Read by Council Make Homebases Vulnerable, Without Losing Everything

    What do you think of the suggestion?

    • Absolutely love it!

      Votes: 7 13.2%
    • It's good

      Votes: 5 9.4%
    • It's not bad

      Votes: 5 9.4%
    • Couldn't care if it's in or not

      Votes: 0 0.0%
    • Don't particularly like it

      Votes: 6 11.3%
    • It's bad

      Votes: 1 1.9%
    • Bloody awful!

      Votes: 29 54.7%

    • Total voters
      53

    Blaza612

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    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?

    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
    So yeah, that's my solution to make war fun, and possible.
     
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    TLDR: Basically, screw the little factions. We don't want new players anyway.

    Big Faction waits for little faction to log off. Pops a couple shots at Little Station and triggers Invulnerable.
    Little Faction members sleep and allies go to work. Invulnerable wears off.
    Little Station dies.
    Big Faction claims system, seeds system with defense drones and stations. Mines and/or booby traps any and all 'wreckage' they find. Maybe just nudge it into the sun.
    Little Faction, who no longer has any ships or resources logs in and cries. They can't even get to the wreckage, let alone claim it. Logs off and leaves game forever.
     

    Blaza612

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    TLDR: Basically, screw the little factions. We don't want new players anyway.

    Big Faction waits for little faction to log off. Pops a couple shots at Little Station and triggers Invulnerable.
    Little Faction members sleep and allies go to work. Invulnerable wears off.
    Little Station dies.
    Big Faction claims system, seeds system with defense drones and stations. Mines and/or booby traps any and all 'wreckage' they find. Maybe just nudge it into the sun.
    Little Faction, who no longer has any ships or resources logs in and cries. They can't even get to the wreckage, let alone claim it. Logs off and leaves game forever.
    The point was not "Screw the little factions", if anything it was more trying to lean towards the opposite. But in spite of what you said, how about something to improve it? Other than 6 hours bump :p
     
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    The point was not "Screw the little factions", if anything it was more trying to lean towards the opposite. But in spite of what you said, how about something to improve it? Other than 6 hours bump :p
    Longer timer for any active faction (at least one active member? 50% active members? something about member activity), at least. Probably minimum 24 hours, and always ends in the defender's primetime (their chosen primetime will be publicly visible). Strikes against inactive factions should probably give the attacker the advantage, so cleaning up space is easier.

    Basically, you want to have a crack at someone? Better make a day of it. If at all possible, I'd like to see an email alert that members can opt-in to, so that factions will surely be informed of their impending doom.

    It's late at night so I won't add much more, but it should be readily apparent that a short timer favouring the attackers (attacker chooses time which it thinks will ensure an easy victory, eg. when intel says they'll all be asleep) is an issue. I'm sure there will be configs, but the default should lean heavily to the defending side (defenders choose hours at which they are likely free, attackers can see this in order to make plans, but are not at any advantage), especially with stations being pretty weak in the current meta.
     

    Blaza612

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    Longer timer for any active faction (at least one active member? 50% active members? something about member activity), at least. Probably minimum 24 hours, and always ends in the defender's primetime (their chosen primetime will be publicly visible). Strikes against inactive factions should probably give the attacker the advantage, so cleaning up space is easier.

    Basically, you want to have a crack at someone? Better make a day of it. If at all possible, I'd like to see an email alert that members can opt-in to, so that factions will surely be informed of their impending doom.

    It's late at night so I won't add much more, but it should be readily apparent that a short timer favouring the attackers (attacker chooses time which it thinks will ensure an easy victory, eg. when intel says they'll all be asleep) is an issue. I'm sure there will be configs, but the default should lean heavily to the defending side (defenders choose hours at which they are likely free, attackers can see this in order to make plans, but are not at any advantage), especially with stations being pretty weak in the current meta.
    The problem is that by making it a day affair kills any kind of excitement/will to attack. After a day, they'll have most likely forgotten or gotten bored, and just leave the war. Four hours is bad enough for this factor, but 24 hours will be overkill due to the massive wait time.

    The system isn't perfect for keeping new players bases safe, but ultimately, we need to have a balanced system, and a balanced system ultimately involves the attackers being able to attack and destroy these new players, and actually have fun.
     
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    Quite frankly, I see no reason at all to remove Homebase invulnerability if even a single faction member logs on regularly.
    Sure, limit the size of the homebase.
    Nerf the firepower of the homebase.
    Remove any and all faction rewards/benefits including the mining bonus.
    Ambush my salvagers. Assault my cargo transports. Overwhelm and destroy my escorts.

