So these are just some ideas I was thinking up for some time, want to toss them out and get some feedback on them and if they're at all possible.
First, is it possible to add another model for player owned bases, more like an outpost I guess using /deploy outpost for it so the /deploy base still works/exists. Something about the size of Baxter /Benford. If it can, I was thinking give it 5 upgrade slots, but no core upgrade or manufacturing, making it possible for like a single person or small group effectively run a trading outpost. And I've already had the thought "What if someone tries to block a gate/hole/lane with one full of weapons" and i thought to try and avoid that scenario, or at least make it easier to clean, only allow the light/medium turret platforms. Also give it slightly under a lvl2 bases hp with either a lvl1 bases resource intake(200crew along with 200food/water/oxygen) or split the difference of lvl1/2(meaning make it 300crew with 300food/water/oxygen).
Second, I had some thoughts on the barge. Was thinking it could make for some great RP if handled correctly. So my thoughts were reduce hold from 40k to 20/25k leaving its top speeds at what they are now(25/90), no CM still, but leaving the 5 docking bays. That way you can say have a fighter wing ready to jump out and assist if attacked. As for ID restrictions though, I was thinking only allow one major shipping corporation per lawful house use(Gateway/IDF/Republican/Interspace - possibly covering both liberty and kusari). Reduce hull to 800k and increase price to 700mill. Warning note to NEVER LAND ON PLANETS, and if someone does they can vendor sell it to leave.
Third, the cloaking/hyperspace devices. I know the discussion on these has been overkilled again and again, but just want to put my words in as well. For jumpdrives, the used cargo gap between them needs to be adjusted I think. Drive2 should be 5-600 space instead of the 900 since its even described more for battle cruisers and possibly heavy cruisers. The other two are OK, but maybe could use a tweak or two. As for cloaking devices, i still feel the small/fighter one needs a small boost(1 fuel per 1.5 - 2 sec). Not to sure on the medium one since I've never used it, but reading the stats on it, it seems balanced, and the large maybe a drop on charge time. (After being on both ends of the original cloaked BS attack squad - 1 fuel per sec all fuels - it made to fast of battles and the least amount of RP to start, so i feel the fuel rates fine for them.)
I had more ideas but I'm too tired to remember right now. If I remember them I'll update this, but any/all feed back would be appreciated, thanks.
(07-22-2013, 10:30 AM)stupidnames Wrote: So these are just some ideas I was thinking up for some time, want to toss them out and get some feedback on them and if they're at all possible.
First, is it possible to add another model for player owned bases, more like an outpost I guess using /deploy outpost for it so the /deploy base still works/exists. Something about the size of Baxter /Benford. If it can, I was thinking give it 5 upgrade slots, but no core upgrade or manufacturing, making it possible for like a single person or small group effectively run a trading outpost. And I've already had the thought "What if someone tries to block a gate/hole/lane with one full of weapons" and i thought to try and avoid that scenario, or at least make it easier to clean, only allow the light/medium turret platforms. Also give it slightly under a lvl2 bases hp with either a lvl1 bases resource intake(200crew along with 200food/water/oxygen) or split the difference of lvl1/2(meaning make it 300crew with 300food/water/oxygen).
Bases operated by one person? yay more ooRP base supplying. [/sarcasm]
I dont think this would be a good idea at all.
(07-22-2013, 10:30 AM)stupidnames Wrote: Second, I had some thoughts on the barge. Was thinking it could make for some great RP if handled correctly. So my thoughts were reduce hold from 40k to 20/25k leaving its top speeds at what they are now(25/90), no CM still, but leaving the 5 docking bays. That way you can say have a fighter wing ready to jump out and assist if attacked. As for ID restrictions though, I was thinking only allow one major shipping corporation per lawful house use(Gateway/IDF/Republican/Interspace - possibly covering both liberty and kusari). Reduce hull to 800k and increase price to 700mill. Warning note to NEVER LAND ON PLANETS, and if someone does they can vendor sell it to leave.
Barges are Barges. dont really see any these days.
(07-22-2013, 10:30 AM)stupidnames Wrote: Third, the cloaking/hyperspace devices. I know the discussion on these has been overkilled again and again, but just want to put my words in as well. For jumpdrives, the used cargo gap between them needs to be adjusted I think. Drive2 should be 5-600 space instead of the 900 since its even described more for battle cruisers and possibly heavy cruisers. The other two are OK, but maybe could use a tweak or two. As for cloaking devices, i still feel the small/fighter one needs a small boost(1 fuel per 1.5 - 2 sec). Not to sure on the medium one since I've never used it, but reading the stats on it, it seems balanced, and the large maybe a drop on charge time. (After being on both ends of the original cloaked BS attack squad - 1 fuel per sec all fuels - it made to fast of battles and the least amount of RP to start, so i feel the fuel rates fine for them.)
I had more ideas but I'm too tired to remember right now. If I remember them I'll update this, but any/all feed back would be appreciated, thanks.
(07-22-2013, 02:45 PM)Sabre Wrote: Bases operated by one person? yay more ooRP base supplying. [/sarcasm]
I dont think this would be a good idea at all.
For the base/outpost idea, they still have to build it up. For one person to run the materials required to build it would take roughly a week at the very minimum(being in a location with main goods less than 3 jumps away), and since it'd be no more than a lvl2 base a small squad would be able to kill it(don't remember the exact numbers, but like 9 battleship cerbs can do enough dps to do damage through a shield and kill it faster than a lvl1 base can repair).
(07-22-2013, 02:45 PM)Sabre Wrote: Barges are Barges. dont really see any these days.
This I know, they were originally ment to act as a storage pod for factions and using them for trading how they are now can upset the economy, especially when they could jump trade. I'd like to see them used for trading, and since they're so slow the pilot would have to RP if/when pirated.
Because you know as well they need a little bit of a tweak, not much but just a little. Also, just remembered this one, the size of docking bays. 300 space for one is a little large, since a few ships can use them but would need to lose weapons or armor to actually use all the spots. Reducing them to a size of 150-200 I think would work out.