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Suggestion -Fleet Station |
Wolfex 1st Rear Admiral Interstellar Cultural Confederation United
Joined: August 31, 2009 Posts: 24
| Posted: 2010-03-28 23:36  
Just something me and a few other players were talking about in Sag. and the Scenario Server.
The Suggestion was for a Fleet Station, not a Player Controlled Station or a NPC Station. but a Large Station with SY Capabilities.
Of course since its larger and more advanced, Maybe have it set so that you would have to build the Station Piece-by-Piece. Instead of one large Station being Built, have it be compiled of several Individual Parts.
Example: a Reactor Component being built to supply Power, and then a Radar Component being made and Attached to the Reactor Component to supply a moderate Sensor. Then add in a few more Components all added together to make one large Station, like a Hanger Component to allow SY Capabilities.
Of course it would need to be supplied by Resources from a Planet until a Factory Component was made and Attached.
Another Suggestion on how it could be started, Allow the Components to be placed on Any other side of another component. As long as a Connection Slot was open. That could allow some degree of Customization when the Station is being built.
And Definately the Components would have a Appearance that relates to their Faction.
I think this might help DS and in some ways keep players playing the game.
In Some Servers, the SY is either Unavailable or under Blockade. One time, two Factions might call a Truce to wipe out another Team. if this is done then the Team that gets wiped out has no larger ships and thus cant do any real damage to a planet in order to get a SY back. if this happens players will surely leave and never play DS again, meaning that Sub Rates will go down & Money for Servers will start to decrease.
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Kaine Darkheart -SO- Grand Admiral Deicide
Joined: March 30, 2002 Posts: 458 From: Oshkosh, Wisconsin
| Posted: 2010-03-28 23:51  
+1
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-03-28 23:54  
Sounds complicated.
The easy way would be to have a new class of station.... aka Starbase be added.
- Only available to CM ranks.
- Prohibitively expensive to build
- Also loses the pilot a whole crapload of prestige if he blows it (in the order of a couple of thousand perhaps)
- Ultra slow speed of 3 gus max
- Ultra long jumpdrive recharge times
- SY capability (also limited to resource available onboard, so extractors or engies must fill it up)
- Heaviliy fortified and armed (but not impossible to kill)
- Equipped with stuff like fighters, mining beams, repair drones, troops
- ** Resource penalty/used for garaging your ship in and out. **
But of course... there has to be some penalty, otherwise the base would be invincible. His escort dreads get blown up, and respawns again almost immediately... what is THAT all about?
Also... this particular starbase shouldn't have much bombing capabilities, otherwise it will probably be used as a planetary assault monster....
There you have it. Something powerful for fleet support. But at the same time, not invincinble.... vulnerable even in certain situations.
Or. We can just scrap the whole starbase idea above and add those SY capabilities to the highest level station that we have now. LOL......
[ This Message was edited by: Kenny_Naboo on 2010-03-28 23:58 ]
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Joe dirt Fleet Admiral
Joined: April 18, 2006 Posts: 273
| Posted: 2010-03-29 00:02  
this game is already overrun by players using stations. we don't need more out in play.
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Challenger Marshal
Joined: March 28, 2002 Posts: 886
| Posted: 2010-03-29 01:05  
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On 2010-03-29 00:02, DarkHunter30 wrote:
this game is already overrun by players using stations. we don't need more out in play.
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We have 5 CM in all of DS so how would it be over run?
Keep rolling with the ideas guys looks interesting.
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2695 From: tsohlacoLocalhost
| Posted: 2010-03-29 01:55  
I think we have tried making a Ship that could spawn other ships, i don't recall a hudge success however.
While the idea is nice and old, the implications of such a thing might be easy, putting it in the game balanced is a bit harder. I think this is the primary reason it isn't in the game yet.
But should we ever impliment something like this there will be limitations, for example there would be ship spawn limitations.
Another tought that has been going on was making it AI controled and basicly have a sort of mobile planet that looks like a overgrown station.
Exept you can't Crash into it and modules could be build on it to preform verious tasks.
Still this is pure speculation.
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3697 From: San Francisco Bay Area
| Posted: 2010-03-29 02:20  
This was discussed for the Mi (AI fleet) sometime back as they dont have a way to capture planets. That was the original concept behind the Nodes. We found out that the device can not be attatched to ships. The game code differentiates between ship and planet nouns. Of which, Shipyards are in the later.
But then in a realistic sense, shipyards require vast ammounts of resources and power to construct and build ships. A station just does not have the resources or energy generation capacity of a planet.
As we determined before, we wont be creating any "shipyard" ships.
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Pakhos[+R] Chief Marshal Pitch Black
Joined: May 31, 2002 Posts: 1352 From: Clean room lab
| Posted: 2010-03-29 04:09  
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As we determined before, we wont be creating any "shipyard" ships.
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Anyway, this would take a good 3x two weaks ™ .
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Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2010-03-29 04:20  
I know what wolfex is saying, and i support his idea.(we were discussing it in sagit)
Think of EVE. still not getting it?
