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xeom
Coagulated
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Posted - 2007.07.21 00:46:00 -
[241]
Can't believe so many people are doing all the blow by blow debates.As if CCP listened to its customers any more.
The truth is ccp doesn't do whats fun or innovative anymore. Statistics and graphs show that ever sense the focus of the game was switched to play empire the game has grown.This might work for a while but a in a niche game like EVE I think it's destined to fail.
If someone would have told me 1 year ago the direction CCP is heading in now.The sweeping changes and future of eve.I would have assumed CCP was acquired by SOE somewhere along the line.
--- Coagulated
-Videos- Viciously Delicious New! Non-Entity
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Trak Cranker
Serenity Inc
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Posted - 2007.07.21 01:15:00 -
[242]
There is quite a few issues in this.
1) Sov and the related POS killing. Not fun. If you ask me, sovereignty determination should be moved from what you have to what you do. Note: The following is a skeleton of an idea and very likely has issues and sideeffects not thought through. And I even have some issues with it. Just treat it as _an_ idea, please.
But lets say that that in order for a side to gain sovereignty they have declare their intention of doing so and to start making kills in a system. In effect enforcing their power on a system and proving that they have some sort of control over it.
NPC kills give a certain amount of points, perhaps based on size of ships (this would force a response from a hiding force). And then you you can score several factors higher points by killing ships of other groups that have declared their fight for the sovereignty in the system. Sov. ownership could then be decided by having to be on top for a given time or something like that.
Stuff I dont like about it: The points scoring. Its feels s little bit to much like an FPS and not quite epic. But it could prob be given some makeup to look and sound better. But I think its a LOT better than the current system.
Stuff I like about it: It will move combat away from the POS's. Or most at least. It will occationally move combat to belts and potentially probeable encounters - anywhere that points can be made. It will make every kill and enemy encounter count. If you sit back behind your POS walls, you can just watch as the opponent racks up points on NPCs. It will, as far as I can tell, eliminate the need for the blob, as being spread out over timezones will prob be just as good as being heavy in one timezone. And when faced with a numbers wise superior opponent, there will probably almost always be options for scoring points guerilla style for the superior, skillwise, pilots.
POS's could then be kept in the game - for the purposes of operation spearheads, moon mining, small bases of operation and the new options of jump bridges and what have you.
Pick the idea apart please.
2) Outposts being indestructible. I am not opposed to the possible destruction of an outpost. But for the work going into an outpost to make sense, the work needed to destroy one must be of a likewise significant magnitude. I feeling I got from the post that started this thread was that it should be a lot easier than that. And the repeated claim that the outposts are somehow risk free to the creators once up, is a severe misrepresentation. They can still be lost and represent a huge isk loss if so. But they cost only a fraction of a titan, you say, and _they_ can be destroyed. Yea, but they can also themselves destroy value and are not static targets, but can avoid an attack as much as the pilot is capable of managing it. Outposts are big fat sitting targets.
That being said, one might not want to hold an outpost forever - and might not want to leave it behind. And I think that it should be an option not to. But it would not be unreasonable for it to take a substantial number of days of commitment and control to effectuate a destruction.
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Cailais
Amarr VITOC Fang Alliance
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Posted - 2007.07.21 01:34:00 -
[243]
Originally by: CCP Greyscale
Originally by: Ryas Nia Your alliance wakes up to find all the belts in its home system mined out....
Just to throw some more thoughts in here... This is a central issue that I've only seen flagged up properly once in this thread.
Logging on and finding someone on the other side of the world has broken all your stuff during the night sucks
Any change which requires destructible anything needs to have an answer to this as a prominent if not central feature. Addressing timezone issues is always a difficult problem, because invariably somebody has to do an alarmclock op if both sides are to even see each other, but you can't deal with this issue by simply pretending it doesn't exist. The same applies to same-timezone alarm clock ops - if you could kill an outpost in six hours, who here thinks [insert your favourite bogeyman alliance] wouldn't organize themselves to pop hostile outposts during the owners' night-time, even if it meant getting the whole alliance online at 2am?
Ruins. Thats the answer:
Outposts, POS et al, that remain as static features, that contain some / part of / all of a players personal resources but whose functionality is permenantly degraded. Depending upon the damage incured a ruined structure has degrees of functionality. But it can never realise its full potential again.
