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Player Features and Ideas Discussion

 
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Structure Command Staff

Author
DrysonBennington
Eagle's Talon's
#1 - 2016-10-17 15:48:16 UTC
Each new structure should have to have a compliment of command personal starting with the Director of the Station and working down the chain of command to workers.

What would be interesting is that you would have to train your chain of command in order to better augment your stations bonuses. Training command personal could only be accomplished with a level CEO set of skills. Similar to a how Slave Sets of Implants function and how fleet bonuses are applied would determine the bonuses for each station.

A base command staff would look something like this:

Structure CEO - in charge of the overall structure - x1; + 5% bonus to all secondary structure leadership bonuses when all personnel are present and the Structure CEO is in station.

Assistant CEO - assistants to the CEO, same control as the Structure CEO when the Structure CEO is not in the station - x 3; +3 % bonus to all secondary leadership personnel bonuses when the Structure CEO is in station, +1% bonus to all secondary leadership bonuses when the Structure CEO is not in the station.

Deputy Security Minister - in charge of structure defenses - x 3
Shield Defense Minister - +2% to shield resistances and shield HP
Armor Defense Minister - +2% to armor resistance and armor HP
Hull Defense Minister - + 2% to hull resistance and hull HP


Deputy Market Minister - in charge of structure of market - x 3
Blue Print Minister - +5% reduction of BPC costs, +2% reduction of BPO costs
Contract Transaction Minister - + 5% reduction of cost when issuing personal contracts, +2% reduction of cost when issuing
corporate contracts
Tax Adjuster Minister - +2% reduction to station taxes on services

Deputy Industrial Minister - in charge of structure industry - x 3
Harvestable Assets Minister (ore, gas, ice) + 2% in mining yield
Reclaimable's Minister - + 4% yield in Tritanium from T1 wrecks, +2% yield in Tritanium for T2 wrecks, +2% increase in
reclaiming costs for T1 wrecks, + 4% increase in reclaiming costs for T2 wrecks.
Reprocessing Minister - + 2% reduction in lost minerals due to reprocessing

Deputy Engineering Minister - in charge of structure engineering including repair - x 3
Tethered Repair Minister - 2% reduction in time for repair of ships that are tethered to a station
Structural Repair Minister - 5% reduction in time to repair damaged modules still attached to the station, +2 % to Powergrid
of station
Structural Capacitor Minister - 5% reduction in capacitor capacity, +2% to CPU of the station

The command staff could be trained by the alliance CEO or purchased from the market. The market variants have a fixed value of leadership that cannot be trained any higher. The command staff trained in a training facility can top out at level five where the market variant can top out at level three with level four and level fives being rare and would only be found in level four or five missions.

Market variants however have secondary abilities that trained personnel do not have which are documented in their training files when viewed on the market.

Command Personnel should always be from the same race to achieve the greatest results. A 5% bonus is awarded to a stations Shield, Armor and Hull HP if all of the Command Personnel are from the same race. No bonuses are given to Shield, Armor and Hull HP if the command staff are mixed as the additional Command Staff Personal Trait bonuses are used instead.

The lower tier command staff, starting with Deputy Engineering Minister and going up to the Structure CEO, would be in the station nearly 24/7 and would have a random roll on a weekly basis that if the roll beat a -95% percent chance of success then then staff would not be present for x amount of days. The percentage of the chance that a command staff might not be present increases further up the chain with the chance that the Structure CEO not being present at any one time would be 50/50.

There will always be at least one Assistant CEO in the station at all times as well as one Minister present in all of the lower tier command functions.

During attacks command staff can be killed based on a random roll when a certain percentage of shield, armor and hull HP has been reached. For example if a shielded station is at 10% shields or armor a random roll is made to determine if a death takes place. Once into the hull of a station the random roll increases in frequency.

Command Staff can also be captured by using specialized infiltrator ships that dock with the station once the station has reached 75% structure loss. The skills of the Infiltrator Pilot will determine which command staff are able to be captured.


T I skills

Level 1: One Deputy Engineering Minister and one Deputy Industrial Minister are able to be captured.
Level 2 :One Deputy Market Minister and at least two lower tier command staff are able to be captured.
Level 3: One Deputy Market Minister and at least three lower tier command staff are able to be captured.
Level 4: One Deputy Market Minister and at least four lower tier command staff are able to be captured.
Level 5: Two Deputy Market Minister and at two lower tier command staff are able to be captured.

Tier II Skills (T2 ship)

Level 1: One Deputy Security Minister one One Deputy Market Minister and one lower tier command staff are able to be captured.
Level 2 :One Deputy Security Minister one One Deputy Market Minister and two lower tier command staff are able to be captured.
Level 3: One Deputy Security Minister one two Deputy Market Ministers and two lower tier command staff are able to be captured.
Level 4: One Assistant CEO and at least four lower tier command staff are able to be captured.
Level 5: Structure CEO,Two Assistant CEO's and at least three lower tier command staff are able to be captured.
DrysonBennington
Eagle's Talon's
#2 - 2016-10-17 15:58:01 UTC
In order to potentially capture an Assistant CEO or the Structure CEO the Infiltrator Pilot would need to have a TII ship topped out with level five skills as well as having very pricey implants.

Each race would have their own Infiltrator class of ship that would have bonuses in areas of capture such as a 5% per level of training success in capturing a Deputy Engineering Minister. TII ships would increase the chance to capture a lower tier command staff by 15% as well as increasing the chance to capture an Assistant CEO by 10% or the Structure CEO by 2% per level of the ship role trained too.

Captured station command staff could be ransomed or simply executed and even possibly integrated into the operations of the station by capturing force.

Having such game play might be a tedious grind but would produce dramatic new content created by the players theirselves.
ShahFluffers
Ice Fire Warriors
#3 - 2016-10-17 20:07:57 UTC  |  Edited by: ShahFluffers
Dryson has outdone himself.

He has combined multiple bad ideas into one cohesive wall of text.

I am both impressed and disgusted.


edit: motherfucking phone keyboard piece of **** misspelling and ******* autocorrect telling me **** I ******* don't want to say and **** ******** ************** ******* ******* !!!!!!!?
Shae Tadaruwa
Science and Trade Institute
Caldari State
#4 - 2016-10-17 20:18:57 UTC
CCP did such a great job with industry teams, we should ask for ship teams?

Run for the hills if ever this idea is adopted.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Cade Windstalker
#5 - 2016-10-17 20:21:31 UTC
This seems like a lot of make-work to support nothing more than another way to min-max and buff structures.

It's also almost completely disconnected from any other system in Eve, both in terms of lore and mechanical interactions.

Basically this is another version of Rigs, but only for structures. Oh and you can steal them, apparently, which basically just lets someone gamble on kidnapping. You spend money, and maybe you get one of your enemy's guys out of it.

Overall I'm just not seeing a compelling reason for this to be implemented. Structures don't need the buffs, and Eve doesn't need a completely disconnected and disjointed system like this.