Faction Infastructure and Homebase Invulnerability: A solution to permanent turtling

    Joined
    Jun 4, 2017
    Messages
    5
    Reaction score
    -14
    The purpose of this idea is to prevent players on servers from using homebases as a means of avoiding hostile interaction with other players while still allowing for new players to be able to have a means to protect themselves from having all their work being destroyed overnight while they are offline.

    Constructive criticism is appreciated and encouraged, non-constructive arguments are not appreciated and will be reported to the moderators for spam/off-topic.



    TL:DR

    Attacking factions in order to destroy a factions homebase, would need to deplete the shields of a non-homebased station, wait 24 hours while preventing the defenders from fixing the station, destroy the stations, wait 24 hours while preventing the defenders from linking a new non-homebased station and then destroy the homebase. Stations like this could be numerous and thus completely destroying a faction would require the commitment of a lot of manpower, resources and time.


    Forward


    In the current faction homebase system, newer players are are able to avoid complete loss of all their assets on multiplayer, but any players are able to hide in their factions homebase upon being put in danger and can either go AFK or simply log off, this essentially kills a large portion of player interaction and is ultimately bad for the game, especially on servers where open pvp is encouraged.

    The reason this can be done is because there is simply no reason to have infrastructure anywhere else, a homebase can literally do everything any faction needs to survive. This idea will allow for homebase invulnerability, but a faction will be required to have infrastructure outside of their homebase in order to function and maintain the invulnerability. I strongly believe that permanent turtling should not be a viable gameplay choice in multiplayer, but I do understand that newer factions need a method to prevent complete loss of all infastrucutre, forcing these players to start again.





    The Idea

    To make way for the system I am prosing, several changes would need to be made

    • Homebases would no longer be restricted to one per faction, any amount of home bases can be controlled by a faction, a limit could be set in the server config files.
    • Secondly, faction points would no longer affect if a homebase would be invulnerable or not (they would be kept in the game simply as a placeholder for if the devs decide to implement ways to spend your faction points)
    • Thirdly, the faction menu would no longer show where a homebase(s) are located, and would now show the system coordinates of systems controlled by the faction.

    As for homebase invulnerability itself, homebases once set would have its invulnerability enabled for 7 irl days, after this 7 days is up, it will become vulnerable again UNLESS the controling faction constructs another, non-homebased station in the same system system (which needs to be owned by the faction that owns the homebase)

    This station would use a new system module (computer and module) that could only be placed on non homebased stations. How it works is it would generate energy that would “power” the invulnerable “shield” on a homebase.

    This could (I will say could for this kind of stuff since the developers can name it whatever they want) be called a “Solar energy harvester” and this module would be placed on a station and will generate a form of “energy”, this station could be placed anywhere in the same system as the station that needs to be homebased.

    The Solar Energy Harvester would generate a different form of energy that could be called “solar isotopes” and the station would then need to be linked via a GUI the the station you wish to be homebased, the station would have a requirement per second (si/s) that would need to be generated by its linked Solar Energy Harvester Station(s) in order to be invulnerable. This requirement would be based on the size of the station and its docked entities and how “expensive” it is (a station made of hull would be need less solar isotopes than a station made of advanced armor) This could be done with more than one station per faction, and multiple invulnerable stations with their own Solar Energy Harvesting station(s) in any system owned by the faction.

    If the si/s required was increased due to additional blocks being added to the station or a ship/turret being docked to the homebase, docked entities on the homebase would become vulnerable and would no longer count to the si/s requirement, if all docked entities were not enough, then docked turrets would be next, if that was still enough, the homebase would enter the homebase sieged stage. (Homebase Sieged and other stages are described below, keep reading)

    The establishment of a link would be instantaneous, unless the station is under siege (described below), Once this link is established and the minimum si/s requirement is fulfilled, the homebase will be invulnerable.


    Now, in order for another faction to destroy this homebase, they would need to get the homebase through a series of "stages" as described in the linked picture below.



    If a hostile faction wished to destroy one factions homebase(s) they would need to commit a large amount of time and assets with the next portion of this idea.