Decay.
Entropy is a fundamental aspect of any persistent universe; your outpost a ruined burning hulk, your sovereignty lost and the Outpost / POS becomes a contested or public space for the low life and rif raff to infest.
Limit the 'repair' modules to everything Outposts, POS, Ships, Modules (and add some nice battered, blast scorched skins while you're at it) and I think you'll see a crucial change.
Suffer with that wrecked old Outpost with its crippled lab, no market, repair station or medical facilities (all left in smouldering ruins)? Or build a new one?
Eve's a dark, macabre brutal universe - think along those lines and the thread of development seems pretty clear to me.
C.
- sig designer - eve mail |

Parallax Error
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2007.07.21 01:51:00 -
[244]
Originally by: Leon Czolgosz Bits and pieces.
Some fair points, however I can guarantee you that any attempt to introduce destructible Outposts will lead to more blobbing for the reasons I've already outlined.
It's not a case of wanting "to eat my cake" and "me wanting to have it". What appears to be advocated is the complete reversal of the current system and a massive swing in favour of roaming groups. Now, to an extent giving roaming gangs some reasonable objectives is a decent idea, but you cannot give them a critical role as you'll end up with power escalations. If you end up allowing the complete and utter annihilation of Outposts you are going to lose the drawn out swings and roundabouts struggles unless you only allow an Outpost to be blown up with say Sovereignty level 3. That would be the only way to give the defending entities a decent time period for counter attacks. Would the battle for 9-9 been so epic if Goons or BoB had blown the Outpost up after 1 day of sov?
Even then your opening up yourself to the whole metagaming cess pit of spies actually blowing up your outpost from the inside is a horrible thought. it's already hard enough to keep spies from seriosuly damaging you without giving them a 1 shot button of doom.
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GulletSplitter
Minmatar Colonial Fleet Services
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Posted - 2007.07.21 02:07:00 -
[245]
So after 9 pages of arguing...what I've been able to get is that outposts need to be destructable....just need to have a fairly long timer for destruction so that <generic blob> can't warp in and blow it up in 3 hours.
So can we just get to the arguing about how long the timer should be? And skip all the empire building/PvP only is the best stuff?
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BluOrange
Gallente Agony Unleashed Agony Empire
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Posted - 2007.07.21 04:03:00 -
[246]
Originally by: Leon Czolgosz
Originally by: Parallax Error Edited by: Parallax Error on 20/07/2007 19:45:54 In other words, what you want is all the kudos and plus points of being a "conquering alliance" without any of the downsides of holding space?
He wants to be a Space Viking. What's wrong with pure destruction in a game where players are expected to take on the role that AI mobs do in other games?
That's not what the Vikings actually did, though. They raided and they stole (and raped and pillaged) but they didn't destroy; they left the village in place so they could come back next year and do it all again.
On those occasions when they did kill off all the villagers, they moved in and settled down. So leaving outposts intact is a more historically realistic model than destroying them.
Once a city reaches a certain size, even a catastrophic incident isn't enough to destroy it, because it has support mechanisms that keep it alive - if all the goods and ships in Jita were obliterated by a super-doomsday device, the marketplace there would be back in business within a day or two, and within a month, the incident would be almost forgotten. Individual merchants might well be destroyed by it, but the city would endure.
When it comes to the fate of cities, the ones that have died historically have died off because their support mechanisms failed, because food stopped coming in from the farms or because traders stopped visiting. And so you get left with theoretically-habitable ruins, like the Mayan cities that the local tribespeople use as cautionary tales, rather than living spaces.
Recruitment FAQ |

BluOrange
Gallente Agony Unleashed Agony Empire
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Posted - 2007.07.21 04:04:00 -
[247]
Edited by: BluOrange on 21/07/2007 04:05:08
Originally by: Cailais
Ruins. Thats the answer:
Outposts, POS et al, that remain as static features, that contain some / part of / all of a players personal resources but whose functionality is permenantly degraded. Depending upon the damage incured a ruined structure has degrees of functionality. But it can never realise its full potential again.
Decay.
Destructible Outpost Services would achieve that goal, wouldn't they? I don't see why any amount of damage should be ruled 'impossible to repair'. Mightily expensive, sure. But impossible?
