WARNING long *** post
Burial wrote:Not really a problem, but people can easily hold islands they don't really use. There is just a need to show up at SAPs.
P'much.
This is my latest thoughts on how intrusions could maybe work:
I think the best way to go would be remove saps as they work right now.
in order to trigger an intrusion you should have to shoot at the station & get its HP down to (insert number)
The owner of the station gets to specify an 8 hour time period when intrusions can take place.
Once the station hits the needed HP an intrusion event is issued 48-72 hours later.
On winning an intrusion the defender gets Sap loot Equal to about what you might get with 2-3 days worth of loot say.
No invulnerability tho to the defended station. any mechanic like that can be abused. if you cant defend your assets then you will lose them.
IF the attacker wins the Intrusion control of the station reverts to Neutral & docking is open to all sides.
16-24 hours later a new intrusion will automatically be generated by the station. And it will generate an Intrusion every day till some one takes ownership & will do so at a random time.
Saps in intrusion 3.0
Intrusion lats for 1 hour
Saps wouldn't appear on the terrain.
Intrusion Telleports would open around the island that would telleport any one to the active intrusion instance aka Intrusion arena.
In the Arena would be the Saps.
Saps would be persistent staying active in the Arena for the Duration of the intrusion.
To win the intrusion your corporation must have won the most Saps.
i made a post ages ago with some ideas for Saps feel free to skip its kinda long. but might give some people a few ideas ...
Passive Hacking.
This is very simple really, the corp that stands on in the area of this sap the most & has the most influence wins. But this could be boring lets be honest. So lets add a few twists to make things interesting.
1. to start influencing the sap you only have to get in range of the sap. lets not make this a very short range but put it at 500m. your corp only needs 1 member to start the timer more people will not give you more influence BUT PVP flags will not allow your mech to be counted as a corp representative. if your whole fleet is PVP flagged then you cant gain influence. So you need to have a few in the fleet (most likely the dude(s) with the biggest tank) to be the ones to give your corp influence.
This would endup being a kinda of defend the flag carrier situation in other games. each attacker / defending corp has to protect their "flag carriers" while at the same time trying to kill the opposing sides.
At the end of the hour the corp with the most influence wins this sap.
Active hacking
This Sap again has a larger area of effect 500m ish. You can hack while on the move BUT unlike the passive the more hackers you have the more influence you can gain. Those who are hacking have can also fire weapons & activate defenses like normal. the draw back is hacking mods cost alot of CPU & Grid. tho dont take up allot of accu.
This would encourage hacker from both sides to pvp while hacking. meaning theres less of a chance for a SNOOZE fest.
Destruction
This Sap for the most part would be the same. Its simple, the corp with the most damage at the end of the hour wins. HOWEVER you can repair the sap of damage done by the enemy (bring those RRs boys!) with out effecting the influence of your own corp.
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But this leads me to the next thing with saps. What about Ewar??
Ewar would have 2 choices. should i attack the enemy mechs or the sap?
See each sap would be susceptible to Ewar in different ways & with different consequences. lets look again at how each sap would work when Ewar is thrown its way!
Passive Hacking.
Influence with out Ewar is simple 100 points every second. ECM & Suppression changes this
EMCing the passive hacking sap would cause the enemy influence to be worth less for each cycle. 1 EMC reduces this by 30% anymore would start to show diminishing returns after this. this could mean that every second the enemy is now only getting 70 points or less.
Suppression works by slowing down the cycles for the enemy corp. say 50% per mod with diminishing returns.
So with this example of 1 of each mod being used an enemy corp would now be getting 70 points every 1.5 secs.
The diminishing returns would be gradual with this so as to encourage more people to Ewar the sap.
What if your enemy has to many on 1 sap for you to find head on? send in some ewar to mess them up untill the main force can get there!
Active hacking
These saps react slightly different. Ewar used on this sap effects both defending & attacking corps.
Hacking mods have a stability factor. under normal (no Ewar) situation they work ever cycle @ their normal cycle strengths. BUT
ECMing the Sap creates instability with ALL hacking mods making them more likely to "miss" a cycle. Instability starts at 0% but caps out at 90% at this rate 9 out of 10 cycles could miss the hack or be ineffectual. With diminishing returns so as to encourage more people to get in on the action
Suppression: as you might guess by now will slow down ALL the hacking mods cycle time. again with diminishing returns.
Again Ewar on a active hack would effect every one who is trying to hack the sap. ECM & suppression of the sap ONLY effects hacking mods on each player bot & not the whole mech.
this makes give Ewar pilots 2 options.
Destruction
now you might be saying at this point the enemy can already RR any damage the other side has done why would we need to add Ewar into this? AND my answer would be.. why not
The destruction sap not only takes the damage you do to it but it also can be ECM'd, Suppressed & overloaded
ECM: This sap holds a ECM "Hw3" buffer. if this is overloaded it sends out a EMP burst that knocks out ALL mechs within 800m ( so watch out this could hit your squad as well as the enemies. To over load this buffer you just need to ECM the sap. the buffer tho is VERY large 20,000 Mw3. how do you charge it? that depends on your ECM strength. a standard ECM (base value) is 30Hw3. so this would provide a 30Mw3 charge to the Sap buffer. Simple really.
Suppression: The Destruction Sap has interference values. But its base value is 0. A suppressor mod can be used to increase this the higher the interference value the greater the AOE & power similar to how mech interference works. the difference is say i fire off a cycle at it the effect of that 1 cycle will diminish slowly over the next 20 os so seconds. the more that interference is the longer this takes to "cool down" but saying that interference doesnt have a "buffer" if you want to produce more interference you need to have more suppression mods on the Sap & to max it out you would need ALOT!
Opps i forgot about overload \o/
Overloading
This works much like ECM. The sap has an Accumulator buffer. cap transferring it to full will overload it causing it to blow up! Think plasma bomb mk2 with a larger AOE somthing that would make a mesmer pilot go OH s**t RUN!
A simple idea but again 1 that might spice up a fight.
To do any like the above would be alot of work but TBH theres not point in doing a Sh*t job on this mechanic it deserves better than that.
IMO the above is truly a dynamic system in that you can attack a station any time you want BUT as a defender you get 2-3 days to prep for your defense.
Some people are going to say that this hurts new players & sap loot. Well new players shouldnt be trying to own Beta Outposts lol.
Give the loot drops for artifacting a boost to compensate since thats where new / solo players will get the most benefits.
Take Intrusion back the the grand old days of 2 sides actually maning up & meeting each other on the battle field
Outpost Auras & Docking Control should switch from being stability related to pure time based.
Edit: as a way to make it harder for 1 corp to own lots of Outposts what do yas think of this:
1 Outpost = 8 hour time frame for Intrusions to randomly occur in
2 Outposts = 4 hour time frame for Intrusions to randomly occur in
3+ Outposts = 1 or 2 hour time frame for Intrusions to randomly occur in
Ima bout to fall asleep but if you cant work out why i say this is a balancing factor against multiple outpost control ill tell you later <3 ZZZ time
any way thats just some thoughts ive had about the intrusion system for the last year or so lol.