
Falling Sky
Order Of The Sentinel Phoenix Rising Alliance
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Posted - 2008.03.17 22:40:00 -
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So here's my take on sovereignty. Written on a very long bus trip and inspired by posts on the forums and conversations in game. I recognize the fact it has a lot of flaws and downsides, but hopefully it will fuel debate and conversation, or maybe provide an idea or two that'll stick. I think it works best combined with other ideas, like the 'sovereignty points' system from a few posts ago.
Key Points/Goals Reduces NEED for logistics, yet offers benefits for those that continue to perform the function Reduces NEED for constant gate camps to provide security for systems yet offers benefits for those that continue to perform the function Provides more 'logical' mechanic for sovereignty (controlling access means controlling space) Provides security or the sovereign corp against unwanted miners and ratters in belts Provides mechanic for allowing smaller corps and individuals to lease access to mining/ratting space, and actual security when in that apace (they get what they pay for, as it were, thanks to station gun cover) Stimulates 0.0 economy by providing more market hubs (no more need to make ten+ jumps to sell loot) Helps reduce some risk of 0.0, bringing this more in line with the current rewards Varies experience by adding another income option for 0.0 residents (agents/mining/ratting) Makes 0.0 more accessible and less intimidating to younger players, thanks to the last five points (thus providing more targets for pirates and villains as a side effect)
Station Types Gate Stations-Sovereignty Logical mechanic-controlling access means controlling space Remove the NEED for gate camps to maintain security
Belt Stations-Manufacturing Fuels/provides basic ammo for other stations 'Feed' off roids in large radius around station, depending on how many stations are being supplied. Roids just don't spawn in this radius, or spawn but decline as if mined Guns provide security for miners but steal kills from ratters
Moon Stations-Research/Moon Mining Maintains current T2 manufacturing mechanics Provide fuel for CCC station
CCC Stations-Dockable Provides Medical, Market, Fitting, and Offices (leasable to NPC agents to provide missions) Provides LIMITED personal/corp hangar space
New Mods and Structures Command, Control, Communications (CCC) Superstructure-new structure. A large, anchorable structure for CCC stations. Sits outside shields, functions as limited outpost. Permanent. Control defaults to whomever owns the large station anchored on-grid with it
Gravitic Anchor-new module
Provides a new, non combat role for capships-a temporary station to replace destroyed stations and thus maintain sovereignty,or to contest another corp's sovereignty Titan serves as CCC station Mothership serves as gate station Rorqual serves as belt station This mod has a long cycle time (hours), burns fuel makes the ship immobile. Sentry drones get a damage boost to bring them to POS gun levels. No other modules can be anchored, but the pilot can eject, lock the ship with a password, and it will function as a regular POS in defense of itself.Perhaps this password idea could work for all ships?
I've scribbled more, and below is the link to a handy dandy PDF. SovereignPrototype
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