Recruitment FAQ |

BluOrange
Gallente Agony Unleashed Agony Empire
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Posted - 2007.07.21 04:34:00 -
[248]
Originally by: Trak Cranker Edited by: Trak Cranker on 21/07/2007 01:29:31 There is quite a few issues in this.
1) Sov and the related POS killing. Not fun. If you ask me, sovereignty determination should be moved from what you have to what you do.
...
But lets say that that in order for a side to gain sovereignty they have declare their intention of doing so and to start making kills in a system. In effect enforcing their power on a system and proving that they have some sort of control over it.
NPC kills give a certain amount of points, perhaps based on size of ships (this would force a response from a hiding force). And then you you can score several factors higher points by killing ships of other groups that have declared their fight for the sovereignty in the system. Sov. ownership could then be decided by having to be on top for a given time or something like that.
...
2) Outposts being indestructible.
...
I really like this idea. Let's assume that an outpost has a massive onboard population - enough to bring CONCORD's supercapital fleet out to defend them if someone were foolish enough to make a serious attack. (Let's face it, CONCORD are a bunch of powergamers who will take any excuse they can get to gank somebody; nobody can convince me they don't have a secret titan fleet that they're itching to deploy.) Or maybe those irritating Jovian carebears have fitted their shield technology to the outposts?
Regardless of the in-game excuse *cough* IC reason, outposts are unlikely to be made destructible.
However, if outposts had a certain measure of the mood of their population, then that population might well make a decision to switch allegiance, based on a few factors, that could probably be calculated by making the outposts a standings entity in its own right, and then applying modifiers to it.
Having a POS within sovreignty reach of the outpost would be worth a positive something-or-other.
Building the outpost in the first place would be worth a significant standings boost.
Rat kills near the outpost would be worth standings.
An 'agent office' (destructible outpost service) could be constructed - completing those missions would give a standings bonus, with civilian agents providing better value than military agents in this regard.
An amount of the market activity will disappear into an isk sink - the daily total value that goes into that sink is used to calculate a standings modifier.
This would open up a variety of tactics for taking and holding outposts - you could do it by achieving military dominance, or you could do it by winning over the populace by subverting the civilians and getting them to rebel against their masters. Ratting and missioning become valuable military activities, and hunting ratters and missioners becomes more valuable too. (Best kill them before they become too popular with the locals, though, otherwise the standings hit will come back and bite you.)
Recruitment FAQ |

Le Skunk
Low Sec Liberators
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Posted - 2007.07.21 05:49:00 -
[249]
Originally by: Entreri Finwe
Quote: Empire war decs vs alliances? Oh my god increase the price because we don't want ASCN getting ganked! (thanks mate)
Either that's an old post or someone has NO clue...
Bloody CCP
SKUNK
Originally by: Fink Angel They acted like Mr. Creasote at the all you can eat buffet, and CCP provided the Wafer Theeen Mint.
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Hubris
Sniggerdly Pandemic Legion
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Posted - 2007.07.21 05:54:00 -
[250]
Edited by: Hubris on 21/07/2007 05:54:36 This was pretty good to read. I still remember fighting with jade in EC on the torrinos gate. Stealing her safe spotted scorp was prob the funniest things our corp did back then. Anyway back to the topic.
This whole pos and outpost thing is total BS. No one likes it one bit. And to add to that one of the most expensive things in eve is totally invulnerable.
All this stupid territory sov stuff does for us (us as in pandemic legion) is give people a place to play undock games and hide for weeks on end safe from our cap ships.
Once this goes into effect:
We roll into a new home with tons of nice juicy targets that has sov by x group. We run around totally unopposed for weeks in the whole area without cap ships for some stupid reason. We have to resupply with tiny shipments (that will get old really fast). But because we don't play the pos spam game they just wait us out. We get seriously bored and leave.
As nomadic pirates we cannot ever claim an area of space. Most pirates cannot do this because its not logical. We make isk off taking things from other people by force. If we own an area that would mean there would only be blues buzzing around. Our little snigglets would go hungry. You wouldn't want to see a snigglet hungry its not a pretty sight.
As if there wasn't enough places a person can hide and be invulnerable in eve, ccp has decided to make more. I call BS on that...
