thanks, and also - if you have such a ship then you deserve that.That depends on what ship you use, of course.
thanks, and also - if you have such a ship then you deserve that.That depends on what ship you use, of course.
that would be great.Why not have it work in a similar way as with ships?
After destroying the faction module, the station should go critical. You then have limited time to salvage what you can before some random explosions are generated. Parts of the station get destroyed and the rest of the blocks become decayed.
That way you have to have some decent salvage modules at the ready when the faction module comes down. It generates additional tension – you have to think and work fast in order to reap the benefits of your work. Also makes it quite worthwhile to work together.
This gives real salvaging of blocks from the recently destroyed base but the countdown to destruction is a time limit for the salvage, after the *BOOM* (which actually is dangerous to nearby ships) the remaining blocks are considered scrap. If you want to 'save' the base you jsut need to use the 'M' to purchase the base before the countdown completes.Additional idea:
Have blocks/ship salvageable BEFORE the countdown completes, after the explosion destroyed blocks are removed but any remaining have a hidden SECONDARY countdown before they vanish completely (as per the usual *poof* method) but are only salvageable as scrap until that final disappearance. This means large (post explosion) ships will have the much requested 'burned out hull in space' a few people asked for (add some sparkly/electric effects to show it as destroyed).
This should make salvaging a little more hazardous and need to be a bit more rushed. I was thinking this should be added to Pirate/Trade stations specifically so their blocks could be salvaged but the eventual explosion will render the base as scrap (after that you need to use the 'M' and buy the base back from scrap).
Take out the turrets, find the faction module while in build mode, target said location, initiate surgical strike. So far I've only managed to take out one of the new stations as I don't have a warship yet in my survival world but I've found the faction module on at least one other.The problem with stations is they don't have a CORE to destroy. You need to find the faction module to neutralize the station and the faction module isn't always located by the radar diamond. That can be tough. Last night I had to almost totally obliterate the station just to find the faction module meanwhile they kept calling for reinforcements.
Ahh, I never considered going into build mode. Good idea, even if it feels like cheating. Perhaps a scanning system to find critical blocks would be a good addition in the future.find the faction module while in build mode
I treat build mode like it is my advanced sensors.Ahh, I never considered going into build mode. Good idea, even if it feels like cheating. Perhaps a scanning system to find critical blocks would be a good addition in the future.
A station faction module 'could' be treated as the core for Pirate or Trading station.. it's destruction triggering the 'salvage' phase before it all turns to scrap (timer like the ships core.. but when salvage is worthwhile, afterwards it's just scrap). Not knowing the faction module location is kinda handy, mean KNOWING a station layout is at least as important as having the fire power to take it out.The problem with stations is they don't have a CORE to destroy. You need to find the faction module to neutralize the station and the faction module isn't always located by the radar diamond. That can be tough. Last night I had to almost totally obliterate the station just to find the faction module meanwhile they kept calling for reinforcements.
Honestly the target diamond of a station should be the faction block and not the first block placed, a lot of the time the diamond ends up being empty space which makes it harder to hit with missiles.A station faction module 'could' be treated as the core for Pirate or Trading station.. it's destruction triggering the 'salvage' phase before it all turns to scrap (timer like the ships core.. but when salvage is worthwhile, afterwards it's just scrap). Not knowing the faction module location is kinda handy, mean KNOWING a station layout is at least as important as having the fire power to take it out.
not that horrible, however i do think that the turrets should be buffed; http://starmadedock.net/threads/pirate-stations-need-better-turrets.4739/#post-73336It would be way too easy to get materials if they were not scrap.
Pirate stations have horrible turrets too.
Mate, if your station only cost you 10 mil, then you really messed that thing up....im new here and probably im wrong but once i took over a pirate station, and it was decayed, but it prompted me to REPAIR it with M, it costed maybe 10 mil and made the blocks useful again, after collecting and selling alot of the loot i had my 10 mil in return and some standard hull for myself. so... why are all of you fighting? is this not how it works? was it jsut because i was in SP? someone explain it please because to me it was balanced: my ship got damaged and the net income after all is not THAT big.
We really need another way to make money while playing survival, so paying to repair and salvage might be an option. Ships should drop credits and/or loot... frankly the loot cubes ships drop now are a little unbalanced...Mate, if your station only cost you 10 mil, then you really messed that thing up....
Some of us dont want to spend the 90-200mil credits after we spend ages trying to kill a station with wave after wave of ruthless pirates trying to kill you.