Read by Council Simple and balanced Mobile Shipyards

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    [DOUBLEPOST=1456348822,1456348737][/DOUBLEPOST]Ithirahad Yeah, a station is basically just a stationary ship. Since they're stationary they should get some defensive buffs (Shield cap, harder blocks, etc) or even a power or manufacturing buff. But players should have the ability to have station systems on a ship. After all, what's a mothership for?
     

    CyberTao

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    Even if you give a station 100 times the shields, and 20 layers of advanced hull, it is still technically weaker than the Mobile shipyard that can jump away and can not be traced.

    So logically, yes; it makes sense that ships be able to use station only things such as factories and shipyards, you cant just let them without killing off station entirely. Unless you can buff stations in some way OTHER than defensively, (ie, tactically), there will be no reason to use a station over a mobile ship if you have a large enough faction (someone always around to jump the mothership).

    Maybe have some form of scale/poiny system that prevents the ship from being able to use some systems if others are used, as well as a further rework in the scanning system to make larger ships/stations much easier to find. I dunno, but you need to think of something besides a linear de/buff to either stations or ships if you want it to make any sense balance wise. Even the original model that Calbiri put out with reduced max thrust wouldnt work anymore with the current game.
     
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    Even if you give a station 100 times the shields, and 20 layers of advanced hull, it is still technically weaker than the Mobile shipyard that can jump away and can not be traced.

    So logically, yes; it makes sense that ships be able to use station only things such as factories and shipyards, you cant just let them without killing off station entirely. Unless you can buff stations in some way OTHER than defensively, (ie, tactically), there will be no reason to use a station over a mobile ship if you have a large enough faction (someone always around to jump the mothership).

    Maybe have some form of scale/poiny system that prevents the ship from being able to use some systems if others are used, as well as a further rework in the scanning system to make larger ships/stations much easier to find. I dunno, but you need to think of something besides a linear de/buff to either stations or ships if you want it to make any sense balance wise. Even the original model that Calbiri put out with reduced max thrust wouldnt work anymore with the current game.
    Still, it would take time to build anything in a shipyard on a ship depending on the size, and maybe make jumpdrives disabled when building a ship?
     

    CyberTao

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    Still, it would take time to build anything in a shipyard on a ship depending on the size,
    I honestly couldnt care less if they took more or less time than a station. If ship building times are fast enough that you need to worry about nerfing them for ships, then they need to be nerf for stations as well.

    The problem isnt the spawning of ships in battle, since I sorta expect some crew update to fix that by requiring some NPCs for optimal performance. The problem comes in how do you destroy it, and what is the value of stations.


    Factories and shipyards are key infrastructure to a faction, so in times of war you need to find and destroy the enemy's ability to produce things. Being able to find these ships, and them not just insta-jumping away 20 seconds in is the key to this problem. Maybe buff inhibitors against it? Disabling jumpdrives is kinda extreme in hindsight, since travel is very slow without it, but there needs to be ways to counter that to some degree (not a full counter, but just enough to keep it balanced).

    There is also the issue of stations. Maybe make salvage fleets/commands only work within a certain range of a station? Maybe give stations the ability to give AoE buffs to allies? Something more than just invincibility (which is honestly something many of us are getting tired of to some degree), and the 3 block station needed to claim a system.


    Those are just what I would focus on thinking about. Would love to have small shipyards and factories on ships, but in the current state of the game, I'd have to say no.
     
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    I honestly couldnt care less if they took more or less time than a station. If ship building times are fast enough that you need to worry about nerfing them for ships, then they need to be nerf for stations as well.

    The problem isnt the spawning of ships in battle, since I sorta expect some crew update to fix that by requiring some NPCs for optimal performance. The problem comes in how do you destroy it, and what is the value of stations.


    Factories and shipyards are key infrastructure to a faction, so in times of war you need to find and destroy the enemy's ability to produce things. Being able to find these ships, and them not just insta-jumping away 20 seconds in is the key to this problem. Maybe buff inhibitors against it? Disabling jumpdrives is kinda extreme in hindsight, since travel is very slow without it, but there needs to be ways to counter that to some degree (not a full counter, but just enough to keep it balanced).

    There is also the issue of stations. Maybe make salvage fleets/commands only work within a certain range of a station? Maybe give stations the ability to give AoE buffs to allies? Something more than just invincibility (which is honestly something many of us are getting tired of to some degree), and the 3 block station needed to claim a system.


    Those are just what I would focus on thinking about. Would love to have small shipyards and factories on ships, but in the current state of the game, I'd have to say no.
    I see what you mean. However, in my original post, I stated that manufacturing of the parts themselves are better left for stations. What I meant by disabling jumpdrives was as I said DURING production of a vessel. And maybe there should be a scanning ability to detect large ships, dynamically by mass, in the future.
     

    NeonSturm

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    Solution to balance issues:
    1. Limit produced ship size to 1/32 of the factories mass.
    2. Add a delay to avoid instant production in combat. But the delay might be less for something small like assembled-warhead cannons.