Soon whole regions will be closed off from our cap support to move in a nomadic fashion. This will severely hamper all of nomadic pirating as well as contracted merc harassment. This puts every merc group in the same boat with us. ALL MERCS should be really ticked off at this whole sov system. Well except for MC, but they aren't true mercs anyway. Alliance lackies of that fashion aren't nomadic.
oh well its late and i doubt ccp will do anything to stop this. I could go on for hours about more and more stuff this will cause. But i will just leave it with my above incoherent ramblings.
-
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Verite Rendition
Caldari AUS Corporation CORE.
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Posted - 2007.07.21 06:02:00 -
[251]
Originally by: GulletSplitter So after 9 pages of arguing...what I've been able to get is that outposts need to be destructable....just need to have a fairly long timer for destruction so that <generic blob> can't warp in and blow it up in 3 hours.
So can we just get to the arguing about how long the timer should be? And skip all the empire building/PvP only is the best stuff?
Here's the funny thing, no matter what you do <generic blob> will find a way to do it in 3 hours. 200mil HP? They'll bring their entire fleet and their allies. 400mil HP? They'll bring their entire fleet, their allies, and their neighbors. 1bil HP? They'll bring all of that and everyone else they have a relationship with.
We already saw this happen last year with the forces of the South blobbing EC-P8R and obliterating it. ---- AUS Corp Lead Megalomanic |

duckmonster
GoonFleet GoonSwarm
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Posted - 2007.07.21 06:06:00 -
[252]
Speaking personally, I agree with almost everything in the OP.
Soverignty is a drag.
But alot of folks enjoy the big achievements I guess. I just wonder what happens when one faction or another controls 0.0. It's kinda game over really. Sig removed. If you would like further details please mail [email protected][orange] with a link to your signature (file |

Bart Roberts
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Posted - 2007.07.21 07:41:00 -
[253]
Originally by: duckmonster I just wonder what happens when one faction or another controls 0.0. It's kinda game over really.
/reset
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.07.21 09:33:00 -
[254]
So any thoughts from the devs on this one?
We've thrown out a variety of different ways to deal with the TZ issue, from:
- ignore it - deal with it partially through the use of HP - deal with it via reinforced mode
And a few I probably missed reading due to RL time crunches.
Screw Sovereignty! |

Yougot Fubarred
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Posted - 2007.07.21 09:39:00 -
[255]
Originally by: Goumindong
Originally by: Bein Glorious I think most of the opening post could be summed up with "POS spam sucks", and I agree with that. Its pretty stupid that the value of a system can be judged by how many moons it has, and with more moons being worse. (which is pretty counter-intuitive; you would think lots of moons would mean lots of very profitable moon mining, but noooo...)
If you fixed or at least alleviated that, I think it'd make things a bit easier.
Not really, Jade is just a fool who doesnt understand how people work, how risks work, or how the entire concept of a game doesnt translate into theatrical or real life examples.
I find it worrisome that a member of CCP commented on this on the first page and DIDNT argue any of the points that were made.
************************************ http://myspacetv.com/index.cfm?fuseaction=vids.individual&videoid=3331170 OMG I ROFLED |

Liquid Vision
Caldari Perkone
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Posted - 2007.07.21 10:03:00 -
[256]
Edited by: Liquid Vision on 21/07/2007 10:09:49 I read Jade's long winded diatribe on SHC and just laughed my ass off. Yes, POS spam and knocking down POS sucks. No one is arguing that point. However, it's the only reasonable way to make this game anything other than a FPS in space. If we did like Jade wanted there would be no point to doing anything other than logging on, shooting people, and then mining/ratting to get more ships. Nobody would get together to try and create anything, because what would be the point? You'd just lose it immediately.
The new sov system seems like it's going to make people hard to uproot from 0.0 which goes a long way towards helping out the "little guy" which is what Jade seems to be about, right? You put a lot of work into building yourself a niche in 0.0 space and calling it home and this keeps the bully from pushing you out easily, which is like it should be. There's still a TON of risk in this game and comparing it to WOW or any other MMORPG is just asinine.
