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Thread: What if the devs gave us player stations...
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Halyn
Sat Apr 16, 2005 12:49 am
#14
I'd love to see the current NPC stations be boardable...but I'd also like to see player space stations, which would be smaller than the current NPC versions.
Basically, I see player space stations as being tied to player cities...a minimum of a lvl 4 city, maybe lvl 5. The player station would only be positionable on the fringes of a system, near the primary station for the planet in question. It could be boardable and, aboard the station, there would be a fully customizable interior, like current housing. The station would also allow players to leave their starfighters and freighters aboard the station and port directly to the city it is tied to. Similarly, the station would only be accessible in orbit by taking the city's shuttle back to its station.
By limiting the locations of the station, as well as tieing it to cities, would minimize the impact of the stations on space itself.
Machoeuphonium
Sat Apr 16, 2005 11:54 am
#15
I think in combination with the other ideas posted here that guild stations would be very cool. If you could makea section of it public for docking ect. purpeses, and have the rest of it for the guild use, that the stations would be great. They alsoneed toextend the space sections, and didn't they (devs) say that they were going to extend the space zones anyway for the new mining being added?
Machoeuphonium
Sun Apr 17, 2005 1:21 pm
#16
I know, I just wish there was some way to get feedback from the devs on why they havn't done this yet, or if they just by some small chance don't know about us wanting this.
padren
Sun Apr 17, 2005 2:24 pm
#17
Tumbler2002 wrote:
I would really like to see instanced apartments in space stations. The bulk of my time on the ground is spent traveling to my appt just outside coronet too reverse engineer loot. If I could dock at a space station, run to my appt, and do my work there that would be really nice.
And hopefully the devs would develop a way to let other players into our instanced(Portalized Object really) appts so that I could just put my vendor up there as well. When someone wants to find it they just need the appt number or something like that. (Assuming players make the apt public.
I haven't tried it just yet but I am pretty sure you can land, switch over to your MPS in the starport and launch, and do any REing a workshop there. You can put any crafting things you like on MPSs.
pie-man
Mon Apr 18, 2005 12:11 am
#18
as long as players cant place them i love the idea cause i dont want to have to turn every 5 seconds to avoid hitting a space station
jimbrown
Mon Apr 18, 2005 12:56 am
#19
hey if we could just land at the existing stations, walk around, have some npc's to talk to, a cantina, and maybe even a mission terminal (money making???) id be ecstatic. because in all honesty, just talking to the space station gets really boring, especially when all im looking for is a mission and some credits :/
Tumbler2002
Mon Apr 18, 2005 1:58 pm
#20
I'm using well over 100 items in re'ng on a regular basis. To RE level 8-10 stuff requires you to hold onto items for a long time and those 3 can easily have enough items inside to make working on a MPS impossible. I also like keeping a stash of items inside the same area of the most valuable loot I have so I can compare what my best parts are. In total I usually stay below 200 but really like knowing that I have enough space for 400 items in the house. If MPS could hold that much I'd be pretty happy!!!
Satch_of_GL
Mon Apr 18, 2005 1:58 pm
#21
There are already placeholders for stations around the galaxy. Additionally, the neutral stations could be "instanced" into pre-defined corridors and rooms that you could rent. This wouldn't have to have anything to do with space and wouldn't cause lag. It would just be a very small "planet". How to divid these place-holders up fairly? That's the hard part. It would have the advantage of getting folks into space though.
Sardunos
Mon Apr 18, 2005 10:45 pm
#22
I would love for stations to be boardable. I would be happy to never have to play the ground game again. haha.
Gun_Fodder
Wed Apr 20, 2005 12:46 am
#23
Alright, well, here's a brain-dump of some crazy ideas I had about player stations.
First off, whats some of the major concerns when it comes to player stations?
1) Take up too much space, or add too much clutter to current space zones
2) How do you get one?
3)What's the point? What are the benefits to getting a space station?
4)What should be the dangers of having one?
OK, so, crazy idea: Make new space zones in which player stations would be buildable. To FIND these new zones, however, would require Guild-level quests. Quests that would have an entire guild come together to complete certain missions/objectives to discover these new space zones. Next, new missions would open up to gather the schematics/resources required to build a station.
