Stations without homebase vulnerability can generate ressources+refine at 500% efficiency chambers

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    Stations without homebase vulnerability can generate ressources+refine at 500% efficiency chambers.

    Or something simmilar that actually lets the player have a secure homebase, but where he wants to defend the stations that are not protected by the invulnerabilities.

    I would like the idea.
     
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    I also like the concept, buffs for risk, sounds good to me!
     
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    also a timer would be nice example 10 minutes before it can be reactivated again. Otherwise people will just turn it back off when they get attacked.
     
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    Stations could also act as waypoints for automatically patrolling fleets. Making a autowaypoint for a fleet patrol costs for example money but when the waypoint is a station you dont have to pay money.
     
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    also a timer would be nice example 10 minutes before it can be reactivated again. Otherwise people will just turn it back off when they get attacked.
    If I understand correctly, It sounded like JinM meant stations that have "no" home-base status, or at least thats how I understood it*

    JinM please clarify this?

    I would also guess some defense buffing would/may be needed, so that these stations are not just a "push-over" for serious builders/pvpers...
    like a light shield-buff / defense chambers and/or turret-buff...

    I am currently working on a test to see how well stations without home-base protection fare...
     
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    If I understand correctly, It sounded like JinM meant stations that have "no" home-base status, or at least thats how I understood it*

    JinM please clarify this?

    I would also guess some defense buffing would/may be needed, so that these stations are not just a "push-over" for serious builders/pvpers...
    like a light shield-buff / defense chambers and/or turret-buff...

    I am currently working on a test to see how well stations without home-base protection fare...
    You need one homebase anyway, because if you dont have one people will come and destroy your precious home station.

    But a timer would be usefull anyway...

    If someone wants to unprotect a homebase he has to wait at least a set time until the protection goes away. Vanilla: 30 minutes. Can be configured from server owners to for example 48 hours ( to prevent faction infiltratoring griefers being able to unset homebase vulnerability).
     
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    Sachys

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    there would have to be something implemented to prevent station spam AND exploitation. nothing preventing you from dropping an HB and a tonne of tiny stations in the void / in way out and unmarked territories - with the lack of system scanning really not helping much in terms of finding / destroying them (from an opposing faction POV).
     
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    kiddan

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    A nice concept. Maybe vulnerable stations should also require a certain amount of use to generate resources? E.g: Factories, storage, shipyards, etc. That way you'd be risking something that is more useful than just resource generation.
     
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    there would have to be something implemented to prevent station spam AND exploitation. nothing preventing you from dropping an HB and a tonne of tiny stations in the void / in way out and unmarked territories - with the lack of system scanning really not helping much in terms of finding / destroying them (from an opposing faction POV).
    I would suggest that you need to put those outpost stations within a certain distance to your homebase.

    There was or still is an altered concept on LvD where you can conquer stations and get income this way.

    The same could be done for outposts: Sectors can be valid for ressource generation, have to be within your claimed systems, and need an outpost that you maintain.

    Additonally there could be a need for safe trade routes, like there is in Stellaris. So outposts would need to connect as sort of waypoints to your homebase, and there cant be enemy or unclaimed territory in between.
     
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    Perhaps shipyards or factories or some other function that may be necessary for a faction may make a base ineligible to be set as HB, along with giving buffs. It might encourage people to spread out some, giving them things they must defend to maintain, and are necessary for higher level play. Probably not factories, that would be dumb, but something. Ok, maybe advanced factories, pretty sure all necessary ship components can be made in standard or basic. Wouldn't want to freeze a newer or earlier-play player from having HB protection just so they can make a basic explorer/miner.
     
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    It might encourage people to spread out some, giving them things they must defend to maintain, and are necessary for higher level play. Probably not factories, that would be dumb, but something. Ok, maybe advanced factories
    This notion of encouraging vulnerable infrastructure for advanced play has been a long wish-list item.

    Good notion requiring additional stations for advanced factories. Could be a good angle somewhere in there.
     
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    Sachys

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    Thinking on this just now, it hits me as a more interesting mechanic if related to faction size. Consider this:

    If each undeathinator could only support a certain amount of "player patterns" to spawn (say 5), and each station could only have one undeathinator - then if a faction swells beyond that number, they have to make a new station, with a new undeathinator to accomodate the new members within their teritory*. That station would not benefit from HB protection, but would have players respawning there, and using it as a live base of operations.
    That faction could of course use the station for manufacturing or purely as an outpost - it would be up to them.

    *Edit:
    Having thought some more, it would be better if the faction had to claim a new territory for the additional station.
     
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    jayman38

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    Thinking on this just now, it hits me as a more interesting mechanic if related to faction size. Consider this:

    If each undeathinator could only support a certain amount of "player patterns" to spawn (say 5), and each station could only have one undeathinator - then if a faction swells beyond that number, they have to make a new station, with a new undeathinator to accomodate the new members within their teritory*. That station would not benefit from HB protection, but would have players respawning there, and using it as a live base of operations.
    That faction could of course use the station for manufacturing or purely as an outpost - it would be up to them.

    *Edit:
    Having thought some more, it would be better if the faction had to claim a new territory for the additional station.
    Neat! Just out of curiosity, what would happen to player X, if the station on which their undeathinator resides, were destroyed? Would they simply respawn at spawn like an unfactioned player? That seems like the most logical choice, but it sure would put them way out from a useful distance, depending on where the faction is homed currently.

    Alternative: Let Player X choose, while they are dead, to respawn at spawn immediately or to spawn at homebase after a minimum delay of Y seconds, if an undeathinator becomes available for at least 5 seconds? I envision a server could have a custom wait time for homebase spawning and a custom cool-down timer on homebase undeathinators, or even disallow it altogether. If the faction is in a war, homebase spawning might be very busy, so they might be in for a huge wait, so maybe re-show the prompt every couple of minutes. Why? If core members of the faction are respawning at homebase over and over again, the HB undeathinators never become available for other faction members, and they are stuck in limbo if they pick homebase spawning. The limbo players need to be able to re-choose core-spawn spawning to keep from waiting too long to play.
     

    Sachys

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    Neat! Just out of curiosity, what would happen to player X, if the station on which their undeathinator resides, were destroyed? Would they simply respawn at spawn like an unfactioned player? That seems like the most logical choice, but it sure would put them way out from a useful distance, depending on where the faction is homed currently.

    Well, exactly. Larger factions tend to PVP (in my experience) so it seems a fitting element / challenge of gameplay. Of course, in a sizeable faction, getting back to your territory shouldnt be too much of an issue as you could get picked up (and with blueprints as they are currently, anybody who doesnt carry about a spare ship or two isnt making good use of available mechanics in game).

    Of course, to balance it out some, stations need better buffs as standard / more station specific chambers so that the outposts arent just sitting ducks.

    ...and scanners! :D

    Edit: I suppose this idea would also work with crew.
     
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