So, one of the biggest problems with PvP and factional warfare at the current moment, is the fact that homebases are completely invulnerable, and for good reason too. Homebases being vulnerable, while allowing factional warfare and factions not entirely relying on a single base, will also open up players/factions to losing absolutely everything that they've worked hard for. So, why not (yet again) pull something directly from EVE Online?
I've previously suggested a system that's very similar to EVE Online's station/sovereignty capture system. Faction Homes will have three states, vulnerable, active, and invulnerable.
Active will be the default state for homes, and can be destroyed, but will have 50% damage resist (any damage to it is cut by half). When a home is attacked, it can be pushed into invulnerable mode, either by a player manually pressing the button to do so (Any logic signal to the faction block will activate it) or setting the faction block to automatically push into invulnerable mode the instant the home takes damage.
In Invulnerable mode, the home will be invulnerable, resisting 100% of all damage, and any docked entities share the same resist. Docking/docked entities will act as normal, except turrets will get a range boost, being able to fire halfway into adjacent sector for maxed out range. The home will remain invulnerable for 4 hours, and warning will be sent to all allies of the faction. After 4 hours (Subject to change, will go no higher than 6), the home will then go into vulnerable mode. This mode is intended for a faction and it's allies to prepare to defend the home.
In vulnerable mode, the homebase will act as a normal damage, 0% resists to damage, and turrets no longer get their range bonus. This is the time in which attacking factions are to throw themselves at the home, and the time in which defending factions are to defend the home, after hopefully using the invulnerable time to prepare. If the attacking factions are victorious, and the home is destroyed, then the faction loses it's hold on all it's territory, a significant number of faction points, and must rebuild.
Now, while being able to destroy a faction is fun for the attackers, and most likely fun for the defenders, without a way to not lose EVERYTHING, the aftermath ruins the fun for the defenders. That's why, we make it that a significant portion of their stuff isn't lost.
For a homebase to get destroyed, it has to get to 65% (subject to change) hull HP left. Once it reaches this, then it will leave a wreck. This wreck, will hold the structural resources used to build the base, and cannot be touched, until at least 25% of a factions members have been online for a consecutive hour. Once it reaches this hour, then the wreck can be salvaged, yielding all of the blocks, instead of just scrap.
But the wreck isn't all that survives, 65% of all cargo remaining on the station, will be ejected into multiple containers, scattered across the system. These will also be locked, like the wreck, until 25% of a factions members have been online for a consecutive hour. Until then, these containers cannot be accessed by anyone. These containers, will also show on the galaxy map of all members of the faction and allies of the faction, and will be radar jammed for anyone not allied to the faction, meaning that they'll have to do a lot of tedious searching, instead of just using the nav.
If a faction does not have the means to hold the cargo, then any allies can temporarily hold the loot, the loot will be locked, so it can't be used, only moved, until the faction can hold it all. The faction could also hire some Trading Guild freighters to pick it up, and store it in the nearest TG Storage Depot, for later retrieval. And if you lucky with your speech, then you could possibly get it for free.
Along with all of this, if a faction block is on a homebase, then the faction block will receive a small inventories, consisting of a few slots, in which only specific, weightless/volumeless items can be stored, which will provide different buffs to the homebase.
Magical Fuel of Forcefulness: This will make your homebase invulnerable for an amount of time, which is determined via the amount of MFF you put into the homebase. Note, this does not replace the standard invulnerability thing, but in fact adds onto it, up to a total of 48 hours. This cannot override vulnerability.
Uber Antimatter: This will give your cannons are 2x damage boost for an amount of time, again, determined via the amount of UA you put in.
Pulsating Lens: Improves the tick rate (and thus, DPS) for 24 hours, and is destroyed at the end of that time. Note: Unlike other things, this cannot be removed, and will only free the slot at the end of the 24 hours, when it's destroyed.
Mini Nuke: This doubles the blast radius of missiles, but 1 is used up every shot rather than after an amount of time
Extra EMP: This doubles the damage of damage pulses, but the added damage is an EMP effect. Only one can be present at a time, and is used up after 10 successful hits.