    In order to destroy a homebase station, a hostile faction would be required to destroy the Solar Energy Harvester station that is powering the homebase, they way they would do this would be to look at the Starmap of the system an enemy faction inhabits, turn on a filter which would show lines between the Solar Energy Harvester stations and the target homebase (similar to how the lines in between jump gates are shown)

    They would then need to go the coordinates of a Harvester station and deplete its shields, once the shields are depleted, the shields will not regenerate and the station would no longer generate power (but would still generate solar isotopes) but no further damage could be done for 24 irl hours (again, this could be changed via the server.cfg or Schine may even have the default higher or lower) This would be shown via a timer on the entity similar to an overheating timer. If a defending faction wanted to prevent further damage, they would need to use a power supply beam on the station to fill up its capacity by 10% and then use a shield supply beam to recharge the shield capacity by 20%. This would be repeated until the shield capacity is full, then the shields will recharge and the timer would stop. The attacking faction would need to try again.

    This stage would be called Harvester Sieged

    Shield ignoring weapons such as warheads and astronaut cutting torches would do no damage at this point as they could be used to bypass the Harvester Sieged stage





    If the owner of the sieged harvester did not “fix” the Harvester station within 24 hours (or whatever time is set by the server.cfg) then the attacking faction would then be able to finish off the station and overheat it just like any other station, the defenders could still fix the stage using the described method above if the attackers did not come immediately to finish it off.

    This stage would be called Harvester Vulnerable





    Once this occurs the homebase will be invulnerable for another 24 hours (again, depending on server.cfg) before it loses its vulnerability, the only way to stop this timer from reaching zero would be for the defending faction to link another Harvester station and furfill the si/s requirements of the station, linking during this phase would not be instantanious and would take 2 irl hours (can be changed in server config)

    This phase would be called Homebase Sieged





    If the timer ran out, the station would lose vulnerability and could be attacked and destroyed (if the attackers do not come immediately, a Harvester station could still be linked, taking the same 2 hours to prevent destruction and restore invulnerability)





    Closing

    Overall, I think this would address a lot of the concerns PvP players have about turtling and concerns PvE players have about being able to lose everything overnight.

    Factions intending to destroy a homebase would be required to commit a significant amount of time and manpower to do so, the defenders would have the advantage so destroying a homebase would be hard, but possible. Even if a homebase is destroyed, a faction can still have others with the same mechanic so even then, a faction cannot lose everything in a single strike with this system.

    In a sense, a faction could lose some of its assets in a short timeframe, but completely destroying a faction would be a very difficult long term commitment.

    I do see a potential argument against this, and that would be that a faction could attack all the Harvester stations at once while a defender is taking a 3-4 day break from the game, my counter argument to this would be that the only factions that would have this problem would be 1 man factions, and this would encourage these 1 man factions to group together, the multiple homebases feature of this suggestion would allow members to keep to their own while defending each other and ultimately themselves.

    Now before everyone looses their shit, this system, like many things in StarMade would allow server admins to opt their servers out of it in their server.cfg file if they choose to

    Improvements? Ideas? Constructive criticisms? Smartass remarks?
     

    Zyrr

    Chronic Troublemaker
    Joined
    Jun 23, 2013
    Messages
    847
    Reaction score
    363
    • Legacy Citizen 4
    • Thinking Positive
    • Purchased!
    Yeah, can't say I disagree with this. I'm only disappointed I didn't post something sooner, because I've been thinking of something similar for a long time. The EVE style system of POS timers dictating engagements does more than just help eliminating turtling - it finally gives a proper timetable to space combat in this game, which is probably the #1 thing factional, large scale combat is missing. Should we do this, no longer will factions trade offline smashing of claim stations and the like, and instead of the schizophrenic style of "fleet combat happens when people happen to be online and you have to ping people at 4am", a proper kind of scheduling would suddenly become available, and, ergo, pulling more people for more ships in combat (aka more fun, in concept) can happen. I can't even begin to put into words how absolutely critical this or something similar is to really advancing and smoothing out how multiplayer gameplay works.

    Consider this scenario. Faction A decides they want to invade Faction B's system. In the current game, Faction B has either tried to hide their system claim or make it as large as possible to mount as many weapons as possible (as it's quite likely it'll need to hold off a full fleet) - but AI defenses are really quite easy to work around, so a concerted effort from Faction A will have no problem destroying these claims. Faction B, therefore, must be online almost around the clock, able to rally its members to respond to an incursion. Not only is this not feasible, it's an annoying way of going about the game. Faction A has all of the advantages, and Faction B has none, until it reaches the homebase, where it flips. Until Faction A can starve Faction B out of faction points (which can take an enormous amount of time), Faction B is completely invulnerable. What's more, so are their homebase turrets, so they can shoot back with impunity at Faction A who can do nothing. Faction A, then, must be online around the clock to maintain the blockade, otherwise Faction B may reclaim systems or even start hunting Faction A's claims; the scenario then repeats, ad infinitum, until someone cries uncle.

