1 (edited by Gremrod 2014-08-15 14:39:27)

Topic: New Beta 3 Islands - UPDATED 6/20/14

Reference this thread: http://forums.perpetuum-online.com/post/103207/#p103207

New Islands

Create three Beta 3 (III) islands.

Create the islands with no NPC outposts.

Place 3 predetermined areas where MPC outposts can be placed. These would be flat areas that are 1100 m radius.

Allow placement of turrets and other modules, restrict MPC module placement to 1000 m from outpost.

No terraforming since these are still beta islands.

Outpost upkeep

A monthly NIC fee should be charged to the corporation that owns the outpost. There should be a base monthly fee and the fee grows with the amount of modules connected to the outpost network. The fees per module also increase by tier.


Tax system for beta 3 islands.

When a corp holds a beta 3 outpost they get the taxes paid on the corresponding alpha and beta island outposts.

If the island outpost locations are owned by more than one corp the taxes from the corresponding alpha/beta islands would get divided between the corps.

So when I speak of taxes I mean all the money players spend on alpha/beta for industry fees i.e. Factory line fees, prototype fees, market tax fees etc are the taxes that would go to the controlling beta 3 outposts.

This will make corps want to hold and defend beta 3 outposts. This can change the political landscape and bring something very much needed to the games beta island control and intrusion system.

Example again:

The taxes will flow from alpha and beta islands to the outpost owners on beta 3 islands.

Alpha 1, 2 (Facilities fees, market transaction fees etc.) ---> to Beta 3 outpost owners.
Beta 1, 2 (Facilities fees, market transaction fees etc.) ---> to Beta 3 outpost owners.

John 3:16 - Timothy 2:23

2 (edited by Gremrod 2014-06-20 21:35:44)

Re: New Beta 3 Islands - UPDATED 6/20/14

Adjustments to the MPC system for Beta 3 islands

The outpost and other MPC modules cannot be attacked unless it has been hacked by a hacking siege module.

The hacking siege module cannot be built and can only be obtained from the market. Cost of the hacking siege module should NOT be cheap (cost not known at this time). The siege module should be at least 160 u in volume.

If a corporation(s) wants to siege another corporation's beta 3 base they must purchase the siege module and carry it to the target island and drop it within 500m of the target outpost’s command relay. Once the command relay is in placed on the ground and active, the investment stage of the siege begins.

Investment stage

The target outpost will be open for attack after X amount of hours. The hacking siege module cannot be attack until 2 hours before the outpost can be attacked.

During 2 hour period before the siege stage the siege module can be attacked and destroyed. If the hacking siege module is destroyed before the 2 hour period is up the siege of the outpost fails, otherwise the siege continues and the attacking corporation(s) can now attack the outpost.

Siege stage

Once the siege stage starts the attacking corporation(s) can do one of the three following.

  • Destroy the outpost and all other MPC modules. (Nothing from the outpost drops)

  • Destroy the outpost and contents of outpost drop. (an attacking corporation command relay must be in place). Once the outpost Armor has been dropped to 50% the attacking corporation(s) can drop their own command relay to take control of the outpost.

  • Take over the outpost. Once the outpost Armor has been dropped to 50% the attacking corporation(s) can drop their own command relay to take control of the outpost the outpost armor must be taken down to 95% before the attacking corporation(s) can take the outpost. Once an outpost reaches this limit the corporation that places down the attacking command relay now controls the outpost.

End Siege stage.

Attacking corporation with the attacking command relay interacts with the hacking siege module to end siege. The hacking siege module disappears. The attacking corporation that put the command relay in place now owns the outpost.

This is a high level view of the siege mechanics. But the basic idea is there.

John 3:16 - Timothy 2:23

Re: New Beta 3 Islands - UPDATED 6/20/14

more space and no terraforming +1.

Re: New Beta 3 Islands - UPDATED 6/20/14

like

DEV Zoom - "If you mean the NPC aggro, that's been like that for months already."

