03-23-2010, 12:18 AM
Realistic Repairs after Death
Upon the death of a capital ship, have it re spawn in an isolated system not unlike the Bastille.
Here, the ship will be docked at a repair station - a base which offers all the amenities of a normal base (ammo, bots, bats) as well as a commodity called "Repair Crew."
This "Repair Crew" commodity must be purchased in order for a server command to move the Capital ship to the house space of its origin to operate, though after no less than four hours have passed since death.
This "Repair Crew" commodity should be prohibitively expensive.
An alternative for this might also be to require all cap ships to carry around an unmountable item which instantly is destroyed as soon as it is dropped and is required to be carried at all times (forcing repurchasing every time the Cap Ship is destroyed).
Another alternative for this might be forced renaming of cap ships that have died (IE, USS ENTERPRISE is renamed to USS ENTERPRISE [X] to signify that it has not been "repaired" yet and thus cannot partake in RP or undock from the base from which it respawned until an expensive server command other than the /renameme server command is used to fix this. The forced rename will count as a /renameme meaning that the ship must wait seven days before renaming the conventional way at just 2 mil. Until then, undocking from a base on a death marked ship would be a sanctionable offense.
Realistic Fuel Consumption
Have all ships carry a source of fuel, something which decays, at all times. The ship may engage in any normal activities while there is fuel within the cargo holds of the cap ship, but must replenish said fuel stocks or risk a sanction for operating without fuel.
Added on:
This would result in a game play mechanic that introduces a limit on the range of operations of the capital ship and dependency on refueling supply ships during incursions into enemy territory (leaving a supply line for enemies to attack). Also, bases which provide fuel can become contested territory as they are strategically important areas.
Realistic Ammo Consumption
Have all capital ship weapons converted to ammunition based weapons. It wouldn't hurt to strengthen said weapons quite a bit, <strike> but also make ammunition replenishment expensive. (also, drastically increase the capacity for ammunition, or have up to 18 versions of the same weapon (seems to be the highest occurring turret count for capital ships though this would be ridiculous).</strike> make ammunition capacity large enough for practicality, but low enough to require resupply in the middle of engagements.
Added on:
This will serve as another limiter on the operation time of a capital ship, but on combat rather than traveling range. Also adds on a logistics supply line mechanic during enemy incursions.
The purpose of these suggestions is to:
A) Add another measure of realism to the game which is always welcome
B) Make capital ships more expensive to maintain, and more difficult to maintain without support from others, especially for combat (fuel and ammo may be big areas of required cooperation between the capital ship and several support ships for the required maintaining supplies)
Upon the death of a capital ship, have it re spawn in an isolated system not unlike the Bastille.
Here, the ship will be docked at a repair station - a base which offers all the amenities of a normal base (ammo, bots, bats) as well as a commodity called "Repair Crew."
This "Repair Crew" commodity must be purchased in order for a server command to move the Capital ship to the house space of its origin to operate, though after no less than four hours have passed since death.
This "Repair Crew" commodity should be prohibitively expensive.
An alternative for this might also be to require all cap ships to carry around an unmountable item which instantly is destroyed as soon as it is dropped and is required to be carried at all times (forcing repurchasing every time the Cap Ship is destroyed).
Another alternative for this might be forced renaming of cap ships that have died (IE, USS ENTERPRISE is renamed to USS ENTERPRISE [X] to signify that it has not been "repaired" yet and thus cannot partake in RP or undock from the base from which it respawned until an expensive server command other than the /renameme server command is used to fix this. The forced rename will count as a /renameme meaning that the ship must wait seven days before renaming the conventional way at just 2 mil. Until then, undocking from a base on a death marked ship would be a sanctionable offense.
Realistic Fuel Consumption
Have all ships carry a source of fuel, something which decays, at all times. The ship may engage in any normal activities while there is fuel within the cargo holds of the cap ship, but must replenish said fuel stocks or risk a sanction for operating without fuel.
Added on:
This would result in a game play mechanic that introduces a limit on the range of operations of the capital ship and dependency on refueling supply ships during incursions into enemy territory (leaving a supply line for enemies to attack). Also, bases which provide fuel can become contested territory as they are strategically important areas.
Realistic Ammo Consumption
Have all capital ship weapons converted to ammunition based weapons. It wouldn't hurt to strengthen said weapons quite a bit, <strike> but also make ammunition replenishment expensive. (also, drastically increase the capacity for ammunition, or have up to 18 versions of the same weapon (seems to be the highest occurring turret count for capital ships though this would be ridiculous).</strike> make ammunition capacity large enough for practicality, but low enough to require resupply in the middle of engagements.
Added on:
This will serve as another limiter on the operation time of a capital ship, but on combat rather than traveling range. Also adds on a logistics supply line mechanic during enemy incursions.
The purpose of these suggestions is to:
A) Add another measure of realism to the game which is always welcome
B) Make capital ships more expensive to maintain, and more difficult to maintain without support from others, especially for combat (fuel and ammo may be big areas of required cooperation between the capital ship and several support ships for the required maintaining supplies)