    Now, consider this same scenario with the above system or something similar. Faction A decides they want to invade Faction B's system. They bring their members and find the harvester, bringing its shields to zero and starting a timer. At the end of the timer, they may then do block damage. Suddenly, both factions have a time table for a battle - when that clock reaches zero, Faction A will have to rally to destroy it, and B to defend it. No more around the clock watchman, you can now plan for battles and hopefully bring more people accordingly. If Faction A succeeds and destroys the station, Faction B must then create a new harvester or their HB will lose protection after another timer - again, a way to plan for fleet deployments. In this scenario, both sides have ample amounts of time and the advantage swings in no ones true favor - perhaps the defenders, slightly, should you be able to relink harvesters or fix them during the timer (I would recommend against that).

    There's just a ton to say about something like this and a lot of ways you can approach it and add to it. It's the load-bearing pillar of future additions, in my mind, to the factional system, and a fundamentally crucial cornerstone to bringing player factions (and even NPC factions) closer to what we all envision them as. There's some nitpicking you can do here, mostly with labels and smoothing out the process of sieging a station, but the basic concept is all the same - stations are invulnerable until you damage them enough, and then they get a timer until you can do block damage.
     
    Joined
    Jun 26, 2013
    Messages
    161
    Reaction score
    192
    • Purchased!
    i like the idea even if it may need refinement.

    What could be interesting is the possibility for the harvester stations of a faction to power an other faction station so you could have interactions between big and small factions where small factions can buy the protection of a big faction with a tribut
     
    • Like
    Reactions: MacThule and Az14el
    Joined
    Jan 31, 2015
    Messages
    1,696
    Reaction score
    1,199
    • Thinking Positive
    • Likeable
    Infrastructure vulnerability in Starmade

    Incentives to Expansion (Anti-Turtling)

    This has been long discussed, but to my recollection Schine has never given any indication of any intention to compromise total, unlimited, free HB invulnerability in every mode of the game.

    I love the notion of using infrastructure to compromise homebase invulnerability. I do think that reducing it to one non-HB station is oversimplification and will quickly become gimmicky so definitely put some server config flexibility in - very good idea. An Eve-style siege "timer" would feel contrived to me compared to waging an actual war, but there don't seem to be many good alternatives at this point with the way SM plays (ie weak, indefensible stations and planets quickly and easily dominated by fleets without inflicting any substantial attrition). I would personally rather see something along the lines of another suggestion from last year that outlines something similar to the current LvD server setup: The random stations that spawn when the universe is created all actually have FP generation value (and preferably some function), without constant FP income any faction will exhaust their FP within a day or two if they are expending them to make a HB invulnerable. So every universe is automatically set up for control wars. Controlling stations instead of scrapping them for parts becomes essential, as does protecting them from enemies. Scorched Earth campaigns could be very nasty. This is similar to the OP here.

    The general idea has been supported so many times, Schine would do well to seriously look at accommodating it with new server settings at least so it can be tested in play.

    A straight up system control with a reformed version of FP that doesnt have anything to do with faction member numbers but rather controlling systems, stations, and planets would also work fine.

    Either way, some form of infrastructure is needed. At the least, in order to obtain the most insane buff known to any game - complete, unlimited, free invulnerability of HB - and possibly also to balance long-range force projection.

    We need a way to win wars, and the current proposal is great, especially if it's all configurable. It doesn't have to be forced on everyone, just add the configuration ability for servers to set this sort of thing up.

    EDIT: fixed link
     
    Last edited:

    Reilly Reese

    #1 Top Forum Poster & Raiben Jackpot Winner
    Joined
    Oct 13, 2013
    Messages
    5,140
    Reaction score
    1,365
    • Legacy Citizen 8
    • Thinking Positive
    • Purchased!
    I wasn't going to read this but then I saw Zyrr agreed with it so now I need to scroll back up and check it out.
    [doublepost=1497732347,1497731883][/doublepost]
    As for homebase invulnerability itself, homebases once set would have its invulnerability enabled for 7 irl days, after this 7 days is up, it will become vulnerable again
    You'll need a system to prevent people from just removing the faction block and readding it to get free 7 days again
     
    Joined
    Jun 4, 2017
    Messages
    5
    Reaction score
    -14
    I wasn't going to read this but then I saw Zyrr agreed with it so now I need to scroll back up and check it out.
    [doublepost=1497732347,1497731883][/doublepost]
    You'll need a system to prevent people from just removing the faction block and readding it to get free 7 days again
    The free 7 days was strictly for the purpose of giving new players on the server some time to get their shit together before they need to start building a Harvester Station.

