Just thought of this and was wondering why the devs didn't have an idea like this pop up. It'd also be a nice way or ways to explain why mobs keep spawning as well and give the player ways to counter them.
Transmitter Beacons: These would be a block even players could use and will spawn mobs for them if they are part of a faction and other conditions are met. In the case of AI factions or players they general idea is the same. Placed on a planet or station it would call in mobs when under attack or a guard fleet would spawn beforehand and only be replenished when the threat is gone depending on the setting. In the case of ships only an escort fleet would spawn and the mobs in question would not be any bigger than half the mass of the main ship. These mobs would follow the ship and if they had jump drives they'd use them to keep up. Ship guarding mobs could only be replenished by docking with a station or planet that has a Transmitter Beacon on it. These ships following the main one would also use warpgates if they had to so they could get to the ship they were following.
Now as for the restrictions for the player faction mobs here they are and all are configurable of course. :P
Wormholes: In the case of wormholes spawning AI mobs a wormhole opens up between two points and unlike the bigger system wide versions these ones only last for between a few minutes to a few hours and only affect the sector they are in and the nearby 1 to 5 sectors with any gravity. Mobs will spawn at either end as if they are coming from the other end and rewards of some kind and stations may be at both ends. Since these spawn randomly it'd be hard to predict where they'll be at both ends. Also stations and ships might auto spawn at both ends to give players something to fight.
Jump Drive: In this case all ships that are spawned for a Mob spawn have jump drives on them and you see the huge flash from them coming out of a jump into an area. Normally if you have a scanner on you and scan fast enough right after they spawn you can see the random locations they spawned at before coming to the destination they are at. In this case also the mobs could come from totally separate locations in the galaxy and hidden rewards of some kind might be at those locations they came from.
Warpgates: Just like with jump drives but for stations. If the station has a warpgate it'll randomly connect to another station's gate of the same faction somewhere in the galaxy but within the usual range it has. You won't see this connection until you go through it and it'll always be a two way connection. When worlds, galaxies, or systems are generated the warp coords are entered after the rest of the generation is done and sometimes a new station needs to be spawned to account for if none in the area the gate can warp have a gate. In the case of spawns they'd come out of the gate and would normally be no bigger that the gate itself.
Shipyards: Yes these would spawn ships when under AI control. The ships spawned would always be ships that could fit inside the area of the shipyard and it'd only spawn one at a time per shipyard.
This list could get longer too. XD
Transmitter Beacons: These would be a block even players could use and will spawn mobs for them if they are part of a faction and other conditions are met. In the case of AI factions or players they general idea is the same. Placed on a planet or station it would call in mobs when under attack or a guard fleet would spawn beforehand and only be replenished when the threat is gone depending on the setting. In the case of ships only an escort fleet would spawn and the mobs in question would not be any bigger than half the mass of the main ship. These mobs would follow the ship and if they had jump drives they'd use them to keep up. Ship guarding mobs could only be replenished by docking with a station or planet that has a Transmitter Beacon on it. These ships following the main one would also use warpgates if they had to so they could get to the ship they were following.
Now as for the restrictions for the player faction mobs here they are and all are configurable of course. :P
- The faction mush have at least 10 total members
- at least 3 must be active or semi active.
- the faction must have a home base
- the faction must own at least 3 systems
- the faction must have positive faction points
- the faction must have over X number of faction points
- the mobs spawned will be restricted to ships and stations the faction's members have made if any, also admins can give a default list of BPs to pick from if a faction has none
- mobs spawned are like an independent sub faction of the faction they are a part of (Meaning they are the AI faction version of the player faction but not of the player faction directly), this means they'll fire in self defense even against their owner faction. In case of owner they'd only fire enough shots to get their point across.
Wormholes: In the case of wormholes spawning AI mobs a wormhole opens up between two points and unlike the bigger system wide versions these ones only last for between a few minutes to a few hours and only affect the sector they are in and the nearby 1 to 5 sectors with any gravity. Mobs will spawn at either end as if they are coming from the other end and rewards of some kind and stations may be at both ends. Since these spawn randomly it'd be hard to predict where they'll be at both ends. Also stations and ships might auto spawn at both ends to give players something to fight.
Jump Drive: In this case all ships that are spawned for a Mob spawn have jump drives on them and you see the huge flash from them coming out of a jump into an area. Normally if you have a scanner on you and scan fast enough right after they spawn you can see the random locations they spawned at before coming to the destination they are at. In this case also the mobs could come from totally separate locations in the galaxy and hidden rewards of some kind might be at those locations they came from.
Warpgates: Just like with jump drives but for stations. If the station has a warpgate it'll randomly connect to another station's gate of the same faction somewhere in the galaxy but within the usual range it has. You won't see this connection until you go through it and it'll always be a two way connection. When worlds, galaxies, or systems are generated the warp coords are entered after the rest of the generation is done and sometimes a new station needs to be spawned to account for if none in the area the gate can warp have a gate. In the case of spawns they'd come out of the gate and would normally be no bigger that the gate itself.
Shipyards: Yes these would spawn ships when under AI control. The ships spawned would always be ships that could fit inside the area of the shipyard and it'd only spawn one at a time per shipyard.
This list could get longer too. XD