
RiseofFilth
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Posted - 2008.11.19 01:27:00 -
[1]
Edited by: RiseofFilth on 19/11/2008 01:27:33 awesome ideas. 
Suggestions in general...: -I'm not a fan of where it produces fuel for pos's, though im open to it. Its been mention how it will have detrimental effects on the economy of high sec ice miners. A alternative --- maybe a source for t3 mats, or the non-ice fuel for pos's?
-Definitely needs to be for empire as well. Though there should be some limits on what it can produce compared to its 0.0 counter-part.
-This is a great opportunity for growth in small scale hauling missions, contracting out fuel transporting and delivering, or market trading.
-To go with the above suggestion, maybe make some NPC Sub-stations for the "grain/oxygen/cattle" stuff to be sold or distributed from? (This is where the missions would come in, bringing supplies to other npc colonies or some such)
-Substations only have a fitting changing ability, plus the ability to move the input and output items around. Maybe a limited personal hanger size for docking peoples? This would allow some mod changing, but its main purpose is one thing... picking up/dropping off fuel.
-For the sub-station in orbit,(im not sure if this is already said or not) They should be able to be sieged(have enough hp that this is required) with caps (or big BS fleets)and have no timer so that it can be destroyed right then and then. And the only loss would be the sub-station(so basically isk), and it would drop some portion of whatever was in it(input/output fuels and mats)
-People were discussing that the longer colonies exist, the less fuel it requires to run and maybe instead produces colony fuel after long periods. But for colony destruction, after a colony is setup on a planet, I think that it should 1. not be reset after destruction as if it was a new colony. 2. Start fresh after destruction, but at a accelerated rate of requiring less fuel. 3. Have a timer. Otherwise a hostile force could come in, and pop the colonies before a defense force could form, or if it was a different TZ, etc and move to intercept the attackers. These options allow a quick return to normal operations in colony food/mat production after a colony was destroyed. There would still be the isk loss, but it wouldn't soak up even more money through food/fuel.
-Sub-Station must be destroyed before colony.
Sry if these are repeat ideas.
PS. Love the pirating/raiding idea to steal fuel/output |