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Fix Null > Nerf Hi

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Author
Celly Smunt
Neutin Local LLC
#701 - 2013-03-02 20:11:38 UTC
Nexus Day wrote:
Becuase the Congo is more dangerous than North America I should be able to make the same or better income working there.

Am I getting this right?



Only if the congo has a product that north America doesn't have and that product is unique and/or needed.


o/
Celly

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Stray Bullets
Perkone
Caldari State
#702 - 2013-03-02 20:19:26 UTC  |  Edited by: Stray Bullets
About two years ago, I was living in deep null, in one of the drone regions and a CCP Dev (I think it was SoundWave) hinted at the notion that the problem with nullsec industry was that hauling stuff from empire en-masse was simply too easy, giving no real incentive to having local prodution.

In my point of view, every single nullsec outpost should come with research and building slots, upgradable by regular terms, depending on the race/type of outpost. Refinery outposts would get perfect refining.

On hauling, jump bridges should be removed, all capitals (including JFs) should have a cooldown for the jump drive.

Empire should have it's slots reduced or taxed (5 or maybe 10%), refineries should have less efficiency or a fixed tax rate that made it ALWAYS less profitable than using a highsec POS but even so less efficient than mining in null.

-

This way you get more production capability in null plus the motivation to use it. It's been too long since all the nullsec alliances think it's all about having PVP corps and zero indy capabilities. Nullsec blocs get a serious nerf in power projection. There's a reason for local markets to exist as it would become more of a problem to haul stuff in from empire instead of building locally.

Empire would still be a powerhouse in industry but have no one to sell to, as most nullsec would build in loco. Any serious empire industrial would need it's own POSs and these spark conflict as you can war dec the corp.


Anyway, just a suggestion. I really believe we need to, at least, move empire industry away from NPC stations and into POSs. We also need to remove some of the effiectiveness of capitals jumping around hauling cargo, be it a carrier or a JF.
Celly Smunt
Neutin Local LLC
#703 - 2013-03-02 20:27:55 UTC
Stray Bullets wrote:

Empire should have it's slots reduced or taxed (5 or maybe 10%), refineries should have less efficiency or a fixed tax rate that made it ALWAYS less profitable than using a highsec POS but even so less efficient than mining in null.


the problem is that in high sec, we have no choice but to refine at a station, you can't anchor refineries in high sec space.

o/
Celly

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Tesal
#704 - 2013-03-02 20:32:32 UTC
RubyPorto wrote:
Tesal wrote:
RubyPorto wrote:


What part of equal economic profits do you not understand?

Quote:
equal  
e·qual [ee-kwuhl] Show IPA adjective, noun, verb, e·qualed, e·qual·ing or ( especially British ) e·qualled, e·qual·ling.
adjective
3.
evenly proportioned or balanced: an equal contest.




Equality would be a real trick. I have yet to see a proposal that does that.


Look back a couple pages and you'll see my proposal which runs off the idea that a floating cost modifier based on use will allow the market to decide how valuable a station slot is vs a POS slot (of course, CCP needs to fix POS manufacturing), then CCP can use empirical measurements to determine how much the rest of HS's advantages bring (something like: 99% of industry happens in HS, let's see what happens with a 1.1 material modifier > 6 months later, 80% happens in HS with tons of Nullsec slots lying fallow, let's see what happens with a 1.2 material modifier, and so on until Dr. EyoG says "that's the balance we want to see.")(i.e. Guess and Check), or maybe even run a floating material modifier (though I'm not quite sure how that would work).


Yah, I read it. They are very severe changes. Changes like that are hard to control. Stuff like 10% here, 20% there additional material modifiers, eliminating vast quantities of station slots, switching to POS, dynamic station slot cost, are all mammoth changes, unable to be fine tuned and unlikely to be very balanced. They would lead to the uprooting of hi-sec industry as its known now and cause massive disruptions under the best case scenarios. The worst case scenarios might be game breaking.

