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Player Features and Ideas Discussion

 
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Destructible player owned stations?

Author
Rashnu Gorbani
Federal Navy Academy
Gallente Federation
#1 - 2014-03-16 20:06:40 UTC  |  Edited by: Rashnu Gorbani
Hey,

First of all sorry if this has been brought up already. I got bored after the first 3 pages of search results.
The other day we were discussing on alliance ts about how soon we'll have a station (or two) in every null system. I don't think that would be desirable, I'm sure people can list many reasons, but:
- Having an active station in every system would mean it's even harder to gank ratters / miners - currently there is a healthy diversity, station systems have much more people making isk, systems with no station having more room but a bit risky for not having station. As it is it's not easy to find targets when you're on a small roam, no need to make it even harder. There should be a chance to catch people off guard in non-station systems. Having the possibility to docuk up in any system would be bad for pvp.
- Too many stations would make the map much less challanging strategically when chosing a destination for a deploy or for a new home or whatnot. I know a big alliance can just build a station wherever they want, but even that requires some thought and planning. If in the future we'll have stations readily available everywhere, that would be kind of unrealistic and would make things a bit more boring.
- Having too many stations currently means more and more grind in sov war... there is enough grind as it is.

Now I don't want afk people losing their stuff but I was thinking if there is a workaround.

Instead of occupying, at the final timer one could destroy a station to a state of wreck that would remain there afterwards. You could not dock, use trade / contracts etc. there and it would not appear on overview when normal stations do (so it doesn't clutter it up - perhaps a new kind of overview object). Perhaps you could see your stuff in assets list (just so we don't have to write it down :) ).
Repairing the station would be possible, perhaps in a 3 step job (like reinf timers just reverse) where one would need 3-6 days to fix the station. Would cost some materials, at least half the cost of a new station. The effort / cost should be high enough so people think twice before doing it to any station wreck in their new region.
This would add a new gameplay element, you don't just hellcamp a station :) but you can also make it even more difficult for the enemy to recover it. We could have a new definition for MAX campaigns :P
Still, assets would not be lost forever, at some point someone may think the station is worth the effort and would rebuild / repair it (there's always hope.. :p).

ps. Who can repair the station - I don't know, maybe anyone and would become theirs?
Rivr Luzade
Coreli Corporation
Pandemic Legion
#2 - 2014-03-16 21:28:53 UTC  |  Edited by: Rivr Luzade
Crap it. -.- Forum ate the post...

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#3 - 2014-03-16 21:32:34 UTC
All essential stations would be wiped from the map within a very short time, it would destroy massive amounts of assets of small opposing parties in a war and cripple them even further, which in turn leads to even more focus on biggest coalitions.

With the current state of things and current overall mechanics: A solid no.

It is in itself a good idea and I'd like to see that implemented at some point, but it simply does not work at the moment you like to want it to.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Rashnu Gorbani
Federal Navy Academy
Gallente Federation
#4 - 2014-03-16 22:12:54 UTC  |  Edited by: Rashnu Gorbani
Well, the thing is it would not actually destroy assets... just make then inaccessible, just as it is now when you occuly a station. It's just a bit more annoying to take them out. It would still require a hellcamp to prevent anything moved out before hand.
Basically, it would control the number of usable stations something we sort of need because right now the number is only growing.
Alvatore DiMarco
Capricious Endeavours Ltd
#5 - 2014-03-16 22:33:20 UTC
Rivr Luzade wrote:
Crap it. -.- Forum ate the post...
Ctrl+A --> Ctrl+C

Never not do it before clicking "Post".
Alvatore DiMarco
Capricious Endeavours Ltd
#6 - 2014-03-16 22:38:28 UTC
Rashnu Gorbani wrote:
Well, the thing is it would not actually destroy assets... just make then inaccessible, just as it is now when you occuly a station. It's just a bit more annoying to take them out. It would still require a hellcamp to prevent anything moved out before hand.
Basically, it would control the number of usable stations something we sort of need because right now the number is only growing.


When a station is flipped, you do indeed lose access to the stuff inside it. However, you can negotiate with the new owners for access or flip the station back again.

What CCP wants to avoid is having assets become permanently inaccessible. How many players may be away from EVE for a month or three months because of real-world things and then come back to find that literally everything they have is simply gone forever? Of those, how many would simply quit EVE permanently at that point?

