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Ehris Bok
Stellar Research Incorporated DEFI4NT
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Posted - 2009.02.09 21:08:00 -
[1]
Mobile Control Bunker (Defence bunker)
At the moment alliances can gain sov they can cyno jam a system so no unwanted capital ships can get in. We can build jump bridges between systems that an alliance controls. Yet at the moment we cant in any way drop guns on stargates in system we have ôsoverentyö over. There is nothing to stop or even deter an enemy fleet from coming into your system setting up a bubble & camping the gate. This is where a Mobile Control Bunker (Defence bunker) Comes in. this type of bunker works very simplyà or not lolà.
Bunkers need fuel to power there operations like any POS does. Bunker guns need ammo or crystals (depending on the flavour you build). As you can see an alliance can build these guns & bunkers but it comes at a cost like all things should. Having fuel & ammo needs will make an alliance think before it builds any of them. Plus keeping ammo up to them if needed. Bunker guns are ment to make the enemy move on or stay & 1. blow up the guns or 2. blow-up the control bunker giving a defence fleet time to ether come in & say hi or run like cowards they are :)
Bunkers wont have massive Hit points on them about 1/3 of a small POS (tell me what you think on this) -shields 2.5Mill hp -Armor 840k hp
System X has 2 stargates nothing special about it. (from here on in well talk about a system with sov 3) Now under soverenty 3 we can build 2 bunkers per stargate in system X this would give us a total of 4 bunkers for this system. The bunkers can be placed on any gate & as many as the builder wants. Each stargate doesnÆt have a limit on the number of bunkers Anchored around it. The bunkers are in no way connected to the stargate. But I hear you say thatÆs not smart I can stack 4 bunkers so 16 guns on 1 stargate THATÆS NUTS. It might be but remember youÆve just put all your eggs on 1 gate the enemy can still warp to the other unguarded gate & sit there as long as they want.
The guns provide a bit of fun for the enemy to deal with b4 they can setup a camp in your system. [Guns & the control bunker can be blown up. But ill get to how that works in a bit :)..] ôokö you say ôI see how you are thinking but what about systems with more than 2 gates some systems have 3 û 6 of moreà? ThatÆs means with say 5 gates I can build 10 bunkers thatÆs 40 guns wow mate thatÆs crazy... ô However remember those eggs in 1 place? Even if u put 20 guns on 2 different gates youÆre leaving 3 open & you can only have so many systems per constellation that has gate guns. Most enemy r smart & will figure out that with a detour they can just fly around your ôuberö gate & come thru another unguarded gate if they want. Also this would work the same for a system with sov 2 bar it would only have 1 bunker per gate.
How Strontnium works. Bunkers can be reinforced for 30-45mins in this time the guns wont fire, after the timer is up the bunker is no longer immune to attack & guns will power up again & continuo to fire on any enemy that show up. If the bunker has an operator in it he can continuo to operate as before. But if the enemy fleet is still there they can now blow up the bunker. With no bunker guns stop again & can be killed or left. A warning email is sent to alliance as soon as reinforced mode starts.
Bunkers are not controlled by any 1 corp with in an alliance. A bunker is an alliance structure thus the new skill Alliance structure control. A director in the executor corp can assign the role of ôbunker defence operatorö to any 1 in the alliance with the needed skills or bunker fuel technician to look after the fuel & ammo needs. Also there is a ôBunker managerö he can do all the above & also can see the status of all the alliance bunkers that are in operation & where they are. This would show under the alliance tab û Bunker control HQ.
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Ehris Bok
Stellar Research Incorporated DEFI4NT
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Posted - 2009.02.09 21:11:00 -
[2]
Bunker skills prerequisites: Control Bunker Operation IV (say rank 5 skill) Starbase Defence IV Anchoring V *new* Alliance structure control IV (say rank 7 skill) [More on this skill later] Corporation management V
Soverenty prerequisites: Level 2 û ability to build & maintain Mobile Gun Control Bunkers. Able to build 1 bunker per stargate (see explination following) Level 3 û Able to build 2 bunkers per stargate (see explination following) 10% Bonus to tracking. 7.5% bonus to lock time (when pod pilot is connected to bunker) 10% reduction in fuel use Strontnium reinforcement ability Level 4 û 1 extra bunker allowed in system & 1 extra Bunker defence HQ with in same constilation.
