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Traynor Youngs
Royal Uhlans Amarr Empire
287
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Posted - 2012.08.08 14:59:00 -
[1] - Quote
I made some suggestions about this last build in this thread.
Instead of resurrecting an old thread, here are the basics:
The Eve Side: Once the station has some structure damage, it becomes vulnerable. In order to take the station, a carrier, fitted for delivering DUST mercs must launch assault shuttles at the station. This carrier would have assault shuttles instead of fighters in its bay. The more assault shuttles used, the greater the rate of respawn possible to the Mercs. The Carrier would also need a high slot module that provides mercenary clone relay services. IF this carrier shuts down that module, or is destroyed, then the DUST mercs can no longer respawn.
A single carrier with this module allows one assault at a time against one sector of the station. Multiple carriers could be used to assault multiple sectors simultaneously.
This would require that the Eve corp seizing the station would have to commit at least one carrier to the fight. There would be no orbital bombardment possible, but they would have to stay and take care of the carrier while it assists the assault. If the DUST mercs fail, then the attackers are free to either A: Destroy the station or B: Withdrawal and attack another time after the station has a chance to be reinforced once again.
Using DUST mercs would become the ONLY way of capturing a station and stations would become destructible objects in Eve.
The DUST Side: Each station should consist of five sectors and each one should represent the map for a max vs max player battle between Dust Mercenaries. The Sectors are:
Core Sector: This is where the main transportation facilities for the station are located and from which all other sectors may be accessed. Failure to control this sector will prevent troops or supplies from having access to any of the other four sectors. This is the first sector that must be assaulted and controlled. Visually this sector should have large open areas where transportation rails similar to trains converge from all (3D) directions and surrounded by administrative and mechanical spaces. This space should be large enough for LAV's and HAV's in limited number, but not Dropships.
Engineering Sector: This is where the fusion core of the station is located as well as the vast array of machinery and equipment that keeps the station running. Once captured, this spaces control systems may be used to alter lighting, atmosphere, and gravity of the other sectors. Visually this sector consists of small cramped corridors filled with pipes and cables. Should be dark and gritty.
Habitat Sector: This is where the station's inhabitants live and work. This station also houses the cloning facilities used by POD pilots and can represent an increase in available clone reserves if taken. Visually this sector is well lit and filled with parks and open air balconies with fake sunlight. Lots of open views good for sniping. Some limited room for use of LAV's.
Hanger: This is where Eve ships are stored. IT is a HUGE open area with large equipment. This area is the only one large enough for HAV's and Dropships to be used. Controlling this section allows for a greater number of supplies to be brought in from outside the station and thus represents an increase in war points, clones, and supplies.
Control: This is the administrative center of the station and also the central location of the stations security forces. This sector represents the greatest challenge, and the greatest reward. Capturing and holding the control areas allows the control of the stations automated defenses as well as the station's supplies. THis sector also has the strongest defenses.
The station itself should be capable of defense through automated turrets and NPC guards. If a DUST corp takes a contract to defend the station, then they may directly control the automated defenses and they begin with control of each sector and receive whatever bonus comes from that sector. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.08 15:59:00 -
[2] - Quote
Emerson Dante wrote: Straight ISK Faucet: When you conquer a station, some amount of ISK is "looted" and given to the Merc corp that took the station. This could be hard to balance the amount of ISK that makes sense without unbalancing the economy. Also, Eve and DUST working together to trade a station back and forth to farm ISK would be bad.
Lootable market: This way, some percentage of all of the items placed on the market are able to be taken and looted. This way, if people try to firesell their stuff or are active in the market but not paying attention to the SOV changes, they would lose their stuff. Also, an inactive player with stuff in a hanger would still be safe.
Lootable CORP hangers: My favorite, only stuff in corp hangers is loot able. This way only corps with dumb/lazy directors would really lose much, but the possibility to get some really really great loot is there.
I totally agree with the second and third one.
I don't like the faucet for the exploit you described.
I am not sold completely on not allowing looting of player hangers but I recognize I am in the minority who think Eve should be harder and more extreme. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.08 16:36:00 -
[3] - Quote
Dante Daedrik wrote:Emerson Dante wrote:I am not sure how to incentivize the taking of stations for DUST mercs EVE Corps hire Dust Mercs to conquer the station. That's easily ISK right there; not even including the SP from the battle itself.
But that means that the ONLY reason for DUST mercs to take a station is if they are HIRED to. I would prefer there be a reason for DUST mercs to hire an EVE corp to support their assault of the station as well. That way it is a two way street. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.08 17:07:00 -
[4] - Quote
Dante Daedrik wrote:Traynor Youngs wrote:Dante Daedrik wrote:Emerson Dante wrote:I am not sure how to incentivize the taking of stations for DUST mercs EVE Corps hire Dust Mercs to conquer the station. That's easily ISK right there; not even including the SP from the battle itself. But that means that the ONLY reason for DUST mercs to take a station is if they are HIRED to. I would prefer there be a reason for DUST mercs to hire an EVE corp to support their assault of the station as well. That way it is a two way street. Well... maybe it would be feasible if a station had materials or factories for creating Dust equipment. I haven't played EVE in 2 years, so I dont really remember how crafting works but if a Dust corp wanted a station solely as a base for pumping out weapons/equipment for themselves (assuming they had EVE miners hired to obtain materials for cost efficiency); it may eventually be possible.
I feel that DUST industry will be primarily on planets. But, I think it is worthwhile for DUST corps to be able to raid ISK/valuables from stations as a way to give DUST mercs an incentive to go fighting over stations more than just when hired to do so by Eve Alliances. I can only think of "loot" options. I think that industry will ALWAYS be more of the province of Eve players than DUST players, esp in space.
I don't know, I am open.
There is always the incentive that if you are a DUST corp in an EVE/DUST Alliance, its all about taking territory so your reward is to "own" space. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.08 17:16:00 -
[5] - Quote
Geirskoegul wrote:With proper reinforcement timers and appropriate mechanics station destruction is perfectly fine. You're taking a risk having it there as it is (you could lose control of the station and be unable to dock). CCP has already mentioned an interest in exploring the possibility of making outposts destructible for the simple fact that there's so bloody many of them these days. Player nullsec used to be mostly empty of stations, but that's not really the case any longer.
Using Dust mercs would certainly be an interesting way to address the issue (and introduce some really fun mechanics; you wanna see cool space-based FPS-ing check out "Shattered Horizon" available cheap on Steam, newtonian physics, very little visual indication of hostiles, and excellent use of 3d space for a fight that would translate well to Dust on the hull of a station.)
Fighting on the hull would be pretty epic, especially if the ships in fleet were still shooting it...
But I am not sure how it would work out without being kind of campy, or just in for the visuals with no purpose beyond that. Tactically, I would rather get INTO the station rather than ONTO it.
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