Pilot Archive
Thread: Player Structures In Space
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miodac
Wed Jul 27, 2005 11:38 pm
#1
Just an idea I had. Why dont we have player structures in space similar to the faction posts that we have on the ground. These could contribute to the GCW status on the ground and would include the structure obviously as well as some guard ships / turrets etc based on the nature of the structure. I could well imagine PvE and PvP structures as on the ground.
Heck they could even have vulnerability times like on the ground and to destroy them requiring docking with the station and offloading a bunch of people onto the structure in order to do similar things as on the ground to destroy it.
Seems to me it might help foster some PvP with an interesting mix of space and defence of station based bits.
Treena_Daal
Wed Jul 27, 2005 11:42 pm
#2
There is a rumor going around that they're planning something like this. I honestly hope that it doesn't pan out, because we really don't need space cluttered up with all those bases. There just isn't room for them up there.
miodac
Wed Jul 27, 2005 11:45 pm
#3
Yeh you might have to make the sectors bigger. Would that be a bad thing though ?
Treena_Daal
Wed Jul 27, 2005 11:48 pm
#4
Given that I am fairly certain that the sector sizes we have now were chosen for a reason (and it was likely because of limitations of the technology), yes, that could turn out to be a bit of a problem.
TomoRainer
Wed Jul 27, 2005 11:52 pm
#5
It's definitely a tricky business. I'd love to see some kind of player structures in space, but I'd hate to see it get at all messy and cluttered. Space is very clean right now, and I think that's a good thing, something that needs to be vigilantly preserved.
There are ways to work with that, though. Allow a very limited number of factional bases per sector, or have space stations where you can dock and load into an NPC city on that station, but one with instanced apartments or whatever.. something like that, anyway. Just kickin' the ol peanut around here.
There are ways to work with that, though. Allow a very limited number of factional bases per sector, or have space stations where you can dock and load into an NPC city on that station, but one with instanced apartments or whatever.. something like that, anyway. Just kickin' the ol peanut around here.
JediNg
Thu Jul 28, 2005 2:09 am
#7
I wish a single in game were so big, the planets and the moons were actual objects in space you could fly to 
ValiantHalibut
Thu Jul 28, 2005 2:55 am
#8
Since I'm all for fanciful ideas that are not very likely to be implemented, how about a system like this:
Make the Hyperspace map a grid with each major station a static node. Tat will always be Tat and Dant will always be Dant. Now, maybe throw in a few new spots just for the hell of it - maybe a few good mining zones or another couple PvP zones or whatever (although that might not work because spreading out the spontanious PvP would be a negative - as it is now you know that Deep Space is THE spot for PvP). The rest of it, though, is just empty space. Nothin' doing. I mean, maybe a few random spawns here and there or the occasional convoy will hyper through, but nothing major. These are the spots where players can throw down a space structure.
Each system will be able to accomodate 5 player space structures. There will be three types of structure that will differ cosmetically for each faction but will be functionally the same.
1) Combat structure. This might even be a mobile structure like an ISD or something similar. Gameplay-wise, this is the big nasty that you need a potent force to take down. Nobody's soloing one of these. As far as benefits go, a Combat structure will spawn a solid number of NPC ships in the system and a lesser number of NPC ships in surrounding systems - those ships would be considered on patrol. The Combat structure would also provide housing options for combat players.
2) Social structure. This would be the grand 'ole floating casino that we all know that, deep-down, we really want. Well, maybe that's just me. Anyway - it's a structure that provides housing and luxury to non-coms. You're a Rebel crafter? Get a room onboard the Rebel social structure. These structures would be easy to take down and so would need to be protected somehow. A social structure in a system would lower the decay from repairs that a player takes by 20%. Also, they would, while in a system that also contains a Combat structure, increase the tier of the spawned NPCs by 1. Both of these would stack.
3) Commerce structure. This would be the hub of business in a space sector. Players could rent out public rooms on a commerce structure - shops, effectively. There would be a nice concourse and a few cantinas. Because everyone wants to protect the money, Commerce structures would be very well defended but unable to offer any offensive support. A Commerce structure would decrease the cost of repairs for factioned players by 20%. If in a system with a Combat structure, they would increase the number of NPC ships in a flight group by 1. Again, both of those would stack.
Now, for the interesting bits. Any player can see the location of the structures for their faction. However, if there is only one player structure of your faction in a sector you need to be overt to hyper in. If there are two then any member of the faction can hyper in. With each increase above that factioned players calculate their hyper jump to that sector 20% faster. For example, if the Rebels have five structures in a certain system then any rebel player can jump into that system and the calculation time is cut by 60%.
