Thadius Faran I legit didnt know that either, thanks!
One more thing i think is appropriate for the rulesets is being able to define faction point gains and costs for various things like
- Territory ownership, whether or not any players are online, number of players online, cost to host a homebase, number of faction points at which homebases, territory claims and property protection rights (like for ships) cease to function, etc.
- Option to hide location of homebases from non members or even members dependent on certain conditions.
- Separate territory claims from mining claims, so small factions that cant have territory can still get a mining bonus
Then some servers who are upset about, say, too many dormant one person factions or alt account faction territory claims can implement rules that make it more or less impossible for a single player faction who is only on for a few minutes a day to host territory, but game the numbers to accomidate a player that is consistently online (like i would never ever be...)
Also, i would vote to keep the bubble shields. I love the way they let me prioritize what is protected by shields and when. What id really like is to be able to reduce the radius of a shield as an option, or otherwise separate the shield radius from recharge (like split the recharger into a recharger and an expander), so i can have stronger localized shields if i wanted.
[Edit for more;]
- Turning rate penalties should be applicable
- Directional axis acceleration penalties (can restrict left-right, up-down or specifically forwards or backwards or only up, whatever)
- Turret turning rate penalties based on total mass
- Rail speed and rotation penalties
- Apply penalties based on # of active rails (where speed is not set to zero by a rail controller and at least one entity docked to them)
- Apply penalties not just on hard caps, but as functions of another property, like a turrets mass or a ships mass. With support for both linear and exponents, with softcaps and hardcaps applicable.
That will let servers make rulesets like, ships over x mass begin to lose acceleration on the sideways and vertical thrust axes of up to 95%, and lose rotation speed up to 90% on all axes. That would let servers deal with the gigantic capital ships that can outrun and outmanuever fighters less than 1% their size. Which is neither fun nor reasonable. Also lets servers deal with gigantic multi thousand mass turrets half the size of their parent behaving like a tiny ams turret just because youve got mass enhancers.