So you see, these guild-level quests/missions/obejectives/whatever (remember, this is just a rough, ROUGH draft) first open up space zones, then allow you to build in them. Even if another guild can take you to that zone, YOU can't build there until YOUR guild completes the prerequisites.Also, each space zone would have a limit as to how many player stations could be built there (Let's say 4-6 for now.)
Alright, so you've gone through all that work, but what's the point of a space station? Well, players could park their extra ships there, instead of parking them at NPC cities on planets. Inside the station, it's roughly a little bigger than a large planetary base. Guild members have "storage lockers" where they can store extra equipment (Not too much, just enough to keep prepared for some adventuring or modifying they're ship. Maybe, stations can be "upgraded" over time, and add more storage for the guilds crafters, with storgae pods, or floating cargo containers around the station. A well-established guild would be able to provide plenty of space-storage for their crafters.
In fact, maybe player stations can have different "stages": Stage 1 is a small space outpost, allowing players to congregate there, park ships, store a few supplies, and thats about it. Stage 2 would add increased hanger size (Park more ships), add a mess hall (crappy cantina), sickbay (crappy med center), an operations center, and engineering section. Also Stage 2 would allow more player storage, inluding exterior storage pods or whatever. At stage 2, Guild shipwrights would gain certain facilities for ship creation. Making both fighters, and POB ships would be a little easier to do here than on the ground.
At Stage 3, they get full blown cantina, med center, more storage, and shipwrights can begin to construct (Dun duh da DAAAH!) Capitol ships! There'd be other requirements for making cap ships I'm sure; hard to obtain schematic pieces, faction loot, faction resources, quests, whatever, but we're no going to go into that right now
. At this stage, a "drydock" can be added to the outside, where a guild cap ship could be built/docked at. But at this phase, only up to corvette-sized ships can be created (Corellian Corvette, Corellian Gunship, Marauder corvette). If they ever decide that we can have larger ships (I have a hard time believing that we could ever have star destroyers and similar-sized ships...maybe frigates?), then they can go on to increasing the station's size/abilities/benefits from there.
Sounds too good, right? Well, hold on, there's some dangers to these stations. You see, In this space, faction-aligned guild stations are overt, and attackable, if only for a few hours of the day. And, while the guild members have access to their space zone automatically, it IS possible to hyper MANUALLY to these zones. Each space zone would have "Hyperspace Coordinates", which would be REALLY long and complicated (Think of a 20 digit alphanumeric code key). So, the only real way for an enemy player character to come to your zone and attack you, would be for a traitor to give away the manual coordinate address, or for someone to let it slip. Guilds would want to keep these addresses a closley guarded secret, or they could be attacked by other players!
Now, I know what you're thinking. I mean, after all that work and time invested, who wants to risk losing it all to PVP? Well, don't worry, there are some balancing factors. First off, you can upgrade your station's automatic defenses, like turrets, sheilds, armor, space mines, and so forth. Also, people inside the staion can conduct repairs, tweak weapon systems and shields, similar to what they do know on POB ships. Also, for those faction-aligned guilds, they can use faction points (FP) to purchase thse upgrades, as well as base-defending NPC fighters. ON TOP OF THAT, for someone to manually hyper to one of these zones would require a LARGE amount of prestige points (Hey, it's about time we found a new use for those
).
So, a well-established guild would be able to defend against sizable forces. Enemy guild may have to perform several seperate assaults to whittle down a station's defenses. And in that time the defenders have the options to try and seek out their enemy's base (If they have one), OR perform an evacuation, not unlike Hoth. After loading up everything into the cargo holds of their player's ships (Maybe load stuff into space containers), they could re-deed their station. If they're smart, they'll help friendly guillds of their same faction perform the quests/mission/objectives needed for them to get their own space zone, so that they each can have a back-up zone to evacuate to, and set-up their station again. This would also encourage same-faction guilds to assist each other, and build stations in one zone for mutual protection. If you think ONE well-defended guild station, with upgraded weapons, shields, armor, mines, and base defenders is hard to take down, imagine TWO of those stations covering eacoh other.
Alright, feel better? So, it could be really, really hard to take down a space station, if the guild works it right....but what happens if the station is destroyed? Well....I dunno!
What do you think? Should they just take a while to regenerate, like a week or so? Do people lose their stuff, or does it return with the station with decay? Does anyone have anything to say about, add to, or object to all of my crazy rantings?
Heh, oh well. this thread will probably just get burried anyway
First off, whats some of the major concerns when it comes to player stations?
