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
Ideas so far:
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
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.
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.
thought this might be better in its own thread. Lets see if we can throw some ideas around... heres mine!
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?
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.
It has been quite funny to see hostiles come to other islands and do some building of their own!
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.
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.
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!
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."