1 (edited by Martin Luther King 2012-02-09 13:07:50)

Topic: Ideas For P.B.S. / Territory Control

Now yes i know there's a thread about this already but the OP doesnt seem to be compiling a list of ideas. I will attempt to do this.

Mechanics of PBS or specific buildings you see a need for. what ever really. I will attempt to link or quote main ideas.
If you seen an obscure idea or post link it or repost a copy smile

Ideas so far:

Beasty wrote:

Some thoughts on PBS’s

PBS’s should be constructed in a modular fashion, for example

Terminal: when a player Corp wants to build an terminal they can construct the terminal ( no facilities at this point) all they get is docking, market, personal and Corp hanger access.

Refinery & facilities: All facilities will be able to be accessed from the main terminal once constructed just like the current system for terminals. When a player Corp wants to have the capability to refine recourses they will need to build a refinery, this is a separate structure that must be constructed within ~500 m to ~750m of the main terminal. This structure will have separate attributes from the main terminal and will be able to be destroyed by opposing players. All facilities must be destroyed in order for the main terminal to be destroyed. Each additional facility that is added to the main terminal adds to the maximum shield HP of the main terminal. Once all of the facilities for the main terminal are destroyed and its shield removed the opposing players may either completely  destroy the terminal or salvage it.

Salvaging: salvaging terminals produces the items that were stored inside the terminals hangers. Salvaging is a process similar to the current active sap capture where players will need salvaging modules equipped and search through the wreckage. You will only be able to salvage items that will fit into your cargo, (of course )…. (scarab)so bring a hauler. The players who had items in the terminal when it was destroyed / salvaged will loose these items.

Construction : PBS’s can be constructed on the new Gama islands. The construction process will take ~4 hours to complete during this time the player Corp constructing the terminal will be required to Deposit large amounts of building materials into the construction “crane” in order for the crane to complete the construction. The construction crane is an item that can be bought from NPC sell orders on the market for 500m Nic. The construction materials for the terminal could consist of ~10K U Titan Ore, ~10K U Sterm, ~2K U Alligore etc.. the facilities would be about 20% of the cost of the main terminal. But constructed in the same way. Terminals must be completed before facilities can start construction.

Destruction: PBS’s will be vulnerable to attack for a period of 1 Hour every day this will coincide with the original construction start time (this is for the shields to cycle on the facilities and the terminal). Each structure will have its own individual timer (so if you want them to all come up at the same time make sure to start them all at the same time of day for your forces to defend). Terminals HP should be about ~1M HP while facilities should be about 250K HP.. ..

At work .. bbl later with more


Alexandra wrote:

I love the idea of building an MCR (Mobile Construction Robot) that you drive/glide to the area you like.

I would also love to see a RTS view introduced with PBS. Drive the MCR to the area you wish to claim and deploy. This switches you to an RTS view and allow you to see what the terrain around the area is like for "Smoothness" Green tiles = Available, Red Tiles = Blocked.

The MCR should then deploy and open once you confirm the location, the driver of the MCR will be back in a robot (Perhaps of the players choice OR a Construction robot). The MCR must then be 'Secured' or 'Constructed'.

The original concept of PBS was modular buildings connected by pipes. Pipes being easily destroyed or intercepted while the main buildings would be massively resistive.

Terraforming should allow you to make more tile "Available" by making them at the same height as the deployed MCR and a near flat slope. Placing a building could cause the terrain to flatten underneath it as long as all times are at the same height and whatever an acceptable slope is.


TL;DR - Perpetuum does not suit static buildings are long periods of time. I would like to see a base where the main cost is placed on a control centre and modular buildings can be pipelined together for a low cost. This means that a base can be abandoned or left when minerals dry up or taken over by the enemy destroying the control centre and placing their own there.


Line wrote:

Here is an alternative idea. Original idea was taken from Mech Warrior books series.

Corp/alliance A decides to attack Corp B's station. They initiate a trade - declare their forces (details level can be optional) they are plan to use on this intrusion, specify a date and time. Corp B can accept their bet or set their own bet, higher or lower than the Corp A one. When both sides find the bets acceptable, they are making a deal. That means, than in specified date/time, specified station will generate 5km aura similar to that one we had on tournament - for everyone who not specified in attackers/defenders list. Intrusion lasts says for 1 hour, and in that time and only in that, all the station buildings are vulnerable.

So to conquer the station, Corp A should destroy all the defending forces and wreck all the buildings (or just Main Building only).

As a result, we are free from those damnit night fights - you can't reject the trade, but you can change the time (not the date) to find that one that will be suitable for both sides. Also we get some protection of any ran around-saw-destroyed stuff.


Obi Wan Kenobi wrote:

thought this might be better in its own thread. Lets see if we can throw some ideas around... heres mine! smile

what about having a PBS building called lets say ... Nanite Wall Maintenance facility (NWMF). this PBS requires fuel & is needed for walls to grow once they have been placed & to repair them selves of damage received. And while im at it let say it has a max range of 1km (for arguments sake)
This will add a meaning full cost to walls & their on going Maintenance.

This kind of building will add cost to the amount of walls you build. the more wall blocks with in a NWMF the more fuel it needs to build nanites & feed to the walls.


what say you?


Arga wrote:

I'm not a fan of any player replacement pos, like guns, but that aside...

A POS that a player can dock in, and then control the turret would be ok. Where the turret doesn't require any player extensions, it gives a new player a lot of usefullness. And the turret uses the cargo of the docked bot for ammo.

+1 for gates, use the same password code as for cans that allow them to be passable, but they also only block movement but not shooting, so you need to be careful where you place them.


