1 (edited by Annihilator 2011-09-02 21:52:45)

Topic: Player built/owned structures - suggestion collection

I know, we got many topics about them - i want to summarize a bit what kind of structures the community wants. Please add suggestions with a "name" and short description that i can copy/paste into this first post and then link to your post where you can do a more detailed description of what you have in mind.

These suggestions start from small stuff like the incubators up to dockable buildings.

  • Plant cultivation Node
    We got Noralgis as a first step. A small building that needs a kind of ammo and makes plants around it grow faster would be the next step. *More details here*

  • Proximity sensors
    A deployable structure, that has no lifetime restriction, but needs energy injector ammo to work, and can only be operated by outpost owners.  *More details here*

  • small defense structure
    A deployable structure, no lifetime restriction, but needs to be supplied with ammo and equip like a robot.
    For operation it needs a player equipped with a remote control unit (squadleader) in control range. *More details here*

  • medium defense structure
    A deployable structure, no lifetime restriction, but needs to be supplied with ammo and equip like a robot.
    Can only operated by outpost owner with additonal destroyable outpost modules. *More details here*

  • heavy defense structure
    A deployable structure, no lifetime restriction, but needs to be supplied with ammo and equip like a robot.
    Can only operated by Station owner which are completely player built.
    *More details here*

  • Player built Stations
    kinda self-explaining

  • Destructible concrete Walls

  • Robot Control Hub
    A defensive structure for utilizing NPC bots for base defense.
    *More details here*

  • Remote Sensor Boost Tower
    A structure designed to boost sensors of local, friendly bots.
    *More details here*

  • Missle Silo
    A structure that could be utilized for base defense.
    *More details here*

  • Trade Post
    A localized trade hub to further define a self-sustaining base.
    *More details here*

  • Barracks
    A structure developed to give corp members a place to store private belongings.
    *More details here*

  • Watch Tower
    Provides a radar image of X ammout of meters around the tower for land owners and provides light defense structure mounting points.
    *More details here*

  • Boost Towers
    Provide capability to build and extend connected runways that provide boosts or nerfs to all or corp members.
    *More details here*

*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: Player built/owned structures - suggestion collection

Plant cultivation Node

Im thinking about a structure, that needs "liquid fertilizer" as ammo that makes the existing plants around it grow faster.
The structure itself is visible on landmarks but has a good masking value, so you wont notice it from very far.
The liquid fertilizer is a refined product, of water and some minerals -> this would also implement "water" as resource.

Naturally, the effect will be applied to any natural plant around it, that includes the non-harvestables too wink
Upon destruction the Node will have a nice AoE explosion which would kill a good bunch of the plants around it.
on Alpha island, those nodes should be treated as "enemy" for any roaming NPC, and the natural cap on cycles in alpha plants makes them less efficient there anyway.

*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: Player built/owned structures - suggestion collection

Proximity sensors

These deployable units could be deployed with the already existing "mine layer" module (you know, those interference thingies). They will consume a constant ammount of energy injector ammo (like 1 charge per hour)
and a refillable cargo with limited space.
Once deployed, they will send a event message everytime a robot comes into their detection range. To recieve the message, youre corp needs to be owner of the outpost in that sector, and either the tier of the probe or a extension could determine how detailed the message is:
example (extension based)
lvl1 - simple detection message
lvl2 - message contains information if was triggered by player or npc
lvl3 - message contains robot class
lvl4 - message contains robot name / player name
lvl5 - message contains standing information (enables filter for friendlies)
...

an additional interface would be necessary

*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: Player built/owned structures - suggestion collection

small/medium/heavy defense structures

These buildings need to be equipped like a player robot with their modules.
Small turrets will have the size, performance and equipslots similar to a light bot.
(Mediums like mechs, and heavies probably destroyer level)

to build them you need a new component - fiber concrete, which contains gravel, water and a harvestable plant material

Atm, im only working out details of the smalls:

  • Smalls dont have their own AI and will be added to the deployers squad.

  • Like proximity Sensors they will need injector ammo to operate,

  • logically the equipped weapons also need their respective ammo.

  • Once deployed they cannot be recovered

  • you can only control a small number of turrets per squad and within a certain area.

  • interference will lower there performance to a great extend.

  • any module will work on them, and the extensionbonus of the squad-leader will be applied

  • turret ownership will be transfered with squad leadership - if you release them from squad, any1 can invite them and take over control smile

*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

5 (edited by Grim Faust 2011-05-18 20:04:04)

Re: Player built/owned structures - suggestion collection

I kind of wonder how far we'd go in terms of replacing the functionality of outposts. It'd be nice to have all the services of an outpost as modular base structures, but that'd be something the dev's would have to consider as it would render outposts less useful.