Re: New Beta 3 Islands - UPDATED 6/20/14

good idea

how about you ahve to place down a SAP before you can place down a terminal

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: New Beta 3 Islands - UPDATED 6/20/14

For simplicity just copy all the Alpha Islands and replicate them for Beta 3

Call them things like "Evil Daoden" and "Evil Hershfield"

maybe throw in some black skys and volcanos

Whatever you have to do Devs, the coyotes are all starving and need more islands, any islands, for the rabbits to reproduce and grow

Sparking to other games

Re: New Beta 3 Islands - UPDATED 6/20/14

+1 islands don't have to be unique like rec said. That or just make one unique island in the middle of all the alpha islands that is what you were talking about. 3 spots to add a terminal and mpcs and no terraforming

Re: New Beta 3 Islands - UPDATED 6/20/14

+1

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9 (edited by Estamel Tharch0n 2014-06-13 18:17:08)

Re: New Beta 3 Islands - UPDATED 6/20/14

I acualy like ur idea of: Place predetermined areas where MPC outposts can be placed.

Maybe this wuld be a way to reduce how many island a alliance can hold/own  But only if all beta outpost/npc stations were removed  and beta islands witch was not taken wuld be oppen for ninja mining ops and stuff.

The current beta system is quickly geting boring and does not give any one the feel that they are owning and managin a station/beta

Possibly only make a 1km build zone so base crawling isnt possible

10 (edited by Gremrod 2014-06-13 19:19:17)

Re: New Beta 3 Islands - UPDATED 6/20/14

Estamel Tharch0n wrote:

I acualy like ur idea of: Place predetermined areas where MPC outposts can be placed.

Maybe this wuld be a way to reduce how many island a alliance can hold/own  But only if all beta outpost/npc stations were removed  and beta islands witch was not taken wuld be oppen for ninja mining ops and stuff.

The current beta system is quickly geting boring and does not give any one the feel that they are owning and managin a station/beta

Possibly only make a 1km build zone so base crawling isnt possible

I think with some of the other threads I have posted help with the usefulness of current beta islands as they are, with the exception of the current intrusion system. (Thinking about this still and going to dig up some old notes.)

I think your correct on the build zone. 1km should be enough. Updated the OP to reflect the 1km build range.

John 3:16 - Timothy 2:23

Re: New Beta 3 Islands - UPDATED 6/20/14

Added in outpost up keep. A monthly NIC cost to the owning corporation.

John 3:16 - Timothy 2:23

Re: New Beta 3 Islands - UPDATED 6/20/14

+1

Re: New Beta 3 Islands - UPDATED 6/20/14

create 3 alpha-2 island, NO PLACE FOR FARM! always occupied a place, where to get resources for stock? mad

Just @ Game

Re: New Beta 3 Islands - UPDATED 6/20/14

BadAss wrote:

create 3 alpha-2 island, NO PLACE FOR FARM! always occupied a place, where to get resources for stock? mad

If you want Epriton with no risk, either buy it off market or trade your alpha ores for it...

Re: New Beta 3 Islands - UPDATED 6/20/14

Duane Dibbley wrote:
BadAss wrote:

create 3 alpha-2 island, NO PLACE FOR FARM! always occupied a place, where to get resources for stock? mad

If you want Epriton with no risk, either buy it off market or trade your alpha ores for it...


you can't read? need new place for farm, mobs pew pew! understand?
if you are obsessed with Epriton, this does not mean that all such

Just @ Game

16 (edited by Gremrod 2014-06-14 18:30:31)

Re: New Beta 3 Islands - UPDATED 6/20/14

BadAss wrote:
Duane Dibbley wrote:
BadAss wrote:

create 3 alpha-2 island, NO PLACE FOR FARM! always occupied a place, where to get resources for stock? mad

If you want Epriton with no risk, either buy it off market or trade your alpha ores for it...


you can't read? need new place for farm, mobs pew pew! understand?
if you are obsessed with Epriton, this does not mean that all such

You can farm on any island right now. NPC spawn or use distress beacons to farm.

Lets move the topic back to Beta 3 islands now.

Thanks

John 3:16 - Timothy 2:23

Re: New Beta 3 Islands - UPDATED 6/20/14

Annihilator wrote:

good idea

how about you ahve to place down a SAP before you can place down a terminal

No SAP system. The current MPC system or a variant of it can be used with the outlined restrictions set in the OP.

John 3:16 - Timothy 2:23

Re: New Beta 3 Islands - UPDATED 6/20/14

Updated with the new section for Beta 3 Taxes.

John 3:16 - Timothy 2:23

Re: New Beta 3 Islands - UPDATED 6/20/14

Love it.. +1