Takeo Prime wrote:

It has been quite funny to see hostiles come to other islands and do some building of their own! lol

As cool as this is, there should be some thought into construction on an island that you dont have residence of.

one easy fix and thought might be to allow walls and other deployables to any beta island but to limit them to no closer than one tile from any existing deployed structure by its residence. (you can drop walls, you just cant hook them to somone elses walls that are already placed.  This will still allow some creative strategy but will limit the "lock off this entire area while they are off line" stuff.

Just steamlining it. tongue

you may not need to add player built structures (pre-designed kits) if you were to just add some new items with simular mechanics to wall pieces.  Some could be:  Half walls, double height walls, ramps to both heights (firing points) walls with the ability to walk across the tops, walls with port holes for firing, and some type of forcefield door or ramp.  Turret and towers for eyes and we could go build what we wanted and have some security.
Just saying we are close with the Legos that you have given us.


Jita wrote:

A few things I would like to see:

  • Make territory control based on regions as well as stations

  • Give each region two saps (with a lower version of the station sap bonus)

  • Make control for a region based upon the current mechanic

  • Allow the building of walls only on a region with stability is over 60%

  • Proximity probes can be built anywhere but are only active on a region your stability is over 60%

  • Make walls, proximity probes and region control viewable from the corporation window with viewing ability dependent upon roles


Thanks!

Let us not wallow in the valley of despair, I say to you today, my friends.
I have a dream that one day every valley shall be exalted, and every hill and mountain shall be made low, the rough places will be made plain, and the crooked places will be made straight; "and the glory of the Nians shall be revealed and all flesh shall see it together."

2 (edited by Martin Luther King 2012-02-09 13:43:00)

Re: Ideas For P.B.S. / Territory Control

completly missed this roll

Annihilator wrote:

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*

Let us not wallow in the valley of despair, I say to you today, my friends.
I have a dream that one day every valley shall be exalted, and every hill and mountain shall be made low, the rough places will be made plain, and the crooked places will be made straight; "and the glory of the Nians shall be revealed and all flesh shall see it together."

Re: Ideas For P.B.S. / Territory Control

-reserved-

Let us not wallow in the valley of despair, I say to you today, my friends.
I have a dream that one day every valley shall be exalted, and every hill and mountain shall be made low, the rough places will be made plain, and the crooked places will be made straight; "and the glory of the Nians shall be revealed and all flesh shall see it together."

Re: Ideas For P.B.S. / Territory Control

-reserved-

Let us not wallow in the valley of despair, I say to you today, my friends.
I have a dream that one day every valley shall be exalted, and every hill and mountain shall be made low, the rough places will be made plain, and the crooked places will be made straight; "and the glory of the Nians shall be revealed and all flesh shall see it together."

Re: Ideas For P.B.S. / Territory Control

why the duplicate topic?

*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: Ideas For P.B.S. / Territory Control

Annihilator wrote:

why the duplicate topic?


coz finding the ideas in your thread was hard as hell & the thread was getting trolled. Also im quoting or linking threads that have to do with these topics. not just yours.

if people have new ideas they should make a thread like all the others so pros & cons get thrown around.

No offence intended tho Brosef. wink

Let us not wallow in the valley of despair, I say to you today, my friends.
I have a dream that one day every valley shall be exalted, and every hill and mountain shall be made low, the rough places will be made plain, and the crooked places will be made straight; "and the glory of the Nians shall be revealed and all flesh shall see it together."

Re: Ideas For P.B.S. / Territory Control

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

*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: Ideas For P.B.S. / Territory Control

Thanks for this but please put anni's in too :-)

I was thinking about my ideas and what dan said about more saps as a bad thing and I do see his point. Perhaps a mechanic could be in place so that once each of  your islands regions get to 100% you can link them to a 100% station. This would give you a reduction in saps vulnerable with a full island capture reducing that island to three saps a week. Make island capture more dynamic until you have a fully protected your territory and bring back the potential of *epic fight* that has been lost.

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

9 (edited by Martin Luther King 2012-02-09 13:51:50)

Re: Ideas For P.B.S. / Territory Control

Jita wrote:

Thanks for this but please put anni's in too :-)

I was thinking about my ideas and what dan said about more saps as a bad thing and I do see his point. Perhaps a mechanic could be in place so that once each of  your islands regions get to 100% you can link them to a 100% station. This would give you a reduction in saps vulnerable with a full island capture reducing that island to three saps a week. Make island capture more dynamic until you have a fully protected your territory and bring back the potential of *epic fight* that has been lost.

i was thinking about that aswell.... i hate to say it but maybe a ... um *sigh* TCU can be built in each island zone to claim control.


i cant believe i typed that -_-

Let us not wallow in the valley of despair, I say to you today, my friends.
I have a dream that one day every valley shall be exalted, and every hill and mountain shall be made low, the rough places will be made plain, and the crooked places will be made straight; "and the glory of the Nians shall be revealed and all flesh shall see it together."

Re: Ideas For P.B.S. / Territory Control

Imo before implementing anything as significant as PBS the devs should let players try it out on a test server.  A lot of people are getting tiered of paying (both in and out of game) for the privilege of being beta testers.

+1
-Confucius

11 (edited by Tux 2012-02-11 21:42:07)

Re: Ideas For P.B.S. / Territory Control

I FULLY agree that the devs need to allow players to test new content before release on a test server.. them making the live server a sudo test server is breaking the game and making a LOT of people upset, issues from ERP to walls all of it should have been tested by players before it was launched. Yes this will add time to new content but it is needed very badly after the recent half cooked releases got botched.

I am very looking forward to PBS but if they are not done properly then it might very well make a lot more people leave the game because of lack of testing and foresight on the part of the Devs

+1 for open test server

Tux ~ Kill the messenger, he was part of it all along.
Euripides ~ Ten soldiers wisely led will beat a hundred without a head.
Bertrand Russell ~ War does not determine who is right - only who is left.