A faction that has one structure in a sector is considered to have a foothold. At that point they can only effect things in their immediate vacinity - for example, a Combat structure would not be able to launch NPC ships locally or a Commerce Structure would only lower the repair costs for players who were destroyed nearby.
When a faction has two structures in a sector, they are fighting for that sector. At this point the structure bonuses apply to the entire sector.
When a faction has three structures in a sector, they are considered in control of that sector. At this point their Combat structure will begin to generate NPC spawns in neighboring sectors.
Finally, when a faction has control over a sector - all five structures are theirs - all of the structure bonuses apply to the NPC spawns patrolling in neighboring sectors.
I've got a lot of other ideas to compliment this, but that's the basic framework I would envision for player structures in space if I had a free hand to do what I pleased.
Make the Hyperspace map a grid with each major station a static node. Tat will always be Tat and Dant will always be Dant. Now, maybe throw in a few new spots just for the hell of it - maybe a few good mining zones or another couple PvP zones or whatever (although that might not work because spreading out the spontanious PvP would be a negative - as it is now you know that Deep Space is THE spot for PvP). The rest of it, though, is just empty space. Nothin' doing. I mean, maybe a few random spawns here and there or the occasional convoy will hyper through, but nothing major. These are the spots where players can throw down a space structure.
Each system will be able to accomodate 5 player space structures. There will be three types of structure that will differ cosmetically for each faction but will be functionally the same.
1) Combat structure. This might even be a mobile structure like an ISD or something similar. Gameplay-wise, this is the big nasty that you need a potent force to take down. Nobody's soloing one of these. As far as benefits go, a Combat structure will spawn a solid number of NPC ships in the system and a lesser number of NPC ships in surrounding systems - those ships would be considered on patrol. The Combat structure would also provide housing options for combat players.
2) Social structure. This would be the grand 'ole floating casino that we all know that, deep-down, we really want. Well, maybe that's just me. Anyway - it's a structure that provides housing and luxury to non-coms. You're a Rebel crafter? Get a room onboard the Rebel social structure. These structures would be easy to take down and so would need to be protected somehow. A social structure in a system would lower the decay from repairs that a player takes by 20%. Also, they would, while in a system that also contains a Combat structure, increase the tier of the spawned NPCs by 1. Both of these would stack.
3) Commerce structure. This would be the hub of business in a space sector. Players could rent out public rooms on a commerce structure - shops, effectively. There would be a nice concourse and a few cantinas. Because everyone wants to protect the money, Commerce structures would be very well defended but unable to offer any offensive support. A Commerce structure would decrease the cost of repairs for factioned players by 20%. If in a system with a Combat structure, they would increase the number of NPC ships in a flight group by 1. Again, both of those would stack.
Now, for the interesting bits. Any player can see the location of the structures for their faction. However, if there is only one player structure of your faction in a sector you need to be overt to hyper in. If there are two then any member of the faction can hyper in. With each increase above that factioned players calculate their hyper jump to that sector 20% faster. For example, if the Rebels have five structures in a certain system then any rebel player can jump into that system and the calculation time is cut by 60%.
A faction that has one structure in a sector is considered to have a foothold. At that point they can only effect things in their immediate vacinity - for example, a Combat structure would not be able to launch NPC ships locally or a Commerce Structure would only lower the repair costs for players who were destroyed nearby.
When a faction has two structures in a sector, they are fighting for that sector. At this point the structure bonuses apply to the entire sector.
When a faction has three structures in a sector, they are considered in control of that sector. At this point their Combat structure will begin to generate NPC spawns in neighboring sectors.
Finally, when a faction has control over a sector - all five structures are theirs - all of the structure bonuses apply to the NPC spawns patrolling in neighboring sectors.
I've got a lot of other ideas to compliment this, but that's the basic framework I would envision for player structures in space if I had a free hand to do what I pleased.
Cphopp
Thu Jul 28, 2005 3:09 am
#10
we pilots have lofty goals if nothing else eh =0
great ideas for SURE they would be awesome
Treena_Daal
Thu Jul 28, 2005 12:10 pm
#12
I really wish they would introduce instanced housing in space stations for us. It works out so nicely in EQ2.
Slysix
Thu Jul 28, 2005 12:17 pm
#13
As for the space in space issue...making new space zones with no associated planets would alleviate any crowding. We need more places like deep space and kessel. (A shared zone that allows different pilots from galaxies to come in might be interesting although I can imagine the lag in that zone....)
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