    If I can't have a safe place to store my stuff when I log off, I will NEVER play on a public server.

    It is my single biggest hate with regards to minecraft. It is impossible to build yourself up without spending more money (which doesn't even go to the developers). Excuse me, donating. Even if most people are willing to leave you alone, it just take 1 prick to stumble upon your base. And then it's TNT party. In case you haven't noticed, there are a lot of pricks out there.

    I have no interest or intention of being involved in PVP. If I can't opt out, then it will be single player only.

    • 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.

    No interest in fighting a war.
    No chance of defending my base if I'm offline.
    No interest in fighting a war. Keep your homebase.
    Unless my stuff is refunded, including the base purchase price, and placed in my pocket then it is all gone. There is no way to get it back if I can't get to it and/or die in the process.
    There are many fun reasons to play. War is not one of them.
    Even you admit that these people are pricks.

    The system isn't perfect for keeping new players bases safe, but ultimately, we need to have a balanced system, and a balanced system ultimately involves the attackers being able to attack and destroy these new players, and actually have fun.
    It's not fun for the new players. They will just leave.
     

    Blaza612

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    Quite frankly, I see no reason at all to remove Homebase invulnerability if even a single faction member logs on regularly.
    Sure, limit the size of the homebase.
    Nerf the firepower of the homebase.
    Remove any and all faction rewards/benefits including the mining bonus.
    Ambush my salvagers. Assault my cargo transports. Overwhelm and destroy my escorts.

    If I can't have a safe place to store my stuff when I log off, I will NEVER play on a public server.

    It is my single biggest hate with regards to minecraft. It is impossible to build yourself up without spending more money (which doesn't even go to the developers). Excuse me, donating. Even if most people are willing to leave you alone, it just take 1 prick to stumble upon your base. And then it's TNT party. In case you haven't noticed, there are a lot of pricks out there.

    I have no interest or intention of being involved in PVP. If I can't opt out, then it will be single player only.


    No interest in fighting a war.
    No chance of defending my base if I'm offline.
    No interest in fighting a war. Keep your homebase.
    Unless my stuff is refunded, including the base purchase price, and placed in my pocket then it is all gone. There is no way to get it back if I can't get to it and/or die in the process.
    There are many fun reasons to play. War is not one of them.
    Even you admit that these people are pricks.



    It's not fun for the new players. They will just leave.
    I forgot to mention, within the suggestion I mentioned (Can't bloody find it), I do believe it was proposed for there to be a PvP opt in/out system, which can be enabled/disabled in configs. :p

    On a side note, I must ask, are you doing any kind of interaction with other players on said public server?


    It's not fun for the new players. They will just leave.
    That's a problem entirely on it's own, and ultimately should be solved through different means than killing one of the biggest sources of fun for the game. And don't say war isn't the biggest source of fun, it always has been, is, and always will be. And if you have no intention of war, then fuck you (That was a joke, BTW, don't get all butt-hurt on me :p). However, I think that "fuck you" can still technically apply. As it may be blindly obvious, I love EVE, and one thing that's great about it is, if you don't like PvP, then why the hell are you playing? You're in a living world full of players, and there should be no reason why people can't have their way with your corpse, because it's a world of freedom. Sure, they'll get a real spanking from the mega-police, but that doesn't stop them, since it's what they find fun.

    Dying, losing stuff, failing, it's all built into the game because the game relies on people. If Starmade REALLY wants to keep new players, it shouldn't have them avoid any PvP, it should make them embrace it, throw shit at them, give them a reason to be shot at, all the while giving them their own reasons to do whatever they want to do, and that's probably something that's going to come with the new RP updates. Ultimately, there should be a few sectors which are declared safe by some magical Starmade police, and if you're not in those sectors, then you consent to PvP.

    Now, enough rambling on about some other significant problems, how about we get back onto improving the suggestion instead of "It allows me to lose, I don't want to lose, so, it bad" :p
     
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    I have no interest or intention of being involved in PVP. If I can't opt out, then it will be single player only.
    This attitude is valid, and no doubt quite common, but honestly this is something best dealt with by individual servers, likely by defining some areas of space (probably galaxies) as PVE-only (see: GenXNova). Not interested in PvP at all? Look for a server that works with that.

