Mara Rinn
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Posted - 2011.08.16 02:42:00 -
[1]
Originally by: "Nullsec Development: Design Goals" Weak spot for big groups Logistics should be a weakness for larger organizations of players. It should avoid being tedious, but it should remain a major point of concern as size increases, and be one of the primary drawbacks of growing beyond a certain size.
Logistics can't help but be tedious. Shove a load of tritanium in your freighter, ship it to your nullsec manufacturing facility. That's tedious. But not as tedious as manufacturing 425mm rail guns, loading them into your freighter, heading to nullsec, reprocessing the guns, ship the minerals to the manufacturing facility. Of course we then get to the issue of running many freighter-loads of uncompressed tritanium. Perhaps that could be addressed by manufacturing specific "tritanium containment compartments" which are advanced Planck Singularity Containment Fields that allow many times the external volume of a specific molecular structure to be stored within: this box might be 100k m3, but allow the transport of 400k m3 of tritanium. The box is unstable and is destroyed when unpacked, much like shrink wrapping on a courier contract.
Originally by: "Nullsec Development: Design Goals" Bigger ships/fleets travel slower
Makes sense to me.
Originally by: "Nullsec Development: Design Goals" Good reasons to trade
Relative scarcity of resources is a good reason to trade. Not having stuff you need, while your neighbour or the guy over there in Rens does have the stuff you need, is a good reason to trade.
There will be no reason to trade if nullsec is "99% self sufficient".
Originally by: "Nullsec Development: Design Goals" Should be easier with investment
It should be possible to upgrade a system to allow multiple jump bridges or have cyno jammers that are fast-cycling. Such upgrades would be mutually exclusive to facilities such as capital assembly arrays. Thus one system might be upgraded as a "trade hub" with a fast cycling cyno jammer, a logistic support outpost (large hangar space to accommodate many materials being sold) and stargates upgraded to allow higher rate of tonnage per hour.
Stargates should be up- or down-gradable, so that smallholders can limit the types of ships they will end up fighting, while larger alliances can boost their gates to allow for faster movement of larger fleets. Gate up/down grade is achieved through items similar to SBU that are anchored on-grid with stargates, impacting the volume/size of traffic that can come through to this side of the gate. This could be asymmetrical - a gate that is downgraded at one side but upgraded at the other will allow more/larger ships through in one direction - like a road that is one lane in one direction, two lanes in the other.
Originally by: "Nullsec Development: Design Goals" Moving large volumes should be a group effort
Implement line of sight for combat. This allows fleets to be deployed specifically as meat shields for freighters. This should be possible with the time dilation project. Sure, fights take longer, but it also means our slow human minds can take the kind of action our augmented capsuleer selves should be able to. Just like "bullet time" in some computer games, this will allow pilots to pull "heroic" manoeuvres such as putting their battleship in the path of a doomsday device to save a carrier.
In fact, adding "bullet time" as a purchasable upgrade for a system might allow a defender to turn a fight to their advantage. Such a system would allow those with the appropriate role to slow down the simulator clock for an entire star system simulation for a few seconds per hour, as a multiplier on top of time dilation.
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