(05-25-2015, 06:40 PM)jammi Wrote: 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.
I'm for this too, interesting. It can also boost writing inRP stories with "ground" fight pics of besieged stations. Nice
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(05-25-2015, 06:47 PM)Bloxin Wrote: Well, defense modules already use some amount of a certain repair commodity to get restored I think.
Not as far as I know, and it'd be a terrible idea if it was the case.
Platforms should respawn using a non-repair material. Munitions are a better option because you'd be able to stock them separately, and the platforms would just stop spawning when they were all used up. It'd make people look at cargo storage allocations more strategically.
Using repair materials would usually make platforms entirely impossible to actually get rid of, as well as allowing the base to stupidly bleed itself dry in some cases, when realistically platforms should just stop respawning after a set amount of resources are used up.
Quote: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.
Why not deal with the problem at hand, instead of creating weird workarounds?
A new rule was introduced.
A few funny cases around PoBs have been found to exist.
Fix these until it makes sense.
Can be done via careful tuning of the color codes and ID rules.
We do not need tools with which players can cheap bleed PoBs, force PoB owners to constantly check their bases, or give trolls the chance to mine bases instead of fields.
0/10 because it fails to adress the issue at hand completely.
After recent changes... I disagree with this idea.
Right now, it is really expensive and HARD work to resuply POBs, and more now when the Barge is out... So... if you can drain the bases loots... this will turn impossible to manage a Base and resuply it.
(05-26-2015, 05:24 PM)Jack_Henderson Wrote: We do not need tools with which players can cheap bleed PoBs, force PoB owners to constantly check their bases, or give trolls the chance to mine bases instead of fields.
0/10 because it fails to adress the issue at hand completely.
With the proposed balance numbers it hardly would be trollable to mine bases instead of fields, because it still would be few times faster to mine fields.
In my opinion, bases should be more vulnerable indeed, and that solution adresses the issue of very few factions being able to besiege bases, while everybody can build a base.
Although... I'll propose additional solution and see how that is received.
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Like I said, bad idea. It's a poorly conceived band aid that doesn't address the broader problem. Better idea is to drastically drop regen and massively increase hull. For example, you could half the regen and double the hull for everyone over Core 1. Core one is a prickly issue seeing as they're already fairly easy to kill, and this change might make them even more awful to defend than they currently are.
That way you need far, far fewer people to begin damaging a base, but it'd take a long time to actually get to 0%. As opposed to the current system where bases are entirely invulnerable until you can scrape together 10+ battleships, at which point they suddenly fold like damp paper mache.