    Other possibilities include a toggleable "PVP" setting for factions, with a significant delay (1 hour minimum) in its change of state, and possibly a cost. Or perhaps a "wardecs-only" config setting in which hostile action requires a declaration of war be sent (at some arbitrary cost), giving __ hours for the faction to learn of, and prepare for, the impending hostilities (or negotiate for the declaration to be withdrawn).

    The problem is that by making it a day affair kills any kind of excitement/will to attack. After a day, they'll have most likely forgotten or gotten bored, and just leave the war. Four hours is bad enough for this factor, but 24 hours will be overkill due to the massive wait time.

    The system isn't perfect for keeping new players bases safe, but ultimately, we need to have a balanced system, and a balanced system ultimately involves the attackers being able to attack and destroy these new players, and actually have fun.
    Having seen the workings of the "big" faction scene for a bit, I'd be pretty chuffed if I knew that, at a precise time in the near future (a day isn't much at all), I'd either A: get an actual fight, possibly even a good one, or B: my opponents would suffer significant losses, with the possibility of my own faction gaining much wealth.

    I love EVE
    This isn't EVE. Schine is not CCP. This is an internet spaceship game, but not one whose core tenet is "PVP or GTFO". Trying to force an EVE mentality into a game that doesn't seem to fit it would be foolish.
     

    Blaza612

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    This isn't EVE. Schine is not CCP. This is an internet spaceship game, but not one whose core tenet is "PVP or GTFO". Trying to force an EVE mentality into a game that doesn't seem to fit it would be foolish.
    I'm not trying to do that in any way, I was more using that as a message. :p

    Schine is trying to make a more living, immersive world, in which players have complete freedom. The point, was that he was in favor of that freedom being destroyed for the sake of not losing, and being able to kill/get killed should always be a threat.
     
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    I want home bases to stop being invulnerable too, but the OP suggestion is too Byzantine, IMO.

    Just provide stations or home stations with a large (2x, 3x or more) buff (static or dynamic) to shields, shield regen, armor, weapon damage and weapon range and make them not show up on everyone's map even if you've never been there. And maybe give them the ability to spawn fighters the way pirate stations do or from their shipyards. Solved; stations would then outperform ships massively, pound for pound and even a modest 100K mass station would require a large fleet to take down.

    And yeah - note that the vast majority of players and servers are die-hard Care Bears. Even the ones that say PvP often have restrictions on PvP to protect fools & laggards. Removing home base invulnerability seems like a high priority for maybe 15% of us and completely undesirable for half the rest. And I'm pretty sure about 1/4 of the players would love it is ALL stations and ships were invulnerable... (but don't remove weapons because they like to pretend their ships are for action).
     
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    I want home bases to stop being invulnerable too, but the OP suggestion is too Byzantine, IMO.

    Just provide stations or home stations with a large (2x, 3x or more) buff (static or dynamic) to shields, shield regen, armor, weapon damage and weapon range and make them not show up on everyone's map even if you've never been there. And maybe give them the ability to spawn fighters the way pirate stations do or from their shipyards. Solved; stations would then outperform ships massively, pound for pound and even a modest 100K mass station would require a large fleet to take down.

    And yeah - note that the vast majority of players and servers are die-hard Care Bears. Even the ones that say PvP often have restrictions on PvP to protect fools & laggards. Removing home base invulnerability seems like a high priority for maybe 15% of us and completely undesirable for half the rest. And I'm pretty sure about 1/4 of the players would love it is ALL stations and ships were invulnerable... (but don't remove weapons because they like to pretend their ships are for action).
    I was told recently that your homebase becomes unprotected if you reach 0 faction points, so the feature has already been implemented.
     
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    I would really like the idea, but losing all territory is a bit excessive. Other than that, it's good though.
     

    nightrune

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    I was told recently that your homebase becomes unprotected if you reach 0 faction points, so the feature has already been implemented.
    This is absolutely the case, but from what I understand its pretty easy to rank up lots of faction points. The way I see it is, we just need a few mechanisms to setup multiple types of play. I think the zero faction points gives Blaza612 what he wants, but he's likely going to need to manually rebalance a servers faction point gain and loss.
     
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    See, this is my point exactly. I went to bed and got attacked.

    I do not object to PVP entirely. While I am connected to the game. I even suggested several valid possibilities of PVP. But I don't think PVP is the end-all and be-all of the game.
    If it is even vaguely possible for my base to be destroyed with absolutely no possibility of me defending it, then your system is flawed.
    People will exploit any loop hole.

