(10-25-2014, 02:17 PM)Snak3 Wrote: I want to see people fighting for their survival too, thus the whole reason behind Ageira's CAU8 Bisons that puts a new challenge for criminals.
Honestly if I see a cau8 bison, or any transport with such large armour, I tend to just let it go because it's probably more time consuming to shoot it than just moving onto weaker piracy targets.
So you only want to get to destination instead of enjoying the journey?
That's weak man.
The more challenging target to pirate the mor fun it is, for me at least.
(10-25-2014, 06:21 AM)Pavel Wrote: what if transports were to lose their cargo proportionally equal to the loss of health?
I think 1% Hull for 1% Cargo is way too much, new starters trying to earn cash will definitely not like this.
How about half the penalty for damage taken ? So 3% Hull left means you still have 56% Cargo ? Fighting piracy should cost you but still be a very valid option and give a chance to ships that their fought their way out to benefit afterwards. Even if they barely made it.
Remember there are always people who rather be blown up than give a dime to pirates, changes likes this will not affect them.
More complicated, but probably it would be better if doable.
Making 10% of hull or less stop at 50% cargo hold loss, scale the 100% to 11% hull loss accordingly, for example.
Under 10% would not affect any more the cargo hold, so it's either live with half the cargo and a hefty bill or be destroyed.
Well guys, now when I think of it, on smaller transports cargo loss ratio could be lesser. This would encourage people to fly not only 5kers/battletransports but also medium transports and those small unused ones like Celestra or Bumblebee.
With the latest changes to lawful IDs, and where POBs can and where can not be besieged by the Houses (but it's not only about House influence, mind you), there is a problem with POBs: some unlawfuls with acces to caps can besiege them and destroy, while in certain circumstances lawfuls can't besiege POBs in Border Worlds, although their ZoI covers given system.
Other factions without acces to battleships (and that would be whole lot of factions, let's say. For example Xenos or GMG) also practically can't besiege bases.
If everybody can build a base, everybody should be able to destroy one, that way or another.
But how? We can't just give battleship acces to everyone (and what would be "civilian battleship"...)
It was said that POB turret respawn was meant to use supplies from POB. That's a good idea, but it doesn't solve the problem entirely: probably it'd use only resources like munitions and maybe supply alloys, but not other commodities.
Do you remember those supply depots ?
They could solve the problem of base sieging for factions without battleships.
When a POB is built, such cool depot appears outside of it. Like a weapon turret, with that difference you can't remove it - it just is there, next to POB, cannot be deleted or moved by owner.
Like NPC weapon turrets around jump holes, it has a health bar. Not much, something what can be snacced in one shot. It doesn't blow up like NPC base depot, but the health bar simply goes down to zero for some time (again like NPC weapon turrets around bases or holes)
And here comes the best part: when "destroyed", depot variably drops some commodities from the base. It can be some of stored ore, it can be some trading commodity, but it also can be shield fuel, FOW, or supply alloys.
That way, factions with even snubs only, can besiege POBs aswell. It won't be open battleship assault, but it will look more like guerilla warfare - harassing POBs' depots, methodical draining their supplies. It also can be used not only for sieges, but for looting.
After some time (a minute let's say) depot's health goes back to full, and it can be "destroyed" again, again dropping some commodities.
How many commodity units such depot would drop after single "destruction" ? Few dozens for Core 1 let's say. Should be more with each higher Core level. Edit: Or actually dependant on the number of cargo modules. The more modules, the bigger drops.
Before you complain, please keep in mind well developed POBs can store hundreds of thousands of supply commodities units, single 5ker can bring 5000 units of supplies at once, and currently it's de facto impossible to succesfuly besiege properly supplied Core 3-4 POB.
Sounds like a reasonable idea, but I see a big potential for QQ's if it gets implemented. For instance, if you have a core one or two, an enemy that possesses battleships would be able to take it down even easier and that's not very cool.
PoB raiding? Guerrilla warfare? Every new development seems to push back the borders of "impossible" a thousand paces.
If implemented, it would change many things, indeed.