Structures that I'm referring to would be things like:

Warehouse - Storing minerals and modules etc.
Refinery - Recycling/Refining.
Lab - Prototyping/Reverse Engineering
Factory - Production.
Workshop - Repairing/Refitting.


You could perhaps have an extension that would relate to construction. The higher the level of the constructor, the higher the level of the building. This would allow for better percentages of refining and production efficiency as well as other related boosts per structure, perhaps more storage space for warehouses or cheaper repairs etc. You could possibly even scale the level of the building with material costs, so as to not make it so that everyone would want the best building level possible. They would have to choose based off of what they'd need as to not waste construction materials if higher level buildings are not desired.

As for other non-standard buildings:


Robot Control Hub

A control center to link up to NPC bots that would defend your base. The higher the level, the more bots that could be controlled, or larger bot sizes. Perhaps give the hub a pool of power or cpu or both and then give bots an amount of power or cpu they'd use up so that configurations of units are modular. Perhaps even allow players to equip and outfit their bots.

Remote Sensor Boost Tower

A stationary sensor tower that could boost sensors of allied bots within a specific radius. This could extend outside of the base so as to give local friendly bots an advantage in the surrounding territory. Higher level structures would naturally give a larger boost or boost radius.

Missle Silo

Silo's could be fitted with larger missles that could be called down remotely, on a balanced cooldown timer, to the local surroundings. Probably would be more viable for PvP as opposed to PvE due to cooldown. With higher structure level, more selection of missles could be utilized or be on a lesser cooldown. This idea could also be interchangeable with an artillery position, granted we ever get artillery style weapons.

Trade Post

An installation that could be used to purchase or sell wares. Instead of having to travel to outposts, local NPC corps could be used to 'deliver' the goods to the player owned structure. This could be linked to a delivery fee and time of delivery based off the distance from the outpost that the purchased goods originate. This could also allow for players to remotely buy from player bases while in an established outpost, with the same style of delivery time and fee, so as to avoid baiting people to the trade post with sales and then ganking them. With higher structure levels the fees and delivery time could be lowered.

Barracks

Simple structure that could allow for small corp member storage and possibly with higher levels, a safe log out spot and larger storage. Possibly also allow to have members bind their spark to the structure so they can respawn at the barracks.


Short descriptions:

Robot Control Hub
A defensive structure for utilizing NPC bots for base defense.

Remote Sensor Boost Tower
A structure designed to boost sensors of local, friendly bots.

Missle Silo
A structure that could be utilized for base defense.

Trade Post
A localized trade hub to further define a self-sustaining base.

Barracks
A structure developed to give corp members a place to store private belongings.

Re: Player built/owned structures - suggestion collection

http://forums.perpetuum-online.com/topi … -activity/

Its long but there's some supporting ideas in there. If I get chance I might get round to pulling out the POS stuff to be clearer

"like Kalsius, a shameless carebear and jitalover" - Syndic
http://www.perpetuum-intelligence.com
http://www.perpetuum-intelligence.com/killboard/

Re: Player built/owned structures - suggestion collection

going to update topic tonight, thanks Grim.

*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

8 (edited by Guns nButter 2011-05-27 18:51:41)

Re: Player built/owned structures - suggestion collection

Please remove

9 (edited by Guns nButter 2011-05-27 18:51:52)

Re: Player built/owned structures - suggestion collection

Please remove

Re: Player built/owned structures - suggestion collection

Player built highways and similar structures. Allow players to build highway towers that allow the extensions of highways. Allow speed boosts to only be applied to all or corp/alliance members only. Add towers that instead of giving speed boosts, do speed nerfs, energy boosts, energy drains, ....

In this case, these high energy taking towers can use the energy packets that also get same energy that the developers were enabling for transportation to Earth.

Re: Player built/owned structures - suggestion collection

please stick to the format...

Name
short description

long description

if you find no format, it probably doesnt fit in here - Guns nButter. if its piloted and mobile, i dont count it as "structure"

Anti-air, Nexus buff and such can be simple equipable modules that you could fit onto my initial suggestion, the deployable defense towers.

Player built highways is a good idea, but would need player terraforming.

*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: Player built/owned structures - suggestion collection

Nice ideas. They'll probably be realised at some point, so thumbs up! support!

13 (edited by Guns nButter 2011-05-27 18:53:06)

Re: Player built/owned structures - suggestion collection

Yeah, I let my imagination wander off topic. My bad. Actual permanent structure idea, stolen from Achron (and I suppose jump portals in EVE):

Slingshot
Short range teleporter
Deployed from the outpost by its controller
Can only target areas on the same island that are X meters away from the nearest static-teleporter.

