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What is the technical reason that player outposts cannot be taken down?

Author
Silivar Karkun
Doomheim
#21 - 2013-07-21 18:34:51 UTC
simple, same mechanic as with spaceships, partial loot, its not supposed to be fair. you loose your ship, you loose everything, but you gain a refund for it.

just make them destructable, with partial loot, the loot would be dropped in giant freight containers, the station could make use of the insure system, the basic would be well, the total cost in minerals of the station or just the original cost of the egg. the rest could be paid up to platinum. so those who loose their trillions there at least can pay for another station or buy the stuff they lost.
Parris Colidi
Imperial Navy Research
#22 - 2013-07-22 10:15:51 UTC
Wot he said ^^

Big smile
Termy Rockling
Sebiestor Tribe
Minmatar Republic
#23 - 2013-07-22 15:16:38 UTC
What would happen to the people docked in the stations when they go pop, especially those ones who arent currently playing ?
Krax As
Garoun Investment Bank
Gallente Federation
#24 - 2013-07-22 15:27:24 UTC  |  Edited by: Krax As
solution to the loot if outpost / statin gets destroyed:
new cans. let´s call em fireboxes. way too small to store much besides personal items

personal items = implants and blueprints, everything small basically

those cans get deploeyed when station is destroyed. everyone can pick them up, BUT only the owner can actually open it (password)

so you not only need to destroy the stations, but also either
- infiltrate , steal, hack whatever to get the password
- ransom the owner
- trade it without the buyer (and the guy who picked it up) knowing whats really in it.

or... to take it to a whole new level:

make them hackable . and the owner has the chance, if online and willing, to counterhack.
Krax As
Garoun Investment Bank
Gallente Federation
#25 - 2013-07-22 15:28:39 UTC  |  Edited by: Krax As
Termy Rockling wrote:
What would happen to the people docked in the stations when they go pop, especially those ones who arent currently playing ?


those who are docked = podded and floating in space with their pods.
(using the pods as escape pods...duh)

those not online.. well they missed the pods ... hello clone, and how did i get here ?? !!
Vincent Athena
Photosynth
#26 - 2013-07-22 15:34:23 UTC
The main reason is players stuff being lost. If players stuff could be lost this way they would be much less likely do keep their stuff in null sec, instead opting for low or high sec. As players tend to play where their stuff is the result would be fewer people in null sec.

Adding an insensitive for players to leave null sec for high sec is not desirable.

Having their stuff magically move to an npc station also seems odd. I guess you could say a null station can install a one-time wormhole generator. It is powered by a station explosion and transports the stuff to another station.

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Victoria Sin
Doomheim
#27 - 2013-07-22 17:12:41 UTC
Well, your stuff is effectively "lost" in any case, unless you re-take the station.
Grandma Squirel
#28 - 2013-07-23 22:33:28 UTC  |  Edited by: Grandma Squirel
Whether or not 0.0 station destruction is desirable, changes at this point need to be very carefully considered. Changing the rules after someone has relied on a mechanic and are now unsubscribed, and doing so in such a way as to impose a potentially enormous loss on them, needs to be handled extremely carefully. It would be like converting all T2 BPOs into low run BPCs, and saying risk reward justified it.

Now I happen to like the idea of stations being destructible, but I also want to treat those who relied on the old mechanic fairly. To start with, all new outposts from a certain point on could be made destructible. Anyone docking in them would be on notice that they could be destroyed, fair game. Stopping there would also eliminate the oft stated fear that a mega alliance could just go through blapping every station over multiple regions in a scorched earth campaign, which could be very bad for null, all the old stations would still be there as a back stop.

If you really wanted to make existing stations destructible, I see 3 ways that would be at least marginally fair to those with assets still there. 1 - Move to nearest non-sov station, basically a windfall for those effected, as its better then the status quo, also doesn't make any sense from a in game perspective. 2 - Station wreck, can undock but not dock, same rules as if the owner didn't like you, and then it would act like a permanent personal hangar array, would be a PITA, but you could travel out and recover stuff. 3 - Station wreck, can undock but not dock, must be repaired (at a cost of materials, 10-50% cost of a new outpost) if you want an outpost in the system. Items/ships are still there, become accessible again on repair.
Elisa Carta
Durance.
#29 - 2013-07-24 07:29:41 UTC  |  Edited by: Elisa Carta
Unu Inkunen wrote:
problem is that noone will bring their 5 titan bpos into 0.0. CCP wants the pilots to leave highsec and go to null but if you have no sort of secure place there for your highly expensive assets, people might say no.. and do the research in highsec.



You should be active, and get your stuff out before the station blows up.
+CCP should make it so that it needs certain timers before it should be eligible to blow up.

Every player in null should have at least a carrier, how many beaten alliances strike a 'temp blue' deal with the reds to evacuate stuff, it's so terribly easy to get your stuff out of the station and jump it to a NPC station.
There are alliance logistics, ppl have -multiple- carriers, JF, stuff 'trapped' inside a station is no excuse not to implement this.
Players who are inactive and leave their stuff in conq. 0.0 stations take the calculated risk imo.

*unless you're rapecaged, that happened only a few times in the last 10y.
Even then, a covert nullified T3 is enough to get all those shiny blueprints out.

Actually, CCP wants those big pvp fights, what better way then force the enemy to undock by trying to blow up their station?
My alliance is getting blueballed every day because the big red bear is playing station docking games and refuses to undock and simply sits out the storm. Epic nullsec fights ftw I guess.






The problem is with CCP being afraid that all those inactive ppl with their stuff in the stations emoquitting so losing on sub money from them is not an option, even if it means a safe emergency docking station is present in every system in this 'dangerous' nullsec.

Nullsec couldn't be any more safe then this.
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