I don't think CCP would make changes like that, they are too risky. If that's true your arguments are falling on deaf ears.
Stray Bullets
Perkone
Caldari State
#705 - 2013-03-02 20:35:29 UTC
Celly Smunt wrote:
Stray Bullets wrote:

Empire should have it's slots reduced or taxed (5 or maybe 10%), refineries should have less efficiency or a fixed tax rate that made it ALWAYS less profitable than using a highsec POS but even so less efficient than mining in null.


the problem is that in high sec, we have no choice but to refine at a station, you can't anchor refineries in high sec space.

o/
Celly




I know that! :)

So in empire you would either refine at a loss (empire tax which makes sense) or setup a POS at a lowsec system with a refinery of your own. Taxes in lowsec should be lower but still make it less profitable than refining in nullsec or in a POS. On a side note, you can always setup a POS in a wspace system with a static to empire space.

Right now there's simply no logic in moving to lowsec or null if you're an indy player. Every single thing is better in empire. There's no downside to it. If you actually move your prodution away from empire, you're losing efficiency. This needs to change, FAST!

Production in empire would become a luxury, as most high end minerals would be on very short supply. In fact, you'd have a reverse in roles, where nullsec would sell to empire, stuff like T2 ships and fittings.

Makes too much sense in my head :)

Also, I live mostly in Empire, but I'm basically an industrial player ... and I feel no need to move out to nullsec as there's nothing "better" out there :)
Primary Me
Native Freshfood
Minmatar Republic
#706 - 2013-03-02 20:41:25 UTC
Nexus Day wrote:
Becuase the Congo is more dangerous than North America I should be able to make the same or better income working there.

Am I getting this right?

If you're going to bring RL into this then yes, there are many dangerous parts of the world where fortunes can be made but with a greater risk.

Take a look at Gold mining, there's big money to be made in South America and Africa because of the lack of any environmental or health and safety regulations or formal taxes, so gold can be ripped out of the ground with a bigger profit than doing it in the US, however this comes with the risk of catching some horrible disease, being killed by bandits, kidnapped by any one of a dozen different terrorist groups, being shut down by corrupt government/militia forces for not paying the correct bribes or simply being run off your claim by a neigbouring miner, with no recourse to any sort of law.

Risk v Reward
RubyPorto
RubysRhymes
#707 - 2013-03-02 20:42:33 UTC
Tesal wrote:
Yah, I read it. They are very severe changes. Changes like that are hard to control. Stuff like 10% here, 20% there additional material modifiers, eliminating vast quantities of station slots, switching to POS, dynamic station slot cost, are all mammoth changes, unable to be fine tuned and unlikely to be very balanced. They would lead to the uprooting of hi-sec industry as its known now and cause massive disruptions under the best case scenarios. The worst case scenarios might be game breaking.

I don't think CCP would make changes like that, they are too risky. If that's true your arguments are falling on deaf ears.


Dynamic slot costs will (long term) be perfectly tuned by the market. It will represent the value of that station's slots over all alternatives.

Eliminating vast quantities of station slots is simply necessary because without doing so, all that will happen is a little more movement around HS (since there are tons of open station slots all the time, and so the average cost over all of HS would remain quite cheap). Why should NPC corps continue to massively subsidize capsuleer industry?

Material modifiers would be something added over time while looking at actual data.

A massive imbalance generally requires similarly massive changes to fix.
AOE DDs were massively overpowered, and removing them was a massive nerf to Titan owners.
HS industry is massively overpowered, so fixing it will require a significant nerf to HS industry.

Uprooting large portions of HS industry is the goal. Because HS is the only place where significant amounts of industry is performed. Making Nullsec competitive will uproot large portions of HS industry if done properly.

What's the "game breaking" worst case scenario you're imagining, and in what way would it be "game breaking"?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Primary Me
Native Freshfood
Minmatar Republic
#708 - 2013-03-02 20:45:19 UTC
Tesal wrote:
I don't think CCP would make changes like that, they are too risky. If that's true your arguments are falling on deaf ears.

