So yeah, solution is absolutely same as in EVE, even slightly improved since there's a strict "prime time" on Disco.
1) Once a week, preferably on Sunday evening, all bases start to receive ~3 times more damage for 2 hours. I'd recommend 7-8 PM server time. Why for 2 hours only? Because under such conditions, all level 1 bases would be goners to a pack of battleships in minutes, except for the most supplied ones.
Pros: base siege always happens at prime time, and all sides can CTA as much people as possible.
Cons: THere still will be people who won't be able to participate in those on constant basis. Means, they'll always be missing base sieges, just because they live in Australia or USA. People in a "wrong" time zone, no matter how many of them, won't be able to build and defend their bases efficiently.
2) Base "siege time" is being defined by administration separately for each base, after negotiating with owners and defenders.
Pros: It might be easier to find the suitable time for opposing forces. Cons: It might be harder to find suitable time for opposing forces, due to them living in totally different timezones But most importantly, admins would likely go "NOTHX" on their new "job".
Pros of both scenarios: It will become possible to destroy highly unwanted bases, while bringing as much people willing to participate in assault or defense, as possible.
Cons of both scenarios: Say GOODBYE to many bases out there, especially low level ones, since there will be groups of players willing to blow those up for the lulz. That may result in owners of those bases being frustrated enough to even leave the server, after they lose em. Even deleting Jorms from the mod would trigger less negative reaction.
If the base is "wanted" or "not" will not be based on RP. Alliances formed to destroy&protect bases will NOT be based upon RP, because both those approaches are simply inefficient compared to Player based alliances and decisions. It's the amount of friends you can CTA (Call to Arms) on skype that will define the fate of several billions/hundreds of man-hours. (like it is now, but since bases will have vulnerability period, it will become way more noticeable)
So yeah, main question would be - do we really want that?
(06-04-2013, 10:37 AM)Anaximander Wrote: <...> it shouldn't require hours and hours and hours wasted from 10-15 players to bring it down, along with crashing the server.
Something in between would be better.
Imho, bringing base down does not require hours upon hours from 10-15 players. You either have enough firepower to break the threshold and crush it within 1-2 hours or less (even as much as 5-10 minutes if there's really alot of you against small poorly supplied base) or not, or you leave 1 ship shooting base in semi AFK mode. Ofc, alot of bases are practically undestroyable right now, unless base suppliers will make a mistake and defenders will fail/wont come in time. (like the lawful ones in front of capital planets, or the ones with "emergency" barges/transports docked on them)
edit: Some minor additions.
Edit2: PS: I'd recommend to wait for 4.87 and see, how much battleships server would be able to handle (since, as far as I understand, Devs/AD took measures, related to ship textures, that reduce amount of lag formed by capfleets?)