It seems to me like Jade is whining because it would actually take some thought and effort on his/her part to carve out a chunk of 0.0 and hold onto it. If he/she is so ****ed off about the entire system, welp, be a 1337 ganking pirate group or whatever that bases out of the NPC regions like Interdiction or something. Quit telling the majority of the other players how to play the game and what they should and shouldn't like. Attention *****s ftl.
Besides, w/o desyncs and the massive lag the fleet battles and stuff going on down South would be EPIC. If CCP fixes that then there's really nothing wrong with the system other than that it has a tiny bit of logistics and grinding built in. Which, of course, any MMORPG worth its salt will have. If you want to have everything on easy street with no effort go play Battlefield or some other first person shooter. Fairly simple.
EDIT: Also, why should outposts be destroyable AT THIS POINT IN TIME? The vast majority of 0.0 is still a wasteland. You can go 50 jumps and never hit a station. When that changes. . .when there are conquerable stations every 4-5 jumps. . .then naturally I'd see CCP changing it to where you could knock them down. Really tho, what's the point in that now? If you were space invaders for real would you knock down the only docking point for 500 ly around? Doubtful.
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Liquid Vision
Caldari Perkone
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Posted - 2007.07.21 10:06:00 -
[257]
Originally by: duckmonster Speaking personally, I agree with almost everything in the OP.
Soverignty is a drag.
But alot of folks enjoy the big achievements I guess. I just wonder what happens when one faction or another controls 0.0. It's kinda game over really.
And how many times did people say BOB was going to do that? They barely got control of the majority of the South and now look what's happening. It's impossible.
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ArchenTheGreat
Caldari D00M. Triumvirate.
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Posted - 2007.07.21 10:20:00 -
[258]
No need to make outpost destructible. It's good to have more stations in 0.0. Just let the guy who conquers station to loot averything what's inside: - player and corporation hangars - all research jobs and production jobs - ability to destroy all clones in station Currently when someone has a chance to retake station in a couple of days they lose nothing.
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JimBob666
Minmatar Solstice Systems Development Concourse
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Posted - 2007.07.21 11:10:00 -
[259]
Hi, Dont have time to read every post so not sure if this has been brought up at all.
I personally think stations shouldnt be completely destructable for many reasons. However, I think the whole ping pong with stations is stupid... Since revelations 2 you can target different sections of an outpost and disable them where the owning alliance has to rebuild/repair them. So why not make it so that if an alliance wants to take ownership of an outpost they have to:
Disable the different sections of the station (fitting area, refinery, etc) Disable the whole station (becomes a station ruin?) Claim the station Repair the station (building materials required) Repair the different sections of the station.
This would mean that an enemy could disable the station so that no1 can redock there until it has been repaired.
Good point of this is that it adds a highier risk to alliances owning stations and people who dont want to own stations can just go and turn the station into a ruin. If anyone then wants to repair the station it is going to cost them aload of isk (say 30% of what an outpost costs to build)
Anyway, just an idea that popped into my mind. It has good points and it has bad points, so just something to dicuss :)
JIM ------------------------
I need a new sig :( |

Drykor
Minmatar Celtic Anarchy Anarchy Empire
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Posted - 2007.07.21 12:11:00 -
[260]
Agreed with most of what the op says. And I really want destructable outposts. Eventually we'll have stations in every conquerable system in 0.0, is this how 0.0 should look like?
But destroying an outpost should by no means be an easy thing that some small fleet can do overnight. I like the idea where you conquer them and then selfdestruct them, which takes a week and can be reversed by reconquering and reversing the process. No capable alliance would let this happen to their outpost, if it was important to them. But this WILL prevent the outpost spamming in many systems, even far away from home.
And too bad about your stuff in there, it gets blown up or drops as loot. Nothing should be 100% safe in Eve. Isn't this what 'we' always tell highsec whiners when their freighters get ganked?
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GulletSplitter
Minmatar Colonial Fleet Services
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Posted - 2007.07.21 12:34:00 -
[261]
Originally by: Verite Rendition
Originally by: GulletSplitter So after 9 pages of arguing...what I've been able to get is that outposts need to be destructable....just need to have a fairly long timer for destruction so that <generic blob> can't warp in and blow it up in 3 hours.
So can we just get to the arguing about how long the timer should be? And skip all the empire building/PvP only is the best stuff?