Anchoring & onlining prerequisites: Must be in an alliance & hold the needed soverenty. Mobile Control Bunker (Gun controle) can only be launched & anchored for alliance. 1 Bunker defence HQ must be anchored at a pos & online in each system where Mobile Control Bunkers are anchored. With out this bunkers wont online. Only 2 Bunker defence HQÆs can be in the same constilation. (We donÆt want 0.0 becoming empire).
Defence bunkers can only be anchored with in 50km of a stargate. Bunkers cant be anchored at a pos or moon or planet or asteroid belt.
Only med mobile guns can be anchored & onlined at defence bunkers. & with in only 5000m. Max number of guns bunker can control: 4. Max operators 1.
Bunker fuel requirements: About 5 or 8 days of the fuel needed to run a small pos with 4 med guns / missile launchers. At today prices about 15 - 25million isk per bunker with a full load of guns (4 guns) A full bay of Strontnium will provide 30-45mins of reinforcement.
Bunker Docking bay: Yes bunkers have a docking bay this is how they are controlled by a player with the needed skills & alliance roles. However the bay is only big enough for a pod to fit in :) meaning that a pilot most leave his ship at a pos & fly to the bunker dock & take control. From then on things work like they do for pos gunning. Why dock ? coz bunkers have no force field so no safe place for any ships.
Bonuses: Control Bunker Operation V will allow a pilots skills to affect the guns a bunker controles.
Bunkers use alliance standings for engagement the only way to change that is to change your standing to said corp / alliance. This stops alliances ôclosingö systems to there allies. FYI bunker guns work like pos guns they auto lock & shoot.
Well thatÆs my idea its not 100% but I wana see what you guys & girls think. Did I miss some thing ? or is some thing over kill ?
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Majin82
Caldari The.Trust
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Posted - 2009.02.09 21:52:00 -
[3]
Got my Vote! ------------------------------------- The difference between a Pirate and an Anti-Pirate is that an Anti-Pirate fights ships fitted with guns!
Passive Drake For The Win |
Ehris Bok
Stellar Research Incorporated DEFI4NT
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Posted - 2009.02.09 22:51:00 -
[4]
Right ill grab some 1 from ccp & you hold him down we'll make him read this *ehris bok gets duck tape.... |
Ehris Bok
Stellar Research Incorporated DEFI4NT
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Posted - 2009.02.09 22:54:00 -
[5]
Edited by: Ehris Bok on 09/02/2009 22:54:17 also i was thinking Mobile Control Bunkers could do other things in this situation its a (Defence bunker). Mobile mining bunker in a belt with 3 miners going (semi automated) alowed 1 per system max 3 systems per constilation? who knows yas might think of other things bunkers can controle.
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Epegi Givo
Amarr Demon Theory UNLeashed Legion
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Posted - 2009.02.09 23:10:00 -
[6]
auto-miner is a big no but the gate-guns idea looks pretty cool. |
Jarbis Leed
Pan-Corporate Productions DEFI4NT
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Posted - 2009.02.09 23:13:00 -
[7]
Edited by: Jarbis Leed on 09/02/2009 23:13:27 Yarrbis /signs this thread. I like it Ehris -- it would be nice to actually be able to setup system *defenses*
If corporations and the like can put guns on gates, why cant some of the near-empire status player alliances?
Not sure about the auto-mining idea, but I like the defenses one a lot. |
Ehris Bok
Stellar Research Incorporated DEFI4NT
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Posted - 2009.02.09 23:18:00 -
[8]
yeah i agree the mining 1 is crap but just showing control bunkers could be used in other ways for other things. |
Ehris Bok
Stellar Research Incorporated DEFI4NT
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Posted - 2009.02.09 23:19:00 -
[9]
Originally by: Jarbis Leed
If corporations and the like can put guns on gates, why cant some of the near-empire status player alliances?
Not sure i quite follow ya there in th last part |
Typhado3
Minmatar Ashen Lion Mining and Production Consortium Axiom Empire
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Posted - 2009.02.10 01:01:00 -
[10]
had and idea similar to this, the difference was my idea was to have them launched from poses so when they got destroyed they could be replaced. Also to have them have passive scanners that would pick up if an enemy passes through as a system to replace local.
