This is why I've been sayin we should try to emulate what happens in POB sieges but with NPC assets. People like to be involved in both sides, its best when sides are even but that cant always be the case. (to bad NEMP's were neutralized).
OF's could be moving around their battleships to help protect vulnerable POB's, and they could be the focus of faction wars instead! We'd get to have our sieges, but not always lose huge amounts of work. Instead the fight would also be to control those areas, and if a faction could achieve the victories to knock out defensive cap bases, the POB's would be vulnerable.
In Rheinland's case, do the Hessians have anything to defend or risk losing? To be fair, they probably should. At least if a faction crusades they also stand to be fought against. So if Cruiser Scharzwald or Wolfsburg shipyard were mortal solars, they might be forced to spend more time on the defensive and put all that player power to use keeping themselves going, If their biggest caps are sold at the shipyard, RM should be able to try sieging it, and if it go dead they lose a sell point and major base for a while. I'd love to see the Enclave be the same way.
Every faction should have NPC bases of value that can be taken out, but are strong like POB's. Cruisers with CD's should be blocking jumpholes, but be made mortal so players can engage to clear the way...if they can! If every faction had to defend some military targets, neglected factions would cede to active ones, and active ones would have something to do.
And as I said in Karlotta's thread earlier, make them start out stronger, with a shield, and maybe one WP, then it wont be so bad on players that start a new base and wind up losing it shortly after. They could also be replaced quickly, so if a core 1 is lost, you can be back in business much faster. Then it would matter less when sieges come.
I'd also love to see a more disposable core 1 be used as an offensive tactic. If a core 1 started at 100 mil with a shield and WP, you could lay them by surprise ate junctions and leave them to cause trouble knowing it would be taken out within a day. Or you could try to hold the area, if you are invading a new system, etc. In O3 they could be used to try to block areas and routes. Then once discovered, factions can task members with missions to go take them out, and pvp ensues. Combine that with mortal ship bases and the sieges would shift to those things more!
(01-10-2020, 04:11 AM)Binski Wrote: This is why I've been sayin we should try to emulate what happens in POB sieges but with NPC assets. People like to be involved in both sides, its best when sides are even but that cant always be the case. (to bad NEMP's were neutralized).
OF's could be moving around their battleships to help protect vulnerable POB's, and they could be the focus of faction wars instead! We'd get to have our sieges, but not always lose huge amounts of work. Instead the fight would also be to control those areas, and if a faction could achieve the victories to knock out defensive cap bases, the POB's would be vulnerable.
In Rheinland's case, do the Hessians have anything to defend or risk losing? To be fair, they probably should. At least if a faction crusades they also stand to be fought against. So if Cruiser Scharzwald or Wolfsburg shipyard were mortal solars, they might be forced to spend more time on the defensive and put all that player power to use keeping themselves going, If their biggest caps are sold at the shipyard, RM should be able to try sieging it, and if it go dead they lose a sell point and major base for a while. I'd love to see the Enclave be the same way.
Every faction should have NPC bases of value that can be taken out, but are strong like POB's. Cruisers with CD's should be blocking jumpholes, but be made mortal so players can engage to clear the way...if they can! If every faction had to defend some military targets, neglected factions would cede to active ones, and active ones would have something to do.
And as I said in Karlotta's thread earlier, make them start out stronger, with a shield, and maybe one WP, then it wont be so bad on players that start a new base and wind up losing it shortly after. They could also be replaced quickly, so if a core 1 is lost, you can be back in business much faster. Then it would matter less when sieges come.
I'd also love to see a more disposable core 1 be used as an offensive tactic. If a core 1 started at 100 mil with a shield and WP, you could lay them by surprise ate junctions and leave them to cause trouble knowing it would be taken out within a day. Or you could try to hold the area, if you are invading a new system, etc. In O3 they could be used to try to block areas and routes. Then once discovered, factions can task members with missions to go take them out, and pvp ensues. Combine that with mortal ship bases and the sieges would shift to those things more!
At it has been said countless times before - the problem with the idea of moving battleships and destroyable NPC bases is that Freelancer is originally by no means a proper wargame. Its engine is limited and it would require a lot of work and tinkering. It would also require constant dedication of the staff that is not paid for what they do, you know. Aside from technical and organisation problems, there is just no player count to implement such an idea, especially a lot of people playing for multiple factions.
I think it is time to stop motivating people to support the idea that is not going to work.
(01-10-2020, 03:18 AM)Loken Wrote: I think it's the huge time investment that players put into these bases before they are destroyed that often makes it so hard to accept. But really, you go into it aware of the risk.
I've often wondered if the community would be better off with easier to make and easier to unmake POBs.
(01-10-2020, 04:15 AM)Monsieur Baguette Wrote: At it has been said countless times before - the problem with the idea of moving battleships and destroyable NPC bases is that Freelancer is originally by no means a proper wargame. Its engine is limited and it would require a lot of work and tinkering. It would also require constant dedication of the staff that is not paid for what they do, you know. Aside from technical and organisation problems, there is just no player count to implement such an idea, especially a lot of people playing for multiple factions.
I think it is time to stop motivating people to support the idea that is not going to work.
I suppose you're right, its just a shame to have the game come very close to it and not be able to go all the way over a few small details. I'll always believe it could be figured out eventually.
EDIT: Also, I never said NPC bases should be destroyable, just go undockable if they hit zero and sit there as a wreck until replaced after some time or player effort. I'm not really worried about normal NPC bases so much as military ships and military shipyards.
(01-10-2020, 03:18 AM)Loken Wrote: I think it's the huge time investment that players put into these bases before they are destroyed that often makes it so hard to accept. But really, you go into it aware of the risk.
I've often wondered if the community would be better off with easier to make and easier to unmake POBs.
i think harder to deploy (base module is admin given upon request, for a lump sum of money. OR, massively inflate the price for the base construction ship, to like 300-500m), easier to build up, and slightly easier to dismantle is the answer.
If you just make them easier to build, it will put server stability at risk. We know that PoBs over the years has caused a multitude of problems for the server stability, they were causing problems since the day Matt implemented them.
PoB's should facilitate heaps of RP. For many it is clearly so. Look at the dialogues in the Normal Threads of Player Own Bases section.
But when it comes to attacks? As mentioned before, the attackers RP is (usually) so thin that if it was a bikini, it would make a nudist blush. Just taking a look at the list now. and where is the interplay with the owner of DHC Aluminium. Nothing to be seen. Just a vague made-up in-house communication to barely make the attack legal. Like the thin bikini bottom... so thin it is embarrassing.
Building PoB's is clearly popular, and now that it is much more expensive to build, takes longer and rightly is much harder to destroy.
But where is the attackers RP? For Core 1 its a blank. For core 2+ pitiful indeed.
(01-10-2020, 03:30 AM)Karlotta Wrote: Please tell me you that you're either drunk or intended to post this in flood and posted in general discussions by mistake.
No, it was just 3 AM
But yeah, easier to make and easier to unmake POBs would be cool.