    I do have a solution to the problem you stated, thank you for bringing that up.

    I would assign every new player who joins the server a timer and every new faction a timer.

    Both the faction timer and the player timer would count down from 7 days when certain conditions are met.

    • Player timer would count down when a player has joined the server and the timer would pause when the player is logged off
    • Faction timer would count down when a faction is assigned its first homebase (the homebase that would receive the 7 day protection timer), it would pause if the faction no longer had a homebase.
    I would use these timers to determine "eligibility" for a free 7 day homebase shield.

    In a sense, a player would only be able to take advantage of this 7 days free homebase if both of these timers had not reached zero

    • If the player timer has reached zero, then they have been playing on the server for enough time to where they should be established.
    • If the faction timer has reached zero, then the faction has been around for long enough to where the faction members should be established.
     

    Lecic

    Convicted Lancake Abuser
    Joined
    Apr 14, 2013
    Messages
    5,106
    Reaction score
    1,227
    • Thinking Positive Gold
    • Purchased!
    • Legacy Citizen 11
    I don't think being able to destroy homebases is a good idea for the vanilla game. I would much rather have it just be that factions need to support lots of vulnerable infrastructure if they want to have resources for lots of ships, which could be attacked and destroyed/stolen to cripple a faction.
     
    • Like
    Reactions: Thinkin
    Joined
    Jun 4, 2017
    Messages
    5
    Reaction score
    -14
    I don't think being able to destroy homebases is a good idea for the vanilla game.
    Like I said above, this, like many things in StarMade a server owner can opt in/out of this in the config. I am not asking for this to be the default, some still like the idea of invincible homebases that allow permanent turtling, and thats fair enough, this suggestion is not without flaws of its own.


    I would much rather have it just be that factions need to support lots of vulnerable infrastructure if they want to have resources for lots of ships, which could be attacked and destroyed/stolen to cripple a faction.
    This statement is extremely confusing as lots of vulnerable infastructure would be present if this was to be added to the game and server owners adopted it (multiple homebases all with vulnerable solar energy harvesters). Perhaps you have an different idea for vulnerable infastructure you would like to present? I'd certantly be interested in reading your ideas for vulnerable infastructure.
     
    • Like
    Reactions: MacThule

    Lecic

    Convicted Lancake Abuser
    Joined
    Apr 14, 2013
    Messages
    5,106
    Reaction score
    1,227
    • Thinking Positive Gold
    • Purchased!
    • Legacy Citizen 11
    This statement is extremely confusing as lots of vulnerable infastructure would be present if this was to be added to the game and server owners adopted it (multiple homebases all with vulnerable solar energy harvesters). Perhaps you have an different idea for vulnerable infastructure you would like to present? I'd certantly be interested in reading your ideas for vulnerable infastructure.
    The problem with this is that it is infrastructure that is only needed if you have the destructible homebases enabled. I would much prefer infrastructure like warp gate routes for trading that you can put tolls on, resource harvesters on planets, refinery stations for asteroid mines, colonies that produce crew, etc.
     
    Joined
    Jun 4, 2017
    Messages
    5
    Reaction score
    -14
    The problem with this is that it is infrastructure that is only needed if you have the destructible homebases enabled. I would much prefer infrastructure like warp gate routes for trading that you can put tolls on, resource harvesters on planets, refinery stations for asteroid mines, colonies that produce crew, etc.
    That is certantly something I can get behind.

    The only problem is, just like stations are now. This kind of infastrucutre is far too vulnerable (especialy to offline attacks) the idea with the timers and stages was, as Zyrr mentioned would allow for a sort of "hey this is coming out of vulnerability in 24 hours so we have time to inform our faction mates in advance so we can plan an attack/defence"
     
    Joined
    Jan 31, 2015
    Messages
    1,696
    Reaction score
    1,199
    • Thinking Positive
    • Likeable
    And the solution may be to simply allow both modes through improvements to server configuration. We'll never know which is best unless we test them.
     
