With the Universe update up next, I think its time to officially have a serious conversation.
The game currently has a problem with turtling. Since homebases are invincible, and can essentially do everything, there is no real reason to ever leave one. Everyone docks everything they have to the homebase to protect it while they're offline, and many people (when faced by an overly aggressive PvP'er who won't back off) will simply run back home and dock until the other person gives up out of boredom. We've seen some of the bigger name PvP'ers here in the past say that these days most of PvP was essentially base camping waiting for someone to come out.
That is a problem for a game that is supposed to be about exploration and expansion. The question is, what can we do about it?
Few people would suggest taking away faction home base invulnerability, its just too important of a safety net. Which means there are really only two broad options that can be explored. We either have to penalize people who turtle to the point they can no longer stand to do so, or we have to incentivize them to come out.
Personally, I am too big a fan of the one faction homebase being your last ditch emergency fallback to punish people who try to use it as such, so I tend to come down on the side of baiting them out. However, I do have to agree that right now stations can do everything, so there is no need to ever make a second one, and that is probably going to have to change.
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So, brainstorming time!
What can we do to get people to spread out more?
(Remember, brainstorming means ideas get thrown out, anything at all that comes to mind, if its good or not. The idea behind brainstorming is that even if an idea is terrible, it could spark a better one in someone else.)
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Random thoughts of mine in no particular order:
Reactor chambers could happen to increase refining speed and efficiency that max out the reactor as well. If you could chamber up to get 10x the refining speed, and double or triple the refined mats you got out of refining, that would be a great incentive to have a station that focuses entirely on refining.
We could do the same with storage. Chambers to increase the capacity per cargo block so that you can store more in less space. Oh, what if we put an upper limit on automated pull capacity? Right now we can instantly pull a hundred million blocks per tick into and out of storage, what if there was a cap on that, which could be increased via reactor chambers? We could still load/unload without the chambers, it would just be slow. Add in the chambers, and speed things up dramatically.
Shipyards can go the same route. Chambers to decrease power usage and increase assembly time. You want a shipyard that can build a titan? First you gotta build it that big. Then if you don't have chambers, it could take hours to assemble it. Enough chambers and you could reduce that time down to minutes.
And if we can split the levels of all of these things up a bit more finely, it would let us mix and match so that we could still have some limited hybridization (so maybe we could get 75% manufacturing focus and 25% storage focus), while still having the option for balls to the wall super-factories for end-game.
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Of course, we're going to need much more intelligent AI and control options to make the most out of this. We'd need to be able to build a cargo ship and then be able to tell it "If your stores are full, go to point A. If they're empty, go to point B" so that we could set up delivery routes and schedules. Would also need better fleet controls so that we could assign some fighter escorts to the cargo ships for some level of defensive support.
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Anyway, what ideas do you have?
The game currently has a problem with turtling. Since homebases are invincible, and can essentially do everything, there is no real reason to ever leave one. Everyone docks everything they have to the homebase to protect it while they're offline, and many people (when faced by an overly aggressive PvP'er who won't back off) will simply run back home and dock until the other person gives up out of boredom. We've seen some of the bigger name PvP'ers here in the past say that these days most of PvP was essentially base camping waiting for someone to come out.
That is a problem for a game that is supposed to be about exploration and expansion. The question is, what can we do about it?
Few people would suggest taking away faction home base invulnerability, its just too important of a safety net. Which means there are really only two broad options that can be explored. We either have to penalize people who turtle to the point they can no longer stand to do so, or we have to incentivize them to come out.
Personally, I am too big a fan of the one faction homebase being your last ditch emergency fallback to punish people who try to use it as such, so I tend to come down on the side of baiting them out. However, I do have to agree that right now stations can do everything, so there is no need to ever make a second one, and that is probably going to have to change.
---
So, brainstorming time!
What can we do to get people to spread out more?
(Remember, brainstorming means ideas get thrown out, anything at all that comes to mind, if its good or not. The idea behind brainstorming is that even if an idea is terrible, it could spark a better one in someone else.)
---
Random thoughts of mine in no particular order:
- Separate out material processing and manufacturing. Not sure how best to do this, but make it so that it isn't viable on a large scale to have a capsule refinery making processed mats on the same station as factories. It would have to stay viable on a small scale for starting out, but if we can get it to where you need refining stations that then deliver processed mats to factory stations, we'd get multiple stations out there along with cargo/trade convoys moving materials between them in supply lines.
- Some new kind of optional resource that makes the game easier to play at higher levels, but isn't actually required. I put some thoughts on that out over here. If these resource spawns are spread out enough, and require something local to exploit, it would force multiple stations to get full benefit.
- Separate out shipyards. Same as above with refining and manufacturing, having small scale operations of both manufacturing and shipyard building together would be needed, but finding a way to split them apart on the large scale would mean more stations and more convoys. Kinda iffy on this one, as I generally like having lots of manufacturing in my shipyard to build what I need.
- While we're listing out separate stuff, some kind of bonus for mass storage would be nice, encourage supply depots.
- Parking lot stations. Right now EVERYTHING docked to a homebase is invincible. What if we limited that to only X number of docked ships, and had reactor chambers to increase the number of protected dockings? The homebase itself would still be indestructible, but it would mean you couldn't dock entire fleets anymore without making a serious investment in reactor capacity.
Reactor chambers could happen to increase refining speed and efficiency that max out the reactor as well. If you could chamber up to get 10x the refining speed, and double or triple the refined mats you got out of refining, that would be a great incentive to have a station that focuses entirely on refining.
We could do the same with storage. Chambers to increase the capacity per cargo block so that you can store more in less space. Oh, what if we put an upper limit on automated pull capacity? Right now we can instantly pull a hundred million blocks per tick into and out of storage, what if there was a cap on that, which could be increased via reactor chambers? We could still load/unload without the chambers, it would just be slow. Add in the chambers, and speed things up dramatically.
Shipyards can go the same route. Chambers to decrease power usage and increase assembly time. You want a shipyard that can build a titan? First you gotta build it that big. Then if you don't have chambers, it could take hours to assemble it. Enough chambers and you could reduce that time down to minutes.
And if we can split the levels of all of these things up a bit more finely, it would let us mix and match so that we could still have some limited hybridization (so maybe we could get 75% manufacturing focus and 25% storage focus), while still having the option for balls to the wall super-factories for end-game.
---
Of course, we're going to need much more intelligent AI and control options to make the most out of this. We'd need to be able to build a cargo ship and then be able to tell it "If your stores are full, go to point A. If they're empty, go to point B" so that we could set up delivery routes and schedules. Would also need better fleet controls so that we could assign some fighter escorts to the cargo ships for some level of defensive support.
---
Anyway, what ideas do you have?