Markus_McCloud once again. So I've read this thread and thought a bit about Pirate space stations. They may be fun to destroy as well as a good way to beta-test a starship before releasing it to the Dock, but there's not much of a reward for those who actively seek and destroy them. Sure, the station inevitably calls for backup, and they have loot, but that giant satellite that should be loaded with goods? Nothing but scrap...
What I am proposing is a way to make sure pirate-hunters don't leave empty-handed. I propose a new game mechanic called meltdown.
What is "meltdown"?
Meltdown is the alternative to the already implemented overheating system, except it's specific to space stations; a station enters meltdown when it reaches a certain threshold of damage.
What make it different from overheating?
Meltdown differs from overheating in that it's much more violent. Instead of just slowly decaying and disappearing, after the timer runs out, the station flat-out explodes. Also, unlike a decaying station, during meltdown, the station can be salvaged as blocks instead of scrap. That's right, no more endless heaps of Scrap Alloy!
What happens during meltdown?
At the very start of meltdown:
Put simply, this would revolutionize the whole resource gathering aspect of the game! Attacking Pirates would become much more profitable; better yet, you could basically become a Pirate yourself! Hardcore PVP would be completely rewritten! Battle-miners can expand their diet from devouring asteroids and planets to devouring space stations! People might start creating red-alert logic based on this system!
Could you give me an example?
Gladly! Let's say there are two stations. For the sake of simplicity, let's call them "Dynamo" and "Fortress".
--Dynamo--
Mass: Relatively small
Power Generation: Insanely high
Exterior: Mostly unarmored hull
Docked: A couple of small drones
--Fortress--
Mass: Huge
Power Generation: Just barely enough for its systems
Exterior: Almost entirely Advanced Armor
Docked: Some heavy defense turrets and a hangar door
Both take severe damage and are now melting down.
Dynamo is a small station; thus, the blast radius from the explosion is actually pretty minuscule. However, because the station generated so much power, any ships within the small blast radius would likely be crippled. if not completely obliterated! Fortress is the complete opposite; while the explosion would be MASSIVE (possibly creeping into other sectors), the damage from the explosion would only be a threat to smaller, weaker ships.
Because Dynamo was made of such weak material, the post-explosion wreckage would most likely be minimal. Most of it would be destroyed when the systems start to explode. Fortress, however, would be somewhat intact, considering it didn't have that many systems to explode and it was mostly Advanced Armor.
The drones docked to Dynamo were easily able to escape the explosions, both because of its small size and because they were full ships with working thrusters. The turrets docked to Fortress were not so lucky. They were able to undock, but they lacked the thrusters needed to escape the explosion. The door remained in place as the station went to pieces.
I don't like certain aspects of this. Can I change it to suit my needs?
Absolutely! Notice how I didn't mention any specific numbers? That's because I want this to be adjustable and configurable. Mainly, I would like to see Schine implement options for enabling/disabling meltdown, resizing explosions, adjusting explosion damage, adjusting meltdown time, etc.
It's just a suggestion, and I haven't really ironed out all the details, and as much as I want to, I can't just go out and test my ideas in-game. Besides all that, Schine has the final say. I just wanted to share some ideas on how to incentivize attacking Pirate stations. Please tell me what you think, and if you have any further questions, feel free to ask me in the comments!
What I am proposing is a way to make sure pirate-hunters don't leave empty-handed. I propose a new game mechanic called meltdown.
What is "meltdown"?
Meltdown is the alternative to the already implemented overheating system, except it's specific to space stations; a station enters meltdown when it reaches a certain threshold of damage.
What make it different from overheating?
Meltdown differs from overheating in that it's much more violent. Instead of just slowly decaying and disappearing, after the timer runs out, the station flat-out explodes. Also, unlike a decaying station, during meltdown, the station can be salvaged as blocks instead of scrap. That's right, no more endless heaps of Scrap Alloy!
What happens during meltdown?
At the very start of meltdown:
- The HUD indicator for the station in question changes from its normal color (red for hostile, green for friendly, etc.) to a bright orange. The indicator also has the word MELTDOWN and a timer next to it (much like overheating entities)
- All docked entities with active BOBBY AIs (such as turrets and drones) will immediately undock and will try to fly out of the blast radius. (anything without a BOBBY AI will stay docked)
- Speaking of which, any AI driven ship (such as Pirates) would evacuate as well.
- If your faction owns the station, you will get an alert warning you that your station is about to self-destruct.
- After half the allotted meltdown time has passed, randomly-selected system blocks (power, shield, etc) will start to explode like Warheads.
- When the meltdown time has dropped even lower, if you're still within the blast radius, you will get an alert warning you that the systems are going critical.
- The primary blast radius scales with the total mass of the station. Likewise, the damage of the explosion scales to the amount of power systems that the station possessed at 100% health.
- Any systems yet to be destroyed during meltdown would now explode, leaving behind mostly hull and decorative bits.
- At this point, the station would now be mostly demolished.
- At the center of the wreckage would be a bunch of item drops, similar to a destroyed Pirate ship.
- The station is now marked as "decayed".
Put simply, this would revolutionize the whole resource gathering aspect of the game! Attacking Pirates would become much more profitable; better yet, you could basically become a Pirate yourself! Hardcore PVP would be completely rewritten! Battle-miners can expand their diet from devouring asteroids and planets to devouring space stations! People might start creating red-alert logic based on this system!
Could you give me an example?
Gladly! Let's say there are two stations. For the sake of simplicity, let's call them "Dynamo" and "Fortress".
--Dynamo--
Mass: Relatively small
Power Generation: Insanely high
Exterior: Mostly unarmored hull
Docked: A couple of small drones
--Fortress--
Mass: Huge
Power Generation: Just barely enough for its systems
Exterior: Almost entirely Advanced Armor
Docked: Some heavy defense turrets and a hangar door
Both take severe damage and are now melting down.
Dynamo is a small station; thus, the blast radius from the explosion is actually pretty minuscule. However, because the station generated so much power, any ships within the small blast radius would likely be crippled. if not completely obliterated! Fortress is the complete opposite; while the explosion would be MASSIVE (possibly creeping into other sectors), the damage from the explosion would only be a threat to smaller, weaker ships.
Because Dynamo was made of such weak material, the post-explosion wreckage would most likely be minimal. Most of it would be destroyed when the systems start to explode. Fortress, however, would be somewhat intact, considering it didn't have that many systems to explode and it was mostly Advanced Armor.
The drones docked to Dynamo were easily able to escape the explosions, both because of its small size and because they were full ships with working thrusters. The turrets docked to Fortress were not so lucky. They were able to undock, but they lacked the thrusters needed to escape the explosion. The door remained in place as the station went to pieces.
I don't like certain aspects of this. Can I change it to suit my needs?
Absolutely! Notice how I didn't mention any specific numbers? That's because I want this to be adjustable and configurable. Mainly, I would like to see Schine implement options for enabling/disabling meltdown, resizing explosions, adjusting explosion damage, adjusting meltdown time, etc.
It's just a suggestion, and I haven't really ironed out all the details, and as much as I want to, I can't just go out and test my ideas in-game. Besides all that, Schine has the final say. I just wanted to share some ideas on how to incentivize attacking Pirate stations. Please tell me what you think, and if you have any further questions, feel free to ask me in the comments!