1) Take up too much space, or add too much clutter to current space zones
2) How do you get one?
3)What's the point? What are the benefits to getting a space station?
4)What should be the dangers of having one?
OK, so, crazy idea: Make new space zones in which player stations would be buildable. To FIND these new zones, however, would require Guild-level quests. Quests that would have an entire guild come together to complete certain missions/objectives to discover these new space zones. Next, new missions would open up to gather the schematics/resources required to build a station.
So you see, these guild-level quests/missions/obejectives/whatever (remember, this is just a rough, ROUGH draft) first open up space zones, then allow you to build in them. Even if another guild can take you to that zone, YOU can't build there until YOUR guild completes the prerequisites.Also, each space zone would have a limit as to how many player stations could be built there (Let's say 4-6 for now.)
Alright, so you've gone through all that work, but what's the point of a space station? Well, players could park their extra ships there, instead of parking them at NPC cities on planets. Inside the station, it's roughly a little bigger than a large planetary base. Guild members have "storage lockers" where they can store extra equipment (Not too much, just enough to keep prepared for some adventuring or modifying they're ship. Maybe, stations can be "upgraded" over time, and add more storage for the guilds crafters, with storgae pods, or floating cargo containers around the station. A well-established guild would be able to provide plenty of space-storage for their crafters.
In fact, maybe player stations can have different "stages": Stage 1 is a small space outpost, allowing players to congregate there, park ships, store a few supplies, and thats about it. Stage 2 would add increased hanger size (Park more ships), add a mess hall (crappy cantina), sickbay (crappy med center), an operations center, and engineering section. Also Stage 2 would allow more player storage, inluding exterior storage pods or whatever. At stage 2, Guild shipwrights would gain certain facilities for ship creation. Making both fighters, and POB ships would be a little easier to do here than on the ground.
At Stage 3, they get full blown cantina, med center, more storage, and shipwrights can begin to construct (Dun duh da DAAAH!) Capitol ships! There'd be other requirements for making cap ships I'm sure; hard to obtain schematic pieces, faction loot, faction resources, quests, whatever, but we're no going to go into that right now
Sounds too good, right? Well, hold on, there's some dangers to these stations. You see, In this space, faction-aligned guild stations are overt, and attackable, if only for a few hours of the day. And, while the guild members have access to their space zone automatically, it IS possible to hyper MANUALLY to these zones. Each space zone would have "Hyperspace Coordinates", which would be REALLY long and complicated (Think of a 20 digit alphanumeric code key). So, the only real way for an enemy player character to come to your zone and attack you, would be for a traitor to give away the manual coordinate address, or for someone to let it slip. Guilds would want to keep these addresses a closley guarded secret, or they could be attacked by other players!
Now, I know what you're thinking. I mean, after all that work and time invested, who wants to risk losing it all to PVP? Well, don't worry, there are some balancing factors. First off, you can upgrade your station's automatic defenses, like turrets, sheilds, armor, space mines, and so forth. Also, people inside the staion can conduct repairs, tweak weapon systems and shields, similar to what they do know on POB ships. Also, for those faction-aligned guilds, they can use faction points (FP) to purchase thse upgrades, as well as base-defending NPC fighters. ON TOP OF THAT, for someone to manually hyper to one of these zones would require a LARGE amount of prestige points (Hey, it's about time we found a new use for those
So, a well-established guild would be able to defend against sizable forces. Enemy guild may have to perform several seperate assaults to whittle down a station's defenses. And in that time the defenders have the options to try and seek out their enemy's base (If they have one), OR perform an evacuation, not unlike Hoth. After loading up everything into the cargo holds of their player's ships (Maybe load stuff into space containers), they could re-deed their station. If they're smart, they'll help friendly guillds of their same faction perform the quests/mission/objectives needed for them to get their own space zone, so that they each can have a back-up zone to evacuate to, and set-up their station again. This would also encourage same-faction guilds to assist each other, and build stations in one zone for mutual protection. If you think ONE well-defended guild station, with upgraded weapons, shields, armor, mines, and base defenders is hard to take down, imagine TWO of those stations covering eacoh other.
Alright, feel better? So, it could be really, really hard to take down a space station, if the guild works it right....but what happens if the station is destroyed? Well....I dunno!
Heh, oh well. this thread will probably just get burried anyway
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