CCP has the capability to make stations destructible, they just don't have a good way to handle the issue of player assets. Before you say "nullsec is harsh and that's just one of the risks", do remember that CCP has a vested financial interest in not losing players.
Clementina
University of Caille
#7 - 2014-03-17 00:33:04 UTC
The best way I can see to solve the problem of destructible stations is to have the stuff within one moved when the station is destroyed. Like when clone contracts are canceled and moved to some nearby high-sec station. Maybe stuff can be moved there also. Maybe with a month delay for shipping and handling.

The problem with that solution is that it provides a way to move a stupendous amount of stuff without actually having to fly through space.
Souverainiste
Wormhole Sterilization Crew
What Could Possibly Go Wr0ng
#8 - 2014-03-17 01:21:39 UTC
If goons were not that big and making 0.0 suck, it could work. Smaller fragmented groups would make this idea good, but not in the game's current state.
Torijace
The Upside Down
#9 - 2014-03-17 16:23:38 UTC
I think everything player generated needs to have some method for players to destroy it. By having player owned stations non destructible you create a more static environment where big blue doughnuts flourish and its impossible to disrupt big power blocks because you can't directly attack at their assets. If you want people to fight and really care about if they win or lose a station then make them destroyable otherwise sov will continue to be the back and forth system trading game.

As to the argument that of those that go afk for 6 months and find their stuff blown up. I think a system wide evemail with ample lead time and an auto-move for anybody that's been away for more than 4 months to a the nearest NPC null space is plenty of precaution.

Ultimately null sec shouldn't be safe it should be a violent world of dog eat dog. If your concerned about big power blocks popping all the other stations in eve... well nothing unifies an opposing force more than the threat of total destruction of all their personal assets
Rivr Luzade
Coreli Corporation
Pandemic Legion
#10 - 2014-03-17 16:41:01 UTC
Destructible stations only chance it in so much that the already biggest and most cap-heavy blobs can kill of stations easily and cripple away competition and opponents. This then only changes the game to a forward game of one party, which, after a certain threshold, cannot be stopped anymore. Unifying effects are nice, but you cannot win with 20k personnel if you have 60k people against you on multiple fronts, hammering you into the ground. That only leads to more people running to the winning side, crippling opposition even further. And this is a fact; if you don't agree with that, you should have a look at dotlan and see where a lot of TEST corps went after TEST's defeat, or where alliances went after the demise of the HBC, or where N3 corps went after their near defeat.

Null sec is already a violent place, the only thing that makes it stale and boring are the players there. Destructible stations are unlikely to change that.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Batelle
Federal Navy Academy
#11 - 2014-03-17 17:16:20 UTC
definitely need destructible stations

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#12 - 2014-03-17 17:45:04 UTC

Destructable outposts are fun to think about, but would be terrible to implement in the current environment.

I would much rather CCP address the Sov system before making Stations destructable.

Besides. If stations were destructable, you'd know CFC would lead a new "burn jita" initiative and suicide gank Jita 4-4!
Granted, that would take ~35000 Tornados to power through the HP of a typical outpost (100m Shield, 150m Armor, and 100m Structure).

Let's bump it to 50k Tornado's. Using 1000 characters, which most nullsec coallitions could easily assemble, would take 13 hours to suicide 50k tornados into the station, and this includes waiting out their criminal flags. It would cost them about 5 trillion isk in tornados, but I bet they could make assloads more in profits as players attempt to evacuate their assets from the station.

To be frank, between the resulting firesales, the panic evacuation of assets, and the shear entertainment, I'd support destructable stations if and only if highsec NPC stations were on the list of potential targets.

Frostys Virpio
State War Academy
Caldari State
#13 - 2014-03-17 19:54:15 UTC
Gizznitt Malikite wrote:

Destructable outposts are fun to think about, but would be terrible to implement in the current environment.

I would much rather CCP address the Sov system before making Stations destructable.

Besides. If stations were destructable, you'd know CFC would lead a new "burn jita" initiative and suicide gank Jita 4-4!
Granted, that would take ~35000 Tornados to power through the HP of a typical outpost (100m Shield, 150m Armor, and 100m Structure).

Let's bump it to 50k Tornado's. Using 1000 characters, which most nullsec coallitions could easily assemble, would take 13 hours to suicide 50k tornados into the station, and this includes waiting out their criminal flags. It would cost them about 5 trillion isk in tornados, but I bet they could make assloads more in profits as players attempt to evacuate their assets from the station.

To be frank, between the resulting firesales, the panic evacuation of assets, and the shear entertainment, I'd support destructable stations if and only if highsec NPC stations were on the list of potential targets.



