people will begin to use docked ships for storage and HB protection
If HB protection is limited by mass, that mass limit can be extended to docked entities on a first come first serve basis. Pilots can easily receive a message if an entity they just docked is not granted invulnerability.
Any obstacle can be overcome, it's only a matter of the work required to do so compared to the value of doing so.
my biggest concern is that it will become tedious and boring fast if you have to maintain a bunch of silly gauges.
This is a very valid concern, but a key part of this game's appeal is actually its complexity. That said, I prefer the simplest solution or set of solutions for exactly the reason you bring up. All we do in here is brainstorm, then the devs come through and cherry-pick stuff and analyse whether it fits their vision of the game and wrangle with the brass tacks of implementation. I've seen many ideas that were extensively and repeatedly discussed in forum appear in the game, though rarely in exactly the way expected. So I just keep brainstorming. I don't assume every idea will or should be used, even of the very good ideas.
As far as HB size goes; I really don't believe that setting a size limit on
Total Invulnerability is unreasonable, especially when an invulnerable HB can easily control an area 27 sectors in volume with deadly force. It would also go a ways to curing the turtle epidemic because
as long as you can have it ALL in total invulnerability, it will always take a lot of contrived, game-bending carrots and sticks to make it worthwhile to do otherwise. Limiting invulnerability
in some way (not necessarily mass) seems an elegant solution. As mentioned, it can be server adjustable. It could be set to near unlimited and players will continue to play as they do - turtling in their deluxe super-bases. If it is small, it will still allow players to have a cozy little base that keeps them from becoming space hobos just because they lose a few battles. If they don't want the stress of expanding, it will actually create incentive to trade and cooperate with allies more to overcome the limits. Specializing as part of a team will become worth considering, instead of simply doing it all yourself and being an island (with a chatroom).
Of course this is really only relevant to multiplayer, so any player in SP mode could easily have a checkbox for unlimited HB just like they already do for creative mode. That could even be the default in SP. It can be implemented to have zero impact on players who "just want to build," because even if they do decide to go MP they can play on servers with extremely generous limits and they will almost never notice the change unless their main goal is to crash the server with the size of their creations (and they're the ones ruining it for the rest of us anyway ;-)).
[doublepost=1479707241,1479705985][/doublepost]
As to that thread, I had an idea regarding the FP ideas in that thread. Nice link, btw, very much similar topic.
Thanks! The topic is similar because it's a core issue that keeps coming up for us. Again, and again and again. Often it is addressed in parts, people gripe about titans and no action, people wonder why there's no interaction... but it's one picture, and in my opinion it all comes down to ending
permanent, infinite invulnerability.
Limited invulnerability - sure.
Buffs - sure.
Temporary infinite invulnerability even - maybe in certain cases....
Permanent, Infinite invulnerability though - you can't lose anything ever as long as you never leave home, so by the rules of this game the winner is he who interacts as little as possible. If you never leave HB, you never lose anything. You just hunker in static plenitude. Chatting. It barely even qualifies as a "game" if there is no risk of loss though, which can lead to boredom.