Beau Heem
Cool Ninjas of Awesome Ownage Suomi Finland Perkele
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Posted - 2009.11.26 00:48:00 -
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Edited by: Beau Heem on 26/11/2009 00:48:28 I have mixed feelings about the "simple solution approach" to this problem. Docking games most definitely constitute problem that needs to be solved or, rather, should've been solved ages ago. "Gate jumping games" are not such a problem as they should - as someone mentioned - be taken into consideration by both sides of a potential fight anyway.
However similar the docking game problem is on paper in empire as in null sec, I claim that the situation cannot be solved in both with a single change in game mechanics.
Disregarding the empire side due to not coming up with any great ideas (perhaps the OP's suggestion works fine there): in 0.0 the owner of a station should have serious advantageS [sic] to the attacking forces, and IMHO the docking game approach is a part of this advantage (unless ofc the owner lets the attacker dock, too
So, for small stuff, stick with the existing game mechanics, please.
But then the big BUT: Large or gigantic camps on dwellings are called sieges. A siege is a way to deprive the inhabitants of a dwelling of new resources (food, water, energy, and what-not) as well as waste disposal (causing diseases etc.).
As regards the docking game, my 0.0 proposal would consist of 1) not changing the current mechanics in day-to-day gameplay (or maybe change the timer from 60 to, say, 120secs), i.e. small and medium-sized fights would need to take place elsewhere unless the other side wishes to let the station owners dock at will (after 60secs) 2) implementing "station siege" where a significant attacking force could disable station services by keeping energy and nutrition from coming to the station. After besieging a station over a CONSIDERABLE time with a CONSIDERABLE power, the station services (such as repair facilities and clone upgrades - I'm sure all 0.0 dwellers have jump clones somewhere) would one by one cease to function, making docking games a practical impossibility. A smaller force could besiege a station, too, but then it would take longer for the station services to fail (r-click a station when in appropriate proximity of it, choose "siege", or "whatever the term once my vocabulary gets fixed", and the size and amount of the besieging ships could determine how long it takes for station services to fail. 3)Once a station is sieged up to an extent, it will be impossible for ANYONE to dock at the besieged station attempting to do so gives out the msg "Running out of food and water, go find your destiny elsewhere" (pod pilots constituting only a disappearing percentage of the inhabitants of a station, this would be rather appropriate). Undocking is possible at all times, ofc - thus making a call backup+undock combo a good way to counter the siege. 4)the player stations really do need windows (but not ones that directly tell how many ships there are, make 'em poor besieged count 'em manually...). 5)once a siege is over - no matter if the station ownership changes as a result of the event if other station ownership change requirements are met - the owner of the station can hasten the renewal of the station services' operation by bringing in "station revitalizing stuff" that could be sold, for example, at nearby NPC stations during and after a siege (and disappearing so that it cannot be stacked "just in case", or some other way of making this idea feasible).
I support the OP in the short term - the original idea seems a whole lot easier (read: faster) to implement, but as mentioned by critiques in this thread, it has its downsides, too.
I sure hope I like my idea tomorrow
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