Think of EVE corporate stations. thats basicaly where we are getting at here - stations assembled with a allmost unrealistic ammount of res, probaly around the 300K mark for the main module(command module, must have one) then about 100K for each other one.
Each station has a controller rank specified by the original creator. for example, a controller may tell a station to cloak, or fire at XXX target, or supply XXX person, or put beams on PD. got ze idea?
No movement of the station! after all, that would be stupid. people could uberWTFbomb a planet. speaking of planets...... These uberstations must be atleast 10K gu away from a planet.(so no building 3 uberstations around a planet and whooping any attackers)
Station needs RES to survive. no res = KABOOOOOOOOOM.
Slow...ish res consumption.(2k per day per power module?) res may be drawn from storage modules. Sotrage modules should be made essential by limiting the station's basic rez capacity.(10K) Aka, build storage modules
if you dont want to have to re-rez your station every day.
To build: guy in a engy starts with a command module. how it works is this:
Command module restricted to.... what, Fleet admiral?
engy starts building. of course a engy cant carry 300K rez, so it only needs 4K to start building. trannies them come and dump the rest of the missing 296K res on the station's initial module while a engy builds it. build time one hour? once built, nothing can be added on to the command station until: A. 1 hour has passed B. 5 heavy infantry have been put on the command module. then its just a case of build build build!
Ideas for modules:
Command module. need one to make anything else
Power generator. makes power, more then 2 reccomended.
Storage module. stores 25K res for that little bit of modding.
Repair module. Shoop da whoop repair speeds.
Beam module. Pew Pew lazor beamz!
Gun module. stuff like IC's, QST's etc
Missile module. speshul T4 missiles?
Shield pod. ICC specific, guys the station a..... shield. Not stackable.
Cloak pod. K'luth specific, allows anyone on or above the set control rank to cloak/decloak the station. Not stackable.
Applique Armor. UGTO specific, basicaly adds a lot of armor to the station.
Not stackable.
Dictor module. Haha, you cant iz tranyrush meee
Barracks module. makes heavy infantry to stop wannabe cappers
Engineering module.(350K rez) builds stuff onto the station at half the speed and 150% the amount of rez.
Yes, i know most of you devs are having a heart attack looking at the list of modules. (OMG so much stuff to model!) But hey, it would be totaly awesome if you guys implemented this.
Yes
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Jamesbond Grand Admiral Galactic Navy
Joined: February 05, 2003 Posts: 146 From: Venice Florida
| Posted: 2010-03-29 04:59  
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Cloak pod. K'luth specific, allows anyone on or above the set control rank to cloak/decloak the station. Not stackable.
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I see this and I instantally see this station uncloak around the paul cluster and 6 kluth stations pop out of it. Instead of tranny rushing you get station rushing with this thing.
NO CLOAK WHATSOEVER!!!!!!!!!!!!!!
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2010-03-29 05:00  
I feel right now the last thing the game needs in any sense is any more balance shifting additions. If we could stop for a second and enhance what we already have it might be better than giving five people something more to play with.
-Ent
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-03-29 05:30  
On one hand we have another bigass ship for the higher ranks.
On the other hand, we have a mobile base that enables the other players to spawn into action immediately, rather than at some obscure SY and then have to travel halfway across the known galaxy to reach the battle area.
There're always pros and cons.
_________________ ... in space, no one can hear you scream.....
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-03-29 05:55  
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On 2010-03-29 02:20, Tael wrote:
This was discussed for the Mi (AI fleet) sometime back as they dont have a way to capture planets. That was the original concept behind the Nodes. We found out that the device can not be attatched to ships. The game code differentiates between ship and planet nouns. Of which, Shipyards are in the later.
But then in a realistic sense, shipyards require vast ammounts of resources and power to construct and build ships. A station just does not have the resources or energy generation capacity of a planet.
As we determined before, we wont be creating any "shipyard" ships.
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And you, being devs, cannot alter the game code?
Just wondering....
There's a diff between building ships and garaging them.
How about limiting these fleet stations or Starbases?
You can spawn your garaged ships
(****up to cruiser or dreadnought class only***** no stations!!)
But you cannot spawn/build an entirely new one.
How's that work for you?
[ This Message was edited by: Kenny_Naboo on 2010-03-29 05:58 ]
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Anathemia 1st Rear Admiral
Joined: June 23, 2009 Posts: 38
| Posted: 2010-03-29 06:24  
I would say it isn't impossible to do but would take quite a bit of work and time then all the bugs you'd have on top to squash.
Considering how much the devs have on their plate right now even if they decided to do this it'll be one hell of a Two Weeks before you ever see it in the development log. DS'll be around forever anyways though.
Come to think of it, I seem to remember long ago stations were able to garage scouts n such, and a exploit associated with that combination. They smashed that bug pretty hard if I do say so myself. [ This Message was edited by: Ian9018's Ghost on 2010-03-29 06:28 ]
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2010-03-29 07:23  
the idea was tossed around for creating jumpgates as well.
If Tael says it aint gonna happen, it aint gonna. Personally Im glad. I see too many issues with this type of an addition. If it couldnt work for MI, a faction it was actually worked on for, then it aint happening.
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