so. we were wondering (in the corsair council chat). freeport - small stations usually smaller than the battleships that 'dock' or 'moore' to them. a single faulty manuver could severely cripple the stations, right?
so - i have an idea how to sort this out. with gunboats and smaller vessels (that naturally would even be able to dock) keeping their docking possibilities open.
so to put it simple, we can use game mechanics to restrict docking of cruisers and bigger ships on freeports by simply rephacking all guard id's to hostile to zoners (except the zoner guard one, of course). implications of this are simple - NONE SHALL PASS! (without breaking the rules, since cruisers+ need to have a guard id mounted)
it has a downside though - freeports would shoot the ships. therefore i propose to remove guns from them. even if it is kinda oorp for a base to have no defensive capabilities, they cannot be damaged anyway (mechanics wise) and there are still NPC ships roaming around, so they would iRP dispose of threats.
of course this would affect ALL freeports, unless there is a way to issue each freeport an individual IFF.
so, to be short - repninja all guard id's hostile to zoners (except ZG ID), remove guns from freeport stations.
While a nice idea in concept, I don't think it would be practical. Since different Freeports may have differing docking capabilities it should be left up to the specific station. That would also prevent the guard ID fighters from docking, which wouldn't make much sense.
Again, its a nice idea. It would be better handled inRP not by rephacks, though.
Sorry, but that doesn't sound like a good idea at all. Capital ships docking on Freeports isn't enough of a problem to warrant removing the guns from Freeports. Unless you place an NPC Jinkusu patrol path running right next to the Freeport to defend it, because the Zoners aren't exactly going to rely on Falcon patrols to help them.
InRP the station could be destroyed. So they would want some defences.
Another idea could be to create new parts of the base, sticking out which make a gap around the mooring fixture too small for capital ships to get past. Meaning they can't reach the mooring fixture, so can't dock.
[17:45:39] Wolfs Ghost (Murphy): Tom, you have problems. Go kill yourself.
[19:25:12] Johnny (Jam): Tomtom, I will beat you with a spoon.
[14:22:56] Prarabdh Thakur: KILL HIM WITH A SHEEP.
[17:40:48] Eagle (Junes): Tom should be slapped with a spoon.
[11:32:18] Warspite: Thank you for being so awesome Tom. <3
[18:17:36] Metano: I love you tomtom
[20:06:24] Warspite: I will seriously give you epic head.
' Wrote:Edit: also, Tomtomrawr, fappin' like a boss.
of course i know that stuff like this shouldnt be done with game mechanics, but sometimes there is just no other way. if you cannot accept this fact you live in denial:P
' Wrote:Another idea could be to create new parts of the base, sticking out which make a gap around the mooring fixture too small for capital ships to get past. Meaning they can't reach the mooring fixture, so can't dock.
Freeport Nine will, in the interest of ensuring the other guy follows suit, gently shut the door on any aggressors who employ our humble station as a launching point for aggression, or seek to find sanctuary following aborted attempts at the same.
Well, let's notice that there are totally 197 stations in Sirius including 11 Freeports. Deal with all the stations, isn't it that hard? Let only the snubcraft use the regular stations and open shipyards for capital ships and transports too.
It will make a lot of sense in terms of game realism and also will reduce total amount of capital ships since there will be no place for them to stop. And, yeah, now heavy lifters will make pretty much sense. Awesome.
The only problem we usually deal with concerning Freeports is OORP docking since game mechanics don't allow players to "Lock" docking points. But it's mostly about bad players, not bad game mechanics or bad Zoners, right?
Oh, and umm Vlko, what you propose doesn't really work. Pro/Con imbalance and all that. If you want to do it to Freeport 9 because "Freeport 9 is too small to handle the needs of large warships", you might as well make this change to every station that isn't a shipyard. (Not to mention that, as a regional trade center, Freeport 9 is probably more suited to resupplying large vessels than any other station in the area.)