Here's the funny thing, no matter what you do <generic blob> will find a way to do it in 3 hours. 200mil HP? They'll bring their entire fleet and their allies. 400mil HP? They'll bring their entire fleet, their allies, and their neighbors. 1bil HP? They'll bring all of that and everyone else they have a relationship with.
We already saw this happen last year with the forces of the South blobbing EC-P8R and obliterating it.
Personally I'd lean more towards the conquer it and then have some kind of sliding scale thing over a week. Just to give the "loosing" alliance a chance to stop the countdown/slide/scale thingie. The biggest issue I see with this is "who" gets to push the shiny red button. If you think stealing from corporate types is an issue....imagine someone being made an officer and "pushing the button" on the alliance home outpost.
But then I'm seldom involved in this kind of thing...yet...I'm not for the "give it a billion hp's" thing because that just brings the blob back out.
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.07.21 13:20:00 -
[262]
To be honest, I think alliance warfare PvP stands for Player v. POS more than Player versus Player right now, and that's not right.
Should outposts be able to be captured suddenly overnight? Hell no.
Should it take a few days of attacking the outpost itself? Likely, or have a reinforced mode.
Should it be destroyable? Yes.
Simple as this. Make POSes go back to solely R&D and industrial use, and let stations have their own defenses akin to sentry guns on gates, albeit more powerful.
Screw Sovereignty! |

Serric
Caldari The Clearwater Society Firmus Ixion
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Posted - 2007.07.21 14:52:00 -
[263]
Originally by: Merdaneth Foundation and conquest of Empires in a PvP spaceship game should not consist 90% of the time shooting soulless stationary (basically computer controlled) things. Even more so when shooting them involves no significant decision making.
They should consists of fleets of player-based ships shooting each other. Unforunately, the few times that conquest does consist of a fleet battle, lag kills a large part of that fun too.
There you go, spot on.
Fix the dreadfully boring POS wars and fix the lag, those are the core issues.
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Leneerra
Minmatar Trinity Nova KIA Alliance
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Posted - 2007.07.22 10:24:00 -
[264]
Please have the destruction be nothing to do with sovergnty
If you want to include time and effort go for something like this: 1. all normal station services must first be disabled 2. ship in about 2 full freighterloads of components (say 2 Bill isk worth of npc goods or something like that) 3. activate job that only the station owner can run, it consumes all those components and takes a week, it is called: 'setting the charges' 4. activate the new option gained after setting the charges (better get outside fast and prevent others from getting in to abort it)
after next DT for a whole day there is a slowly exploding station, going down section by section (taking 1 day so everyon gets a chance to watch) (maybe watch npc sport ships detock and bring out refugees etc to safety etc)
after next day a burning ruin remains (like the caldari/galente science station)
If ccp insists people could still get their stuff from that husk.
I also like the Idear of somehow permanently disabling a feature. but it should also require controll over the station. shipping stuff in. and blowing that stuff after a week (like 'sure you can have a station here but no refinery')
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Marna Kay
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Posted - 2007.07.22 17:12:00 -
[265]
Brilliant topic, really interesting discussion would love to know what the developers make of the essential issue - should outposts be destroyable and would players still build them if they were?
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Tasuric Orka
Antares Fleet Yards SMASH Alliance
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Posted - 2007.07.22 18:49:00 -
[266]
Originally by: JimBob666 Hi, Dont have time to read every post so not sure if this has been brought up at all.
I personally think stations shouldnt be completely destructable for many reasons. However, I think the whole ping pong with stations is stupid... Since revelations 2 you can target different sections of an outpost and disable them where the owning alliance has to rebuild/repair them. So why not make it so that if an alliance wants to take ownership of an outpost they have to:
Disable the different sections of the station (fitting area, refinery, etc) Disable the whole station (becomes a station ruin?) Claim the station Repair the station (building materials required) Repair the different sections of the station.
This would mean that an enemy could disable the station so that no1 can redock there until it has been repaired.