Is it an unlawful act? Do I have to preform a monologue in space every time I want to blow up one of those? Where does one draw the line between "robbing a few supplies" and "a concrete effort to disrupt/destroy this base" (Which requires previous Rp)?
Pavel Wrote:With the latest changes to lawful IDs, and where POBs can and where can not be besieged by the Houses (but it's not only about House influence, mind you), there is a problem with POBs: some unlawfuls with acces to caps can besiege them and destroy, while in certain circumstances lawfuls can't besiege POBs in Border Worlds, although their ZoI covers given system.
Other factions without acces to battleships (and that would be whole lot of factions, let's say. For example Xenos or GMG) also practically can't besiege bases.
If everybody can build a base, everybody should be able to destroy one, that way or another.
But how? We can't just give battleship acces to everyone (and what would be "civilian battleship"...)
It was said that POB turret respawn was meant to use supplies from POB. That's a good idea, but it doesn't solve the problem entirely: probably it'd use only resources like munitions and maybe supply alloys, but not other commodities.
Do you remember those supply depots ?
[Image: ORtOhoM.jpg]
They could solve the problem of base sieging for factions without battleships.
When a POB is built, such cool depot appears outside of it. Like a weapon turret, with that difference you can't remove it - it just is there, next to POB, cannot be deleted or moved by owner.
Like NPC weapon turrets around jump holes, it has a health bar. Not much, something what can be snacced in one shot. It doesn't blow up like NPC base depot, but the health bar simply goes down to zero for some time (again like NPC weapon turrets around bases or holes)
And here comes the best part: when "destroyed", depot variably drops some commodities from the base. It can be some of stored ore, it can be some trading commodity, but it also can be shield fuel, FOW, or supply alloys.
That way, factions with even snubs only, can besiege POBs aswell. It won't be open battleship assault, but it will look more like guerilla warfare - harassing POBs' depots, methodical draining their supplies. It also can be used not only for sieges, but for looting.
After some time (a minute let's say) depot's health goes back to full, and it can be "destroyed" again, again dropping some commodities.
How many commodity units such depot would drop after single "destruction" ? Few dozens for Core 1 let's say. Should be more with each higher Core level. Edit: Or actually dependant on the number of cargo modules. The more modules, the bigger drops.
Before you complain, please keep in mind well developed POBs can store hundreds of thousands of supply commodities units, single 5ker can bring 5000 units of supplies at once, and currently it's de facto impossible to succesfuly besiege properly supplied Core 3-4 POB.
Questions, suggestions, feedback?
Hmm, it's indeed very interesting idea, but I don't think it will work. Or maybe only dropping food, water and oxygen? I mean commodities which are used by station's crew. It shouldn't drop high rates, more likely low ones to look even more like siege when defenders are starving. And it can mobilise defenders and their allies to break through the siege and bring supplies even during the siege. I'm for!
Posts: 6,317
Threads: 330
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
Honestly not so much a fan of this idea. A better alternative would be for a platforms to require maybe 100-300 Munitions to respawn when destroyed. This would enable groups to bleed stations dry and eventually disable their defences.
At this point, freighters could be used to 'board' the enemy station. Basically, a freighter would have to be stationary, within 50m of the station and full of Marines (or some PoB commodity equivalent). Maybe have boarding capability enabled via the mounting of a piece of PoB produced equipment called 'fusion charges/cutters' that'd be mounted on your CM slot.
When all three of these criteria are met, a /board command could be used. This would then result in the marines being 'used up' in a boarding action. This would inflict a level of damage equal to 2 battleship cerbs until such a time as the Marines were depleted. So you may want to have transports shuttling fresh troops in.
However! You may wish to garrison marines on your PoB as a defence as well. Troops garrisoned on your station would use up FOW the same as regular crew. Each marine you have garrisoned will kill 2 attacking marines, and all of the defending marines would need to be destroyed before 'boarding' inflicted damage on the station.
Outcome? Boarding requires space superiority, seeing as any platforms or nearby hostiles will easily kill the stationary freighters. It rewards groups who can dominate the area around a PoB, and gives an additional tool to those groups who don't have or can't use battleships.