Contested PoBs
- Don't mention their existance anywhere. Players have to find them by stumbling across them.
- Those PoBs have hitpoints, like, pretty many of them (or a shielding module)
- They don't eat FOW (but eventually shielding fuel)
- Players need to upgrade those stations (repairing them inRP) to get their facilities back online
- Like any normal PoB, people need to RP around the station to get the Core Upgrades, although they don't need to wait months for the next upgrade level but maybe only weeks as requirement
- They aren't owned by anyone, but can be contested by different factions with ZoI in the system - works well with Uncharted.
- Once upgraded, the station will start their production facilities again - at random times, an admin will drop the new resource on the PoB, which can be collected or sold for much money (For example: A package of refined Narcrahtite Eliza's Eye.
- The new resource takes 5k cargo - so if people want to move it away, they need a 5k ship without armor, weapons, cloak or transport shields. They need to defend the transport.
- Maybe someone finally makes use of the Cruise inhibitor towers to defend the station.
- Maybe make those towers buyable for the new currency instead of Scientific Data
- Maybe add some other towers as well, with less HP than the Cruise Inhibitor Tower but other weaponry (give regular PoB owners something to invest)
- Limit the towers per system
how about making some hidden bases to safehouses for npc smugglers, pirates and other foes, with not only nice loot on them, but also some tougher npc group guarding its peremiter - would make the discovery to more of a challenge for the unweary explorer who stumbles upon it.
hay, here's a crazy thought - why not make a comeback with good ol' Mon'Star or some new maniac?
As I mentioned in shoutbox, the Derelict Stations system currently works fine for the purpose of generating activity in the server, but it doesn't live up to its goals of actual exploration and RP as people tend to actively search for the station rather than find it unpurposely and then just proceed to loot it ith minimal to no RP at all. And as such, I have a few ideas:
1. Have it be needed for individuals/parties that find the PoB bring certain commodities pre-defined by the admins either on the forum or on the PoB's ingame info page to the PoB so that they can take the loot there based on the RP of "Drilling the Vault" where the commodities brought will be used to open a vault-like storage that contains the loot, or a "Black Market Deal" type where the commodities brought are traded with resident Black Market merchants in exchange for the loot.
2. A riddle system: You can get 'keys' that would grant you access to the loot through solving a riddle proposed by a character that is pre-made by the admins that iRP either who owns the PoB, or found it and claimed it as his. The keys can be collected through solving questions or doing errands that will require you to log in certain regions and find other admin-spawned objects that may or may not be the solution.
3. Conquest: The PoB would be owned by a certain NPC faction or the Cultist faction. This system will include two opposing sides, the playerbase of the NPC faction that owns the PoB and the side of the other playerbase in that region that wants to board it, loot it and then destroy it. For that purpose, the PoB would have platforms defending it as well as batches of NPCs patrolling its vicinity. The majority of the rewards will be given out to the winning side whereas the losers will get complimentary rewards ( a small portion of Sci-Data for each individual perhaps).
3. Now this is a bit more hardcore. On-board station RP: the parties/individuals who find the PoB will proceed to do forum RP about boarding it, if another party/individual finds the base, they'll hop in the fray as well. The thread would be put under admin supervision to ensure fair play, while the outcome can't be exactly even, rewards will be given out regardless of who takes the loot first, or 'defeats' the other party that seeks the loot. The PoB would still be hidden throughout the duration of the RP.
(06-12-2017, 07:17 PM)Docent Wrote: how about making some hidden bases to safehouses for npc smugglers, pirates and other foes, with not only nice loot on them, but also some tougher npc group guarding its peremiter - would make the discovery to more of a challenge for the unweary explorer who stumbles upon it.
That's bad because some smartasses ignore the NPCs and just either spam dodgy snubs to dock the base or take a cloaked ship. The loot either needs to be spawned randomly in intervals, put on Boss NPCs so people have to put effort into it or be given out during official and anounced events where people had time to prepare for.
(06-12-2017, 07:17 PM)Docent Wrote: how about making some hidden bases to safehouses for npc smugglers, pirates and other foes, with not only nice loot on them, but also some tougher npc group guarding its peremiter - would make the discovery to more of a challenge for the unweary explorer who stumbles upon it.
That's bad because some smartasses ignore the NPCs and just either spam dodgy snubs to dock the base or take a cloaked ship. The loot either needs to be spawned randomly in intervals, put on Boss NPCs so people have to put effort into it or be given out during official and anounced events where people had time to prepare for.
There's a solution to that my dear - make the base hostile for everyone up to the point where proper RP is conducted via a proper forum thread. then the base could become admin-switched to neutral for boarding purposes.
my junker character has been around for some time and went through pretty much every (or almost) wreck in Sirius (before the new patch that is). shipbreaking is fun, but would be even more so if combined with the derelict station idea. let's deploy some nice big, potentially dockable shipwrecks (preferably with some cool damage textures) and do some maritime salvage? - uuh, i can picture a lot or RP on that. hell, i'd do that anytime!
"Restore NPCs", like, in various "High priority" points, like frontiers, Faction Capital systems and Restricted zone use NPC that can damage seriously the player instead that 55 of damage. So the player can be more careful to their moves instead to see an empty world (When there are just 30/40 players).