Re: Upcomming PBS mechanics

So you guys are attacking an empty station while everyone in EU timezone are at work/sleeping, and all this makes you so happy, hmmm. I just wonder what type of *** is it.

GTFO from this thread, please.

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Re: Upcomming PBS mechanics

PBS will fail if the devs continue to balance the game in favor of pirates and nolifers.

Re: Upcomming PBS mechanics

Please guys, keep the immature flame wars and trolling to corp dialogue. fuuu
This thread is about PBS.

Re: Upcomming PBS mechanics

Alexadar wrote:
Alexander wrote:
Line wrote:

Just one more thing - NO DAMNET INTRUSION TIMERS FFS! big_smile

YES, leave timers to outposts.
PBS should be 24/7 assault-able BUT then limit the random destruction that can be done. Destroy the pipes but not the buildings. Buildings should require time and planning or multiple attacks over a number of days.

^^
This will make this game awesome and hardcore.

+1 It would be awesome.

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Re: Upcomming PBS mechanics

Balf brings up a good point here, we're discussing how the PBS will be implemented, but it maybe we need to take a step back.

Form follows function.

PBS _NEEDS_ a reason to exist first.

Right now we are thinking "Build it and they will come". And that may be true, but will they stay?

The energy credit system is something new. If you needed a player built device to transmit energy, that could only be built on a gamma island, that could be an incentive to build it and protect it.

http://www.hlswilliwaw.com/aleutians/Sh … 3-1945.pdf

To summerize, building an airbase on a remote island in the middle of the ocean. Technically, the reason for building this was to provide a forward base of operations, but the process is something that could be gamified.

Step 1 - Access the Island, some type of event would provide a long-range inter-island teleport, while another event would provide the location where the device would be deployed. The TP would provide a permanent one-way connection to the new island. Any one could access the TP once it was deployed. There would be (4) of these locations on different existing islands.

Step 2 - Build teleporter, once on the Island, there would be no way permanent way to return, although a inter-island TP could be used to get back. A PBS TP, built on beta and requiring a scarab to transport it's pieces (4 or 5 pieces?) that can only be deployed in a certain area that was terraformed. The new TP would then be freely available to use. The Island can support upto (4) TP points, built and/or destroyed, as needed.

Step 3 - Build 'temporary' housing, small outposts that can be built on beta and transported to new island for deployment. These PBS outposts have a large defensive value, allow docking by corp owner only and storage, but no services. This would be considered the 'core', and is destructable, but difficult; also requires terraforming.

Step 4 - Improve island, adding features, services, as determined with more PBS's that must be built on the island using gamma specific materials.

Tl;dr - Make taking and holding a PBS island a process, not a single click.

Re: Upcomming PBS mechanics

Arga wrote:

PBS _NEEDS_ a reason to exist first.

the reason should not be any big advantage over those who dont have one. Thats a fail way of thinking.

The reason of PBS is rather simple: you dont like holding an outpost that cannot be destroyed, that has a fixed location, placed in a themepark-safary-zoo? You dont like the fact that someon can lock you you out of the base you consider your home?

Then BUILD YOUR OWN.

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Re: Upcomming PBS mechanics

It was a long post smile

My 'reason' in the pdf example is as a forward base of operations, which provides a certain amount of stragetic and tactical advantage, but not any type of resource advantage.

What I'm trying to get at, is building something is fairly easy to motivate (for the reasons you have outlined), getting corps to maintain and defend something they have built is far more difficult to balance.

How much 'adversity' will a corporation over come to achieve something, how much will they continue to over come, to keep something?

If PBS was implemented on 1 island, I can see a whole lot of troops rallying to be the 'first' to build one, but after its destroyed, or easily defended and no longer 'new', what's going to keep them there?

Sand boxes are nice, but that doesn't mean there can't be an over-arching goal (technically achievable but realistically unacheivable) do motivate CEO's to build/defend/play in Nia.

Re: Upcomming PBS mechanics

Dear Alf!
Make it possible in PP:
http://www.youtube.com/watch?feature=pl … moPfU#t=9s
Thank you!

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Re: Upcomming PBS mechanics

Good ideas I agree that PBS should be built in a unique way that involves constant player interaction. Planting a node and watching it grow makes little sense when constructing a PBS, you should have haulers bringing in construction materials to build the thing. Also if the PBS's were able to be attacked 24/7 and destroyed in one of the 4 ways that Line described that would be awesome (for people who like pvp).

+1 to good ideas.

IMO the only way these things will be worth it tho is if there are some greater benefit to them over current outposts.

if the Dev's ever decide to chime in and give us a nugget of info on how they plan these things to work, we may be able to have a intelligent conversation about their specifics. But until then .....

Devs: you should mark threads with a "read by dev such and such" or good idea / bad ideas so we know your at least listening to what we have to say.

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