I too feel that making the seige an event is the best way to even things out. Give it a proper inrp storyline etc. Another idea could be to reduce the cost of losing by instead dropping the base a core or destroying some of the modules on it (perhaps choice made by attackers?)
(03-15-2017, 10:24 AM)Tanith Wrote: Bombers definitely need to be an anti-POB weapon just as much as caps.
I agree, although they are obviously MUCH cheaper than a battleship, or siege cruiser, so we might end up with bomber swarms that cost 30 mil taking out a quarter-billion SC POB.
I guess it all comes down to the players, and whether or not they are decent enough people to not abuse the system, though abusing the system seems to be the reason for this discussion, or at least that it's too faulty to NOT be exploited easily by the average player.
Perhaps in combination to the stellar work Titan has recently been doing with his new bomb launchers, an ammo based version of the downward firing launcher seems a natural pairing. Make the cost of the siege be paid in ammo and it should be fairly balanced in terms of resource costs.
(03-15-2017, 10:24 AM)Tanith Wrote: Bombers definitely need to be an anti-POB weapon just as much as caps.
I agree, although they are obviously MUCH cheaper than a battleship, or siege cruiser, so we might end up with bomber swarms that cost 30 mil taking out a quarter-billion SC POB.
I guess it all comes down to the players, and whether or not they are decent enough people to not abuse the system, though abusing the system seems to be the reason for this discussion, or at least that it's too faulty to NOT be exploited easily by the average player.
Perhaps in combination to the stellar work Titan has recently been doing with his new bomb launchers, an ammo based version of the downward firing launcher seems a natural pairing. Make the cost of the siege be paid in ammo and it should be fairly balanced in terms of resource costs.
I'd be down for that. Unlawfuls without battleships need a viable way of putting hurt on POBs.
I agree with Auzari. There is a sort of weapons triangle here. You have speed, weapons, and armor. If you want more speed your weapons and armor suffer. If you want more armor you weapons and speed suffer. If you want more weapons your speed and armor will suffer. I know its not as cut and dry as that due to power cores and shields but it is a good place to start. You could make a base killer that is slow and weakly armored (not a twig though) but the thing by itself uncontested could take out a base. This would encourage the defenders to log as they would only have to destroy the base killer. And the attackers would be encouraged to log so their base killer could actually complete its job. Also sending a warning still seems appropriate as the defending faction would have intel on the attackers movements within their ZOI. Not only that they should know within 30 min when you will strike as any faction with NPCs would know because the NPCs would be patrolling the ZOI.
You need to break something down ( like a POB for example ) to experience what player interaction and "destruction" of such an immersive feature as such.
1. A POB must have a tiered power plant .
2. Get rid of shields; unless you invest in destructable shield generators back in the good old days in FL SP.
3. Fortify your base, yes, it may seem daunting to do, but DO it. You need a lot of defenses.
4. And finally, please don't invite those just for the thrill of raiding other POBs, it's counter-intuitive to RP.
That's all.
"The path to hell is paved with good intentions."
Quote:* Nodoka Hanamura is all about that SSH life
"There are more things in Heaven and Earth than are dreamt of in your philosophy - from our odyssey into Hell, we have returned with a gift."