    And btw, fuck you. It was a joke, but I really meant it.
    No, I'm not butt-hurt. It's people like you that prove my signature.

    Moving on.
     
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    This is absolutely the case, but from what I understand its pretty easy to rank up lots of faction points. The way I see it is, we just need a few mechanisms to setup multiple types of play. I think the zero faction points gives Blaza612 what he wants, but he's likely going to need to manually rebalance a servers faction point gain and loss.
    So my point was a effective PVP group can just hunt down the enemy faction members and kill them to reduce their faction points down to 0. In other terms play the game and you shall receive. The system right now is fine and it is not causing anything game breaking to occur. Its just the fact that people do not understand how to coordinate such a operation to bring an enemy faction down to 0 faction points so as to attack their homebase.
     
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    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?

    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.



    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
    So yeah, that's my solution to make war fun, and possible.
    While Home bases are invulnerable any other base the faction has isn't. A home base give you one safe sector to start over from.
    If you claim another sector they need something there to do so and that is vulnerable.

    In truth if there is one part of this game they did quite well it was this and I see no real reason to change it.
    Home bases will only be so good. They will still have to transport resources to the home base.
    What are they going to do just not play. That's a choice. If they don't come out of the home base you can take over all their territory other than that one sector.
     
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    It's pretty much impossible to drain a faction's FP with the current configuration, unless they are completely retarded.

    Hell, would be nice to scan or see how much FP a faction has somehow.
     

    Blaza612

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    Not entirely sure what you mean by this. :p

    And yeah - note that the vast majority of players and servers are die-hard Care Bears. Even the ones that say PvP often have restrictions on PvP to protect fools & laggards. Removing home base invulnerability seems like a high priority for maybe 15% of us and completely undesirable for half the rest. And I'm pretty sure about 1/4 of the players would love it is ALL stations and ships were invulnerable... (but don't remove weapons because they like to pretend their ships are for action).
    That in itself is a problem. The main philosophy behind why the invulnerability is still wanted is the fact that it allows them to lose. Players should always be able to lose/die, especially on public servers. The Care Bear mentality is a serious problem, and people shouldn't simply be safe because they don't want to lose, they should be safe because they made themselves safe, because they put in the time and effort to create a safe place to live.

    but I really meant it
    When I say, it can still apply, I was using it as a transition into my next point, the point where you're never truly safe. And thats a good thing, and will probably attract significantly more players than it deters. In singleplayer/PvE servers, I can understand wanting to be safe, but in a server where PvP is fully allowed, why should players not be able to kill you?

    Losing ships, stations, anything, can be fun. It depends on how you take from it. If you were to lose a war (Note: You still keep 65% of everything you owned, which is an absolute shit ton of stuff for many people) then you don't simply cry/rage-quit, you learn from your mistakes, rebuild and try to do better, making this whole thing significantly more fun. And if you truly can't rebuild, then your faction's story has ended, everything must come to an end, and if your faction reaches it's end at that point, then so be it.


    It's people like you that prove my signature.
    Vise Versa, you decided to throw this unexpected aggro at me. If I've been coming off as snarky/an asshole, then my apologies, not trying to be an asshole. :p

    If it is even vaguely possible for my base to be destroyed with absolutely no possibility of me defending it, then your system is flawed.
    People will exploit any loop hole.
    I can understand that, believe me, but we still need to allow the attackers to actually enjoy it. How about make it until 50% of the faction has been online consecutively for 1.5 hours, but if they don't come/stay online, then after 10 hours, vulnerability will strike. This will make it a mostly day affair, without causing too much wait time, and if the faction is online at the time, then the battle can be done in an enjoyable period of time for both factions.

    While Home bases are invulnerable any other base the faction has isn't. A home base give you one safe sector to start over from.
    If you claim another sector they need something there to do so and that is vulnerable.

    In truth if there is one part of this game they did quite well it was this and I see no real reason to change it.
    Home bases will only be so good. They will still have to transport resources to the home base.
    What are they going to do just not play. That's a choice. If they don't come out of the home base you can take over all their territory other than that one sector.
    The problem is that it isn't a good system. Homebases are invulnerable, so why would you ever want to build another station, when you can have everything 100% protected, 24/7. This is what kills any desire to go to war, since, you can never destroy anything of the enemy faction, because they'll just sit at their home and never take any damage.