You have plenty of factions who like the douchebag for keeping possible competition from rising up. Then you have other factions who just don't think it is their problem. More who just don't care. Even more who are peaceful in nature and have the firepower but not the willingness.
So on and so...
Maybe we have different opinions on what makes a drone but I hear "Small swarm craft smaller than a fighter controlled by AI" and wonder exactly how many thousand it would take to drain the shields of the imagined super ship to 99%....before it recharged.
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Super ships aren't built...
- Finding enough people with powerful enough ships to be worth taking to the fight and willing to lose their ships to win.
- Fielding enough ships with enough power to win against a super ship
- Having the survivors of the fight willing to evenly distribute the loot or fairly distribute the loot...
Yes, enough ships with enough DPS can take out a super titan but no, realistically you won't find many people with the guts to lose their ships to a super titan on the off chance that someone finally takes it out, then be willing for those final ships to salvage the leftovers and become the new...
The point is that you don't NEED territory at this point in the game. Especially with the upcoming boost to mining that lowers the extra gain by owning the system and raises the extra gain all around. Wasting materials? More like ensuring I never need worry about losing my status as a powerful...
Schine already has this in the works, all diplomacy will require FPs and eventually NPC factions can give quests that will award FPs and PC Factions can give out quests like a Bounty of <Number> FP to kill <Player> and so forth.
So we just have to wait for this to come out.
I state your system is too complicated and give an example of a simple system. I've yet to hear a specific problem with my system
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Current abilities to lose faction points vs upcoming ways to lose faction points.
You remember that the plan involves increased cost to faction points...
Just because it can be implemented doesn't mean that it is the default setting. I'd prefer a system that allows for both new player protection and later game vulnerability. If a server wants to go straight PvE or straight PvP they can change the settings to reflect that but allow default to...
Because, as a final place to fall back to, I can feasibly store 90 percent of a faction's fleet power and keep it invulnerable. All bunched together at one station means you'll never really manage to catch them docking and undocking but they can in turn catch your vulnerable stations whenever...
The best part of this suggestion is the ability to launch many other suggestions such as other power blocks (the antimatter reactors) and so on. Even leaving it as is I would love to see this in game.
They're already working on stuff concerning faction points, making them a requirement to use diplomacy and adding them as personal quest rewards such as bounty and so on and I could have sworn it was already an option to turn off invulnerability?
The biggest problem with your suggestion is that it becomes far too complicated. Sometimes the best solution is a simple approach. I'd love to see bigger factions lose their invulnerable stations as well, but let us instead change it to based on faction points. When a faction reaches "number" of...
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