/signed
Seems like a good idea, the only thing I would add is how this works with bubbles on the field? and would they have any ew/webs/scrams.
ccp fix mining agent missions % pls |
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Ehris Bok
Stellar Research Incorporated DEFI4NT
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Posted - 2009.02.10 02:23:00 -
[11]
Edited by: Ehris Bok on 10/02/2009 02:23:55
Originally by: Typhado3 had and idea similar to this, the difference was my idea was to have them launched from poses so when they got destroyed they could be replaced. Also to have them have passive scanners that would pick up if an enemy passes through as a system to replace local.
Hey i like that idea hmm.... maybe have a new pos mod called "bunker gun launcher" (thats needs to be linked to the Bunker defence HQ so bother mods need to be at the 1 pos) the mod would store say 6? guns loaded with ammo in each & when a bunker on a gate reports a lost gun to the bunker HQ at a POS in system the HQ then sends a command to the gun launcher to catapult a gun to the needed defence bunker (like a warp gate does to a ship tho this would only work for bunkers guns & once a gun is launched it cant do it again).
Originally by: Typhado3
Seems like a good idea, the only thing I would add is how this works with bubbles on the field? and would they have any ew/webs/scrams.
May idea was no ew/webs/scrams if you needed that on the gate then you shuold setup a gate camp. The bubbles would still work as they do now.. maybe have it that bunkers & gunns cant be with in a bubble so i think a t2 large bubble is 50km dia? so bunker must be anchored some where with in 30-50km from gate.
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2 Scoops
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Posted - 2009.02.10 02:48:00 -
[12]
/agree
Or i would suggest sentry guns like in es.
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2009.02.10 06:55:00 -
[13]
Way to kill small gang warfare.
So you even need a huge fleet to get some kills in space where the holder is too incompetent to form up a defence fleet?
Just nice. ----------------------------------------------
Originally by: CCP Prism X In New Eden, EVE wins you.
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bigbillthaboss2
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Posted - 2009.02.10 07:40:00 -
[14]
no, bad idea - big alliances with a bunch of money will turret every star gate they can and everyone gets to become hobbits! Gate camping with like 3 people in enemy territory is like the best part of this game. |
Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2009.02.10 08:06:00 -
[15]
Originally by: Batolemaeus Way to kill small gang warfare.
So you even need a huge fleet to get some kills in space where the holder is too incompetent to form up a defence fleet?
Just nice.
if the bunker has some reasonable delay, it could work ... f.e. you can warp out before it locks you and it has no warp scram ability.
however it would be nasty in case of a bubble camp using them. it seems quite overpowered in some instances ...
idea needs to be tweaked. f.e. no area of effect warp scramble possible in bunker range or it will not fire (interference or whatever). |
Ehris Bok
Stellar Research Incorporated DEFI4NT
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Posted - 2009.02.10 11:11:00 -
[16]
hmm give each bunker a sensor strength some thing that a good BB pilot could jam 30? |
Ehris Bok
Stellar Research Incorporated DEFI4NT
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Posted - 2009.02.10 11:17:00 -
[17]
Originally by: bigbillthaboss2 no, bad idea - big alliances with a bunch of money will turret every star gate they can and everyone gets to become hobbits! Gate camping with like 3 people in enemy territory is like the best part of this game.
indeed it is big ive had tonnes of fun doing it my self however being able to do it 1 jump from a constilation capital with no automated defence seams a bit strange to me after all whats the point of having sov if u cant beef up security a bit. bunker controled guns also wouldnt be the uber gate guns of high sec empire. & if the system was setup right a big alliance could make 1 or 2 with a bit of defence. however nothing can stop a determend enemy. |
Awox
Minmatar Advanced Logistics
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Posted - 2009.02.10 14:36:00 -
[18]
Originally by: Ehris Bok indeed it is ive had tonnes of fun doing camping my self
This does not happen. You are are telling a lie here.
Originally by: Ehris Bok however being able to do it 1 jump from a constilation capital[ with no automated defence seams a bit strange to me
Strange that nobody has come to kill you, right?
Originally by: Ehris Bok after all whats the point of having sov if u cant beef up security a bit.
What's the point of having sov if you can't defend it from roaming gangs?
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