If anything, it could decentralise the market away from Jita 4-4 a bit.
El Geo
Warcrows
THE OLD SCHOOL
#14 - 2014-03-17 21:15:46 UTC  |  Edited by: El Geo
Currently we have normal outposts, CCP 'could' make the current outposts in eve Upgradable to station status and add the ability to anchor multiple lighter, destructable outposts in system (although technically this is just a POS you could dock in...)

Also, SOV warfare is already blobby and 'has already gone that way' so thats hardly a reason not to.
Rashnu Gorbani
Federal Navy Academy
Gallente Federation
#15 - 2014-03-17 23:53:04 UTC  |  Edited by: Rashnu Gorbani
Alvatore DiMarco wrote:
When a station is flipped, you do indeed lose access to the stuff inside it. However, you can negotiate with the new owners for access or flip the station back again.

What CCP wants to avoid is having assets become permanently inaccessible. How many players may be away from EVE for a month or three months because of real-world things and then come back to find that literally everything they have is simply gone forever? Of those, how many would simply quit EVE permanently at that point?

CCP has the capability to make stations destructible, they just don't have a good way to handle the issue of player assets. Before you say "nullsec is harsh and that's just one of the risks", do remember that CCP has a vested financial interest in not losing players.

You read the post too not just the title right?

Gizznitt Malikite wrote:

Destructable outposts are fun to think about, but would be terrible to implement in the current environment.

I would much rather CCP address the Sov system before making Stations destructable.

Besides. If stations were destructable, you'd know CFC would lead a new "burn jita" initiative and suicide gank Jita 4-4!
Granted, that would take ~35000 Tornados to power through the HP of a typical outpost (100m Shield, 150m Armor, and 100m Structure).

Let's bump it to 50k Tornado's. Using 1000 characters, which most nullsec coallitions could easily assemble, would take 13 hours to suicide 50k tornados into the station, and this includes waiting out their criminal flags. It would cost them about 5 trillion isk in tornados, but I bet they could make assloads more in profits as players attempt to evacuate their assets from the station.

To be frank, between the resulting firesales, the panic evacuation of assets, and the shear entertainment, I'd support destructable stations if and only if highsec NPC stations were on the list of potential targets.


Since you can't occupy npc stations it's actually out of the scope of my idea.
I'm not proposing a fundamental change like that.
Danika Princip
GoonWaffe
Goonswarm Federation
#16 - 2014-03-18 00:53:02 UTC
Rashnu Gorbani wrote:


Since you can't occupy npc stations it's actually out of the scope of my idea.
I'm not proposing a fundamental change like that.



Can you explain how making living in nullsec not actually worth the effort is not a fundamental game change? How losing literally everything I own would not be a fundamental game change?
Cardano Firesnake
Fire Bullet Inc
#17 - 2014-03-18 09:02:42 UTC
I think that Stations should be seen more like a spaceport linked with the planet it orbit. Player could have a part of his assets in the station and the rest would be on the planet. Moving assets from the planet to the station and from the station to the planet could cost ISK and take time. The Stations hangar could have a quantity restriction for each player (in m3). So the player would have to stock on the planet things.

If a Station is destroyed or if the Station becom unaccesible, assets on the planet are safe but not accessible.

If the station is destroyed assets in the station is destroyed at 90% the rest is lootable.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Rashnu Gorbani
Federal Navy Academy
Gallente Federation
#18 - 2014-03-18 12:04:45 UTC  |  Edited by: Rashnu Gorbani
Danika Princip wrote:

making living in nullsec not actually worth the effort

That is your subjective decision as it always was.

Danika Princip wrote:
How losing literally everything I own would not be a fundamental game change?


That would be a relatively big change, however I did not propose that.
Last year I sold some stuff that was stuck in a station since 2008. Of course it was not literally everything I own, it was the stuff I was willing to risk keeping in conquerable station. So temporarily not being able to access your assets is, in a way, already in the game.

I'm more than happy with discussions however it's interesting how some people react without reading.

I'm actually more concerned with the fact that maybe people would have too much incentive to destroy strategically important stations while hundreds of unused stations will still remain there forever. The goal would be to have some control over the number of active stations (maybe a killmail, hehe).
Torijace
The Upside Down
#19 - 2014-03-18 15:52:04 UTC
Their isn't anything really wrong with having a station in system.. its rather like having a pos in system where roams are concerned. What is important is that loss and risk exists in null so i'm not really in favor of stations wrecks you can stull pull your stuff from.. On another note I think null needs a boost in income potential.. you can make more isk running incursions in high sec than you can running anoms in null, but that's really a whole other thread