    • Like
    Reactions: Thinkin

    Aesthetics

    Dark Lord of the Sith
    Joined
    Aug 29, 2016
    Messages
    323
    Reaction score
    265
    The purpose of this idea is to prevent players on servers from using homebases as a means of avoiding hostile interaction with other players while still allowing for new players to be able to have a means to protect themselves from having all their work being destroyed overnight while they are offline.

    Constructive criticism is appreciated and encouraged, non-constructive arguments are not appreciated and will be reported to the moderators for spam/off-topic.



    TL:DR

    Attacking factions in order to destroy a factions homebase, would need to deplete the shields of a non-homebased station, wait 24 hours while preventing the defenders from fixing the station, destroy the stations, wait 24 hours while preventing the defenders from linking a new non-homebased station and then destroy the homebase. Stations like this could be numerous and thus completely destroying a faction would require the commitment of a lot of manpower, resources and time.


    Forward


    In the current faction homebase system, newer players are are able to avoid complete loss of all their assets on multiplayer, but any players are able to hide in their factions homebase upon being put in danger and can either go AFK or simply log off, this essentially kills a large portion of player interaction and is ultimately bad for the game, especially on servers where open pvp is encouraged.

    The reason this can be done is because there is simply no reason to have infrastructure anywhere else, a homebase can literally do everything any faction needs to survive. This idea will allow for homebase invulnerability, but a faction will be required to have infrastructure outside of their homebase in order to function and maintain the invulnerability. I strongly believe that permanent turtling should not be a viable gameplay choice in multiplayer, but I do understand that newer factions need a method to prevent complete loss of all infastrucutre, forcing these players to start again.





    The Idea

    To make way for the system I am prosing, several changes would need to be made

    • Homebases would no longer be restricted to one per faction, any amount of home bases can be controlled by a faction, a limit could be set in the server config files.
    • Secondly, faction points would no longer affect if a homebase would be invulnerable or not (they would be kept in the game simply as a placeholder for if the devs decide to implement ways to spend your faction points)
    • Thirdly, the faction menu would no longer show where a homebase(s) are located, and would now show the system coordinates of systems controlled by the faction.

    As for homebase invulnerability itself, homebases once set would have its invulnerability enabled for 7 irl days, after this 7 days is up, it will become vulnerable again UNLESS the controling faction constructs another, non-homebased station in the same system system (which needs to be owned by the faction that owns the homebase)

    This station would use a new system module (computer and module) that could only be placed on non homebased stations. How it works is it would generate energy that would “power” the invulnerable “shield” on a homebase.

    This could (I will say could for this kind of stuff since the developers can name it whatever they want) be called a “Solar energy harvester” and this module would be placed on a station and will generate a form of “energy”, this station could be placed anywhere in the same system as the station that needs to be homebased.

    The Solar Energy Harvester would generate a different form of energy that could be called “solar isotopes” and the station would then need to be linked via a GUI the the station you wish to be homebased, the station would have a requirement per second (si/s) that would need to be generated by its linked Solar Energy Harvester Station(s) in order to be invulnerable. This requirement would be based on the size of the station and its docked entities and how “expensive” it is (a station made of hull would be need less solar isotopes than a station made of advanced armor) This could be done with more than one station per faction, and multiple invulnerable stations with their own Solar Energy Harvesting station(s) in any system owned by the faction.

    If the si/s required was increased due to additional blocks being added to the station or a ship/turret being docked to the homebase, docked entities on the homebase would become vulnerable and would no longer count to the si/s requirement, if all docked entities were not enough, then docked turrets would be next, if that was still enough, the homebase would enter the homebase sieged stage. (Homebase Sieged and other stages are described below, keep reading)

    The establishment of a link would be instantaneous, unless the station is under siege (described below), Once this link is established and the minimum si/s requirement is fulfilled, the homebase will be invulnerable.


    Now, in order for another faction to destroy this homebase, they would need to get the homebase through a series of "stages" as described in the linked picture below.



    If a hostile faction wished to destroy one factions homebase(s) they would need to commit a large amount of time and assets with the next portion of this idea.