Owner of the slingshot configures where it teleports to. Players interact with it and are immediately teleported to the target location. Does not requires a teleporter on the other end. Can be used by anyone.

Re: Player built/owned structures - suggestion collection

Watch Tower
Short: Provides a radar image of X ammout of meters around the tower for land owners and provides light defense structure mounting points.

Long: Player built structure that has a "Proximity sensors" built in to it would provide all the same data as the Proximity sensor, and have a few minor defences maybe 2 "small defence structures" at base of watch tower. Watch tower would need all items that the two items its made of to keep running. Make them have a one person dock so that a scout could hide in the structure if he deemed it to risky/worthless to run back to base but if structure is attacked and destroyed scout vehicle is ejected and damaged(possibly destroied due to AOE).

FFS please keep your IMBA posts in the proper forum

Re: Player built/owned structures - suggestion collection

I'll expand my previous post.

Boost Towers
Short: Provide capability to build and extend connected runways that provide boosts or nerfs to all or corp members.

Long: Player built structure that function like the current highways. Extend capabilities to be able to boost speed only on corp members. Extend capabilities to include not only speed increase but speed decrease,  directional,  accumulator recharge rate increase/decrease, and slingshot speed boost/nerf. Nerfs would allow trap structures to be set up. Clearly energy requirements would be high.

Re: Player built/owned structures - suggestion collection

Portable Barriers:

Module:
Ammo- Anchor; creates a barrier 10mx50m long + 10m/ext level, 1000 armor + 100 armor/ext level. Barrier is deployed 'lengthwise' in the direction the bot is facing.

These temporary anchors generate a sheild that creates a destructable barricade, similar to plants, which last 5 mins / ext level or until armor value reaches 0

Only 1 barrier can be deployed per 500m.

Module requires Misc body slot, T2-4 increase base length by 10m and time by 10 min and fitting requirements.

Oh wait, this isn't a POS... smile

Re: Player built/owned structures - suggestion collection

Interesting ideas... but then, how are our meagre little bots supposed to assail such impregnable defenses?
Outpost owners will spam defense structures no matter the costs, especially the *kof* communist corps with inexhaustible funds rendering their outposts untouchable for any but a corp bigger than they are, but at such an attrition rate that no one would want to bother trying.

Re: Player built/owned structures - suggestion collection

BugSplat wrote:

Interesting ideas... but then, how are our meagre little bots supposed to assail such impregnable defenses?
Outpost owners will spam defense structures no matter the costs, especially the *kof* communist corps with inexhaustible funds rendering their outposts untouchable for any but a corp bigger than they are, but at such an attrition rate that no one would want to bother trying.

I think the best way to approach it would be for the main hub structure that you upgrade with the different defenses etc. has a limit or point system.

Each module upgrade would cost a specific amount of points. This would limit what could be placed there and would make the oweners choose wisely.

Or evey simplier would be that the hub can only support X amount of structures.

John 3:16 - Timothy 2:23

Re: Player built/owned structures - suggestion collection

I'd like to see minefields brought in. It was mentioned months ago around release, but like artillery we haven't really heard much about it.

Other then that, the more content the merrier. As long as they're destroyable POS, so there is something for people to attack - but again, not so weak that 10 light bots can wreck a week's worth of farming in 30 minutes at 5 AM.

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Re: Player built/owned structures - suggestion collection

I like the ideas in this thread very much however how do you then balance the offensive side for example adding siege bots designed to take out stationary objects etc.

Re: Player built/owned structures - suggestion collection

Syndic wrote:

I'd like to see minefields brought in. It was mentioned months ago around release, but like artillery we haven't really heard much about it.

Other then that, the more content the merrier. As long as they're destroyable POS, so there is something for people to attack - but again, not so weak that 10 light bots can wreck a week's worth of farming in 30 minutes at 5 AM.

Yeah what happened to Artillery and such?

John 3:16 - Timothy 2:23

Re: Player built/owned structures - suggestion collection

blog said they wanted to balance what was here first before adding in new stuff, maybe they will be holiday gifts!

Re: Player built/owned structures - suggestion collection

Syndic wrote:

I'd like to see minefields brought in. It was mentioned months ago around release, but like artillery we haven't really heard much about it.

Other then that, the more content the merrier. As long as they're destroyable POS, so there is something for people to attack - but again, not so weak that 10 light bots can wreck a week's worth of farming in 30 minutes at 5 AM.


Like the idea of Mines....But then you would have to bring in dedicated "mine sweeper" either another robot or module / s to help clear a mine field / detect / plot / map.