Good point of this is that it adds a highier risk to alliances owning stations and people who dont want to own stations can just go and turn the station into a ruin. If anyone then wants to repair the station it is going to cost them aload of isk (say 30% of what an outpost costs to build)
Anyway, just an idea that popped into my mind. It has good points and it has bad points, so just something to dicuss :)
JIM
I approve of this message, total destruction is taking it a step too far, but totally disabling a station sounds very good to me. Though IĈm afraid this too will have to take capital ships, putting it on the BS level would make it too easy for one group to jump in at the local sleep time and kill it. But otherwise.. sure, let people shoot it the hell up, let it vent gasses and raw sewage while it spins around, hanger shields offline, the inhabitants locked In their little ships, unable to do anything but sit there, or undock and hope they will ever get to see their assets again.
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Cyreena Clarke
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Posted - 2007.07.22 21:08:00 -
[267]
Originally by: Leneerra Please have the destruction be nothing to do with sovergnty
If you want to include time and effort go for something like this: 1. all normal station services must first be disabled 2. ship in about 2 full freighterloads of components (say 2 Bill isk worth of npc goods or something like that) 3. activate job that only the station owner can run, it consumes all those components and takes a week, it is called: 'setting the charges' 4. activate the new option gained after setting the charges (better get outside fast and prevent others from getting in to abort it)
after next DT for a whole day there is a slowly exploding station, going down section by section (taking 1 day so everyon gets a chance to watch) (maybe watch npc sport ships detock and bring out refugees etc to safety etc)
after next day a burning ruin remains (like the caldari/galente science station)
If ccp insists people could still get their stuff from that husk.
I also like the Idear of somehow permanently disabling a feature. but it should also require controll over the station. shipping stuff in. and blowing that stuff after a week (like 'sure you can have a station here but no refinery')
Interesting idea...
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Mister Mogul
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Posted - 2007.07.22 22:41:00 -
[268]
Edited by: Mister Mogul on 22/07/2007 22:41:48 I Firmly believe that what most of us really want, is for CCP to fix the existing bugs BEFORE they introduce the new ones. I am so bloody tired of my overview being bugged, my icons being incorrect after sorting, my POS not working right, my ship from taking damage upon undock for no apparent version. Shall the list continue? Because this is short list. Ok, a wee bit more to add to the dog pile. How about I do not receive a warning about remote repping my drones damage and telling me I'm aiding someone currently at war. Let's NOT forget them telling me I'm going be Concorded for using my drones to repair someone in my gang. Industry stuff not working from afar, AFTER I've trained the skills to run jobs from afar. And actually CCP has simply removed the option of using an allaince POS to make BPC's because they couldn't figure out how to get it to work! Anyone else a wee bit fed-up with these issues? Because I certainly am.
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Misses Gap
Caldari The Lantern Mining Corporation
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Posted - 2007.07.22 23:11:00 -
[269]
Originally by: Cyreena Clarke
Originally by: Leneerra Please have the destruction be nothing to do with sovergnty
If you want to include time and effort go for something like this: 1. all normal station services must first be disabled 2. ship in about 2 full freighterloads of components (say 2 Bill isk worth of npc goods or something like that) 3. activate job that only the station owner can run, it consumes all those components and takes a week, it is called: 'setting the charges' 4. activate the new option gained after setting the charges (better get outside fast and prevent others from getting in to abort it)
after next DT for a whole day there is a slowly exploding station, going down section by section (taking 1 day so everyon gets a chance to watch) (maybe watch npc sport ships detock and bring out refugees etc to safety etc)
after next day a burning ruin remains (like the caldari/galente science station)
If ccp insists people could still get their stuff from that husk.
I also like the Idear of somehow permanently disabling a feature. but it should also require controll over the station. shipping stuff in. and blowing that stuff after a week (like 'sure you can have a station here but no refinery')
Interesting idea...
Make that 2 B worth of stuff - Fertilizers K:]
Gap Attention you need. Children play in the snow aloud. The cat has been podded! |

Zalasar
Caldari Vengeance of the Fallen
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Posted - 2007.07.23 01:00:00 -
[270]
Nice post.
Yes eve is nothing like before. Its just a big boringfest, Old days 0.0 nothing bigger then battleships was the fun times, wild fast pvp. Now its just to mutch....
Its really sad.
Plz put up a new server with no ships bigger then battleships and no pos stuff and get some fast nice action back to eve...
everyhing just feels so pointless these days with all the stuff, Before just terrorising a area with small gang felt like fun, And destructive. Now i dunno hm.
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