    In order to destroy a homebase station, a hostile faction would be required to destroy the Solar Energy Harvester station that is powering the homebase, they way they would do this would be to look at the Starmap of the system an enemy faction inhabits, turn on a filter which would show lines between the Solar Energy Harvester stations and the target homebase (similar to how the lines in between jump gates are shown)

    They would then need to go the coordinates of a Harvester station and deplete its shields, once the shields are depleted, the shields will not regenerate and the station would no longer generate power (but would still generate solar isotopes) but no further damage could be done for 24 irl hours (again, this could be changed via the server.cfg or Schine may even have the default higher or lower) This would be shown via a timer on the entity similar to an overheating timer. If a defending faction wanted to prevent further damage, they would need to use a power supply beam on the station to fill up its capacity by 10% and then use a shield supply beam to recharge the shield capacity by 20%. This would be repeated until the shield capacity is full, then the shields will recharge and the timer would stop. The attacking faction would need to try again.

    This stage would be called Harvester Sieged

    Shield ignoring weapons such as warheads and astronaut cutting torches would do no damage at this point as they could be used to bypass the Harvester Sieged stage





    If the owner of the sieged harvester did not “fix” the Harvester station within 24 hours (or whatever time is set by the server.cfg) then the attacking faction would then be able to finish off the station and overheat it just like any other station, the defenders could still fix the stage using the described method above if the attackers did not come immediately to finish it off.

    This stage would be called Harvester Vulnerable





    Once this occurs the homebase will be invulnerable for another 24 hours (again, depending on server.cfg) before it loses its vulnerability, the only way to stop this timer from reaching zero would be for the defending faction to link another Harvester station and furfill the si/s requirements of the station, linking during this phase would not be instantanious and would take 2 irl hours (can be changed in server config)

    This phase would be called Homebase Sieged





    If the timer ran out, the station would lose vulnerability and could be attacked and destroyed (if the attackers do not come immediately, a Harvester station could still be linked, taking the same 2 hours to prevent destruction and restore invulnerability)





    Closing

    Overall, I think this would address a lot of the concerns PvP players have about turtling and concerns PvE players have about being able to lose everything overnight.

    Factions intending to destroy a homebase would be required to commit a significant amount of time and manpower to do so, the defenders would have the advantage so destroying a homebase would be hard, but possible. Even if a homebase is destroyed, a faction can still have others with the same mechanic so even then, a faction cannot lose everything in a single strike with this system.

    In a sense, a faction could lose some of its assets in a short timeframe, but completely destroying a faction would be a very difficult long term commitment.

    I do see a potential argument against this, and that would be that a faction could attack all the Harvester stations at once while a defender is taking a 3-4 day break from the game, my counter argument to this would be that the only factions that would have this problem would be 1 man factions, and this would encourage these 1 man factions to group together, the multiple homebases feature of this suggestion would allow members to keep to their own while defending each other and ultimately themselves.

    Now before everyone looses their shit, this system, like many things in StarMade would allow server admins to opt their servers out of it in their server.cfg file if they choose to

    Improvements? Ideas? Constructive criticisms? Smartass remarks?
    I am inclined to agree. Not only will this solve the whole "cowering away in your homebase once the enemy turns up" strategy, and I say strategy very loosely here, but, it also encourages people to build outposts and expand their empire to construct said outposts. From what I can gather, more outposts would equal more stations required to be destroyed in order for the homebase to become vulnerable. It also means homebases will be required to be beefier, even more shielded and armoured than most large warships, as a failsafe should your empire fall. Even better, is that server owners can opt out at any time. Perfect.

    To be quite honest this mechanic excites me, and, if implemented, may garner my interests in Starmade enough to do more than just building empty hulls to post to lengthen my e-penis.
     

    Aesthetics

    Dark Lord of the Sith
    Joined
    Aug 29, 2016
    Messages
    323
    Reaction score
    265
    Not to worry. Thinkin's legacy shall live on. My only hope is that Thinkin will know he helped make Starmade great again.
     
    Joined
    Jun 1, 2015
    Messages
    162
    Reaction score
    63
    what if

    a newly formed base / faction initially starts out invulnerable (damage to station shield = incoming damage / 100)
    but as time progress it will phase into a vulnerable but extremely buffed mode (damage to station shield = incoming damage / 99)
    and further down the road this buff decreases till it hits (damage to station shield = incoming damage / 70)

    then you still got a beast of a station with fairly little amount of shield block investment.
    another thing that might improve player interaction is being able to raise this buff per member within the faction

    (damage to station shield = incoming damage / (70 + (membercount x 3)))
    making:
    1 member reduced damage by 73%
    2 member reduced damage by 76%
    3 member reduced damage by 79%


    with a cap of 85%

    this way its still possible to kill of a station and keep newbees out of harms way till they grew large enough to stand on their own legs

    best regards,
    wanzer.