Plextanium Projectile Protector: This will increase the range of all weapons by 2.5x, and will use up one of both types of scrap, or if need be, alloyed metal mesh, and once there is no scrap/mesh present, then it will break. Note: This cannot be removed, and will only free up the slot once destroyed
Super Drilly Thingy: Adds punch through for all weapons, lasts in the same way the PPP does.
Robotic Sweat Shop: Halves the time it takes for factories to produce things, lasts 24 hours, and is then destroyed.
Magic Moving Arms: Doubles the speed in which Shipyards build, and even gives back 5% of the capsules used (Capsules, not raw ore). One is used per construction.
Stealth Boy: Cloaks the homebase (and it's docked/tethered entities) for 24 hours, cannot be removed until 24 hours is up, and will be destroyed at end.
Dirty Bomb: When the homebase reaches 70% structure HP, is will trigger a massive nuked, doing a retarded amount of damage to all entities that aren't docked/tethered to the homebase. One is used per trigger.
Dirty Shank: When the homebase reaches 70% structure HP, it will trigger a massive EMP which disables all entities that aren't docked/tethered to the homebase, and will cause a rapid recharge of the shields to 60%. One is used per trigger.
Dirty Port: When the homebase reaches 70% structure HP, if the transporter doesn't have a destination, then it will transport ALL entities that are docked/tethered to the homebase to a random sector, with a range of 4 sectors. I will avoid stars. If a destination is set to an enemy entity, then it will transport all crew onto said entity, shutting down the enemies shields, and giving the boarders access to the ship. The docked entities will be transported to a random sector as usual. One is used per trigger.
As you may be able to tell, there are many things that can give HUGE buffs to homebases, and will allow the 4 hours of invulnerability to be justified, as players can put time/effort into making their homebase immortal. The dirty buffs are quite obviously used as a last resort mechanism, to hopefully turn the tide, and save the base at just the last minute.
This system, will be one of the biggest benefits to PvP, and will allow factions to endlessly go to war with eachother.
The Destruction
I've previously suggested a system that's very similar to EVE Online's station/sovereignty capture system. Faction Homes will have three states, vulnerable, active, and invulnerable.
Active will be the default state for homes, and can be destroyed, but will have 50% damage resist (any damage to it is cut by half). When a home is attacked, it can be pushed into invulnerable mode, either by a player manually pressing the button to do so (Any logic signal to the faction block will activate it) or setting the faction block to automatically push into invulnerable mode the instant the home takes damage.
In Invulnerable mode, the home will be invulnerable, resisting 100% of all damage, and any docked entities share the same resist. Docking/docked entities will act as normal, except turrets will get a range boost, being able to fire halfway into adjacent sector for maxed out range. The home will remain invulnerable for 4 hours, and warning will be sent to all allies of the faction. After 4 hours (Subject to change, will go no higher than 6), the home will then go into vulnerable mode. This mode is intended for a faction and it's allies to prepare to defend the home.
In vulnerable mode, the homebase will act as a normal damage, 0% resists to damage, and turrets no longer get their range bonus. This is the time in which attacking factions are to throw themselves at the home, and the time in which defending factions are to defend the home, after hopefully using the invulnerable time to prepare. If the attacking factions are victorious, and the home is destroyed, then the faction loses it's hold on all it's territory, a significant number of faction points, and must rebuild.
The Reclamation
Now, while being able to destroy a faction is fun for the attackers, and most likely fun for the defenders, without a way to not lose EVERYTHING, the aftermath ruins the fun for the defenders. That's why, we make it that a significant portion of their stuff isn't lost.
For a homebase to get destroyed, it has to get to 65% (subject to change) hull HP left. Once it reaches this, then it will leave a wreck. This wreck, will hold the structural resources used to build the base, and cannot be touched, until at least 25% of a factions members have been online for a consecutive hour. Once it reaches this hour, then the wreck can be salvaged, yielding all of the blocks, instead of just scrap.
