind drop in a manner similar to current CHA mechanics.
Other ideas, "SEECS" module/rig for ships? So that if they're unpiloted they act similar to the PL style containers. Rig would be better, means there's an actual cost to using it.
Despite what was said in the OP there is a "safety mechanic" of sorts for starbases, people can move around in the shield and have options when it comes to moving things out (DST with a MJD, Sneaky cov ops stuff, if there's bubble cage you can warp out and in in anything. Vastly different to what will essentialy be a station camp with the new structures. |
TigerXtrm
Black Thorne Corporation Black Thorne Alliance
1206
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Posted - 2015.08.05 02:47:34 -
[326] - Quote
Suggestion:
Upon destruction of a station all hangar modules are ejected towards the planet the station was anchored on. After surviving reentry and killing a few thousand peasants down on the planet (are null-sec planets inhabited?) the hangar modules start broadcasting a beacon signal to their owner. Upon paying the surviving peasants a moderate fee for the trouble, the capsuleer may cherry pick their cargo through the use of a Customs Office in orbit around the planet, being able to only take as much as their ship is able to carry. Alternatively the capsuleer can pay an even bigger sum to some NPC mercenary deep space hauling service to ship the crash landed cargo to a station of their choosing. Price based on size of cargo and distance to drop-off location.
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Borg Stoneson
SWARTA Mostly Clueless
47
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Posted - 2015.08.05 09:15:11 -
[327] - Quote
TigerXtrm wrote:Suggestion:
Upon destruction of a station all hangar modules are ejected towards the planet the station was anchored on....
From what I understand the new structures wont be locked to moons or planets but rather can be placed anywhere |
SFM Hobb3s
Wrecking Shots Black Legion.
346
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Posted - 2015.08.05 12:09:18 -
[328] - Quote
Still convinced its technically not feasible for the code to change the location of all items in a station at one go. Haven't any of you ever seen what happens when 200 slowcats undock and deploy drones? We're talking MILLIONS of objects here. You are going to have TIDI so bad it'll reach -88 miles per hour and send you back to to 1984. |
TigerXtrm
Black Thorne Corporation Black Thorne Alliance
1206
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Posted - 2015.08.05 14:14:36 -
[329] - Quote
Borg Stoneson wrote:TigerXtrm wrote:Suggestion:
Upon destruction of a station all hangar modules are ejected towards the planet the station was anchored on.... From what I understand the new structures wont be locked to moons or planets but rather can be placed anywhere
Closest available planet then.
Quote:Still convinced its technically not feasible for the code to change the location of all items in a station at one go. Haven't any of you ever seen what happens when 200 slowcats undock and deploy drones? We're talking MILLIONS of objects here. You are going to have TIDI so bad it'll reach -88 miles per hour and send you back to to 1984.
It's not remotely the same. Displaying and tracking entities in space is something completely different from moving database entries from one place to another. Server impact would be minimal.
My YouTube Channel - EVE Tutorials & other game related things!
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SFM Hobb3s
Wrecking Shots Black Legion.
346
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Posted - 2015.08.05 14:58:16 -
[330] - Quote
TigerXtrm wrote:Borg Stoneson wrote:TigerXtrm wrote:Suggestion:
Upon destruction of a station all hangar modules are ejected towards the planet the station was anchored on.... From what I understand the new structures wont be locked to moons or planets but rather can be placed anywhere Closest available planet then. Quote:Still convinced its technically not feasible for the code to change the location of all items in a station at one go. Haven't any of you ever seen what happens when 200 slowcats undock and deploy drones? We're talking MILLIONS of objects here. You are going to have TIDI so bad it'll reach -88 miles per hour and send you back to to 1984. It's not remotely the same. Displaying and tracking entities in space is something completely different from moving database entries from one place to another. Server impact would be minimal.
Having been in a system where the inhabitants of a station started making contracts with the express purpose of generating lag, and succeeding, I would beg to differ. |
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