What ever "new" item / mechanics that you bring into a game, you also have to bring in a means of control / counter to it. Otherwise you would just sow an entire island with minefields with no way to counter it. Do that to every Beta island, no matter who owned it and there goes Beta life.

If it is only outpost owners who are only going to be allowed to do it, then the checks and balances of the game are ruined. If all can do it, you would end up with a grotesque mess of having mines everywhere, and Beta Islands would be a death trap for anybody and everybody, checks and balances are again wrecked. So, the way I see it being implemented are:

1.  ANYONE can lay mine fields on any Beta Island, but within stipulations (area minefield covers is 100 x 100 Meters - no other mine field can be laid within X amount of meters of another minefield.

2. Mines have to be sown by a specialist BOT. The bot / mech  is very lightly armoured, it is very slow, so it needs protecting.

3. A differing type of mine layer (actually a Booby Trap Layer) which can lay a quick SMALL (5 x 5 or 10 x 10) mine field but no closer to an existing standard mine field (X amount of meters suggestion is 1000) and 500? Meters from an existing booby trap.

4. ALL MINES / BOOBY TRAPS ARE TIME BASED AND HAVE A EXPIREY TIME FROM THE MOMENT THEY ARE FIRST DEPLOYED (2 hours) Fore thought and planning in where its going to laid etc will now come into it

5. Mines can be sensed / detected by certain modules which can be fitted to any bot / mech, and can be swept (cleared) by specialised Assaults / Mechs (utilising extensions of the EWAR side of the tree)

6. ARTY can wreck / negate a Mine field in very short time once detected and fired upon (one salavo, maybe 2, up to the devs on that one).


ARTY would be the most powerful weapon in the game, but you would have to make it the hardest to deploy (time based to set up in a location from arrival), the easiest to counter (movement), the slowest rate of fire, and you shouldn't be able to direct fire onto an individual, but to an area (area effect, similar to the present explosion effect for damage, hence being able to clear minefields real quick).

It must be time based between firings / salvos and like the Mine Layers, Slow Moving / Light Armoured.

For Artillery to fire on a target area, the area has to be lit up (like EVE's target painter modules maybe which can only be fitted to EWAR BOTS/ MECHS)

There must be a time delay between firing and impact of rounds (or rockets if we go down the path of rocket artillery).

To re-site / re aim will cause a further delay to rate of fire with artillery.

If the forward observer for the artillery is taken out, then the artillery has been nullified, and cannot be brought back into operation until another Forward Observer (target painter) has established an in game protocol (time penalty) to simulate the establishment of communications between the artillery and the painter bot. Only one Bot / mech can establish the link at a time. Only one Bot / Mech can communicate at a time.

To make it worth its while, there can only be ONE target painter connected to ONE artillery Battery at any one time and there can only be ONE Artillery Battery PER PLAYER CORP (that will make the employment of such weapons as a game of strategic planning, rather than a game of BLOB FEST)

To even reduce the blob further, USER PAYS, you want ARTY, you pay, 4 times the rental cost of an outpost to be able to own one (it is a CORP ASSEST!!), 10 times the amount of materials to produce a T2 Heavy Mech. It will make ARTY the most valued tool on the block, but also the one where its employment needs the most thought and careful planning.

So basically to employ ARTY, you need planning, you need cooperation, and you need a degree of luck for it to be effective.

1f u c4n r34d +h1s, u r34||y n33d +0 g37 |41d !!

Re: Player built/owned structures - suggestion collection

please do not discuss in this topic - its a summary of requested PoS features.

Mines do have have a own topic as far as i remember. Artillery has one too

*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

25 (edited by SyberSmoke 2011-07-28 04:51:40)

Re: Player built/owned structures - suggestion collection

Preceding Note:  This idea is based on a ground control scheme where the players control a limited amount of territory.  The simple is you expand and control territory based on you initial structure and expansion structures. 

Name: Teraforming Control Pylon
The teraforming control pylon can be placed with in the corporations area of influence to expand that area.  By placing the Pylon, a connection is made to the central base and expands the controllable territory of the clan.  Resources with in the controlled area will offer better yields then resources outside.  Teraforming Control Pylon will connect directly to the central office or nearest control pylon to draw power from the base to power structures with in the towers proximity.  Destroying a pylon in the chain will disrupt power top all remaining pylons.

Name: Small/Medium/Large Fusion Reactor
The fusion reactor is the primary source of power for the base and it's facilities.  Defenses, manufacturing, and other structures all draw power from a pool of reactor production.

Name: Clan Teleport Hub
The clan teleport hub works like other teleports with the exception that the Clan can choose who to let see it and who can not.  Clans can restrict travel to their teleport hub to only clan members, to allies, to specific parties by name, or allow any one through if they desire.