But the wreck isn't all that survives, 65% of all cargo remaining on the station, will be ejected into multiple containers, scattered across the system. These will also be locked, like the wreck, until 25% of a factions members have been online for a consecutive hour. Until then, these containers cannot be accessed by anyone. These containers, will also show on the galaxy map of all members of the faction and allies of the faction, and will be radar jammed for anyone not allied to the faction, meaning that they'll have to do a lot of tedious searching, instead of just using the nav.
If a faction does not have the means to hold the cargo, then any allies can temporarily hold the loot, the loot will be locked, so it can't be used, only moved, until the faction can hold it all. The faction could also hire some Trading Guild freighters to pick it up, and store it in the nearest TG Storage Depot, for later retrieval. And if you lucky with your speech, then you could possibly get it for free.
The Buffination
Credit to Dire Venom for original buff idea
Along with all of this, if a faction block is on a homebase, then the faction block will receive a small inventories, consisting of a few slots, in which only specific, weightless/volumeless items can be stored, which will provide different buffs to the homebase.
Magical Fuel of Forcefulness: This will make your homebase invulnerable for an amount of time, which is determined via the amount of MFF you put into the homebase. Note, this does not replace the standard invulnerability thing, but in fact adds onto it, up to a total of 48 hours. This cannot override vulnerability.
Uber Antimatter: This will give your cannons are 2x damage boost for an amount of time, again, determined via the amount of UA you put in.
Pulsating Lens: Improves the tick rate (and thus, DPS) for 24 hours, and is destroyed at the end of that time. Note: Unlike other things, this cannot be removed, and will only free the slot at the end of the 24 hours, when it's destroyed.
Mini Nuke: This doubles the blast radius of missiles, but 1 is used up every shot rather than after an amount of time
Extra EMP: This doubles the damage of damage pulses, but the added damage is an EMP effect. Only one can be present at a time, and is used up after 10 successful hits.
Plextanium Projectile Protector: This will increase the range of all weapons by 2.5x, and will use up one of both types of scrap, or if need be, alloyed metal mesh, and once there is no scrap/mesh present, then it will break. Note: This cannot be removed, and will only free up the slot once destroyed
Super Drilly Thingy: Adds punch through for all weapons, lasts in the same way the PPP does.
Robotic Sweat Shop: Halves the time it takes for factories to produce things, lasts 24 hours, and is then destroyed.
Magic Moving Arms: Doubles the speed in which Shipyards build, and even gives back 5% of the capsules used (Capsules, not raw ore). One is used per construction.
Stealth Boy: Cloaks the homebase (and it's docked/tethered entities) for 24 hours, cannot be removed until 24 hours is up, and will be destroyed at end.
Dirty Bomb: When the homebase reaches 70% structure HP, is will trigger a massive nuked, doing a retarded amount of damage to all entities that aren't docked/tethered to the homebase. One is used per trigger.
Dirty Shank: When the homebase reaches 70% structure HP, it will trigger a massive EMP which disables all entities that aren't docked/tethered to the homebase, and will cause a rapid recharge of the shields to 60%. One is used per trigger.
Dirty Port: When the homebase reaches 70% structure HP, if the transporter doesn't have a destination, then it will transport ALL entities that are docked/tethered to the homebase to a random sector, with a range of 4 sectors. I will avoid stars. If a destination is set to an enemy entity, then it will transport all crew onto said entity, shutting down the enemies shields, and giving the boarders access to the ship. The docked entities will be transported to a random sector as usual. One is used per trigger.
As you may be able to tell, there are many things that can give HUGE buffs to homebases, and will allow the 4 hours of invulnerability to be justified, as players can put time/effort into making their homebase immortal. The dirty buffs are quite obviously used as a last resort mechanism, to hopefully turn the tide, and save the base at just the last minute.
This system, will be one of the biggest benefits to PvP, and will allow factions to endlessly go to war with eachother.
- Not losing everything will make factions more willing to fight a war
- Being given a significant chance to defend your home with allies will also make factions more willing and wars more entertaining
- being able to destroy a homebase will make factions more willing to fight a war
- With only losing ~35% of everything from their homebase, factions can continually go to war
- Ultimately, this allows constant war, and thus, constant fun/reason to play
- The only thing we need is more lenient moderation, so that factions can be harsher pricks to eachother. :p
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