This is probaby very true, but if you want a Kitten, ask for a Tiger
Celly Smunt
Neutin Local LLC
#709 - 2013-03-02 20:49:39 UTC
Stray Bullets wrote:
Celly Smunt wrote:
Stray Bullets wrote:

Empire should have it's slots reduced or taxed (5 or maybe 10%), refineries should have less efficiency or a fixed tax rate that made it ALWAYS less profitable than using a highsec POS but even so less efficient than mining in null.


the problem is that in high sec, we have no choice but to refine at a station, you can't anchor refineries in high sec space.

o/
Celly




I know that! :)

So in empire you would either refine at a loss (empire tax which makes sense) or setup a POS at a lowsec system with a refinery of your own. Taxes in lowsec should be lower but still make it less profitable than refining in nullsec or in a POS. On a side note, you can always setup a POS in a wspace system with a static to empire space.

Right now there's simply no logic in moving to lowsec or null if you're an indy player. Every single thing is better in empire. There's no downside to it. If you actually move your prodution away from empire, you're losing efficiency. This needs to change, FAST!

Production in empire would become a luxury, as most high end minerals would be on very short supply. In fact, you'd have a reverse in roles, where nullsec would sell to empire, stuff like T2 ships and fittings.

Makes too much sense in my head :)

Also, I live mostly in Empire, but I'm basically an industrial player ... and I feel no need to move out to nullsec as there's nothing "better" out there :)



Yeah, I don't disagree that there are lots of advantages to being/staying in high sec right now, especially for players like me who don't like PvP.
there are still some drawbacks to being in high sec though, for example, PI in high sec is doable, but with 6 planets in null, or even low, I'd come out way ahead when compared to scraping around to make POS fuel in high sec.

I really need to just go down to providence I guess and bring all that I have to offer to an alliance down there.

can't fight much, but I can build the hell out of things :P

o/
Celly

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Tarn Kugisa
Kugisa Dynamics
#710 - 2013-03-02 20:54:21 UTC
Unsuccessful At Everything wrote:
ISD Dorrim Barstorlode wrote:
Moving this from New Citizens Q&A to General Discussion.


Dorrim, bud, seriously.... we needed another one of these in here? Really?

This pretty much proves that the ISDs are the biggest trolls of them all.


ISD Trolling is Best Trolling

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Murk Paradox
Ministry of War
Amarr Empire
#711 - 2013-03-02 21:28:42 UTC  |  Edited by: Murk Paradox
Celly Smunt wrote:
Nexus Day wrote:
Becuase the Congo is more dangerous than North America I should be able to make the same or better income working there.

Am I getting this right?



Only if the congo has a product that north America doesn't have and that product is unique and/or needed.


o/
Celly



Like conflict diamonds and such?

To stay on topic... how much of a full t1 ship CAN you make in null? Realistically.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Aren Madigan
The Scope
Gallente Federation
#712 - 2013-03-02 21:29:38 UTC
RubyPorto wrote:

Because being competitive means that, after taking all of the costs into account, Nullsec manuacturers should be able to make the same Economic profit by selling its wares (or at least some subset of wares) in Jita (because you can't "fix" Jita without some really silly changes) as HS manufacturers.

The cost of delivering your goods to market is definitely a cost that any firm has to take into account. That's why we're talking about Jita. Not because we want to get rid of Jita.


And that's asking for complete null sec dominance over industry because they don't have to sell in Jita. If it was balanced around Jita, they'd stop on the borders instead where they can get more out of it, or focus their industry on the border where such costs wouldn't exist, and they're obviously not going to go through every single system, adjusting costs by proximity to high sec. Not to mention they don't have to sell in Jita, so it gives industrialists that don't have to go there in the first place a massive advantage they don't need, particularly the large alliances. Now maybe I'd agree with some small set of wares that they are encouraged to make in null sec, but not anything that obviously would hand almost all control over to a small section of nullsec. And I really don't care what you say, that's exactly what your idea would do regardless of your intentions.
Frying Doom
#713 - 2013-03-02 21:45:50 UTC
Aren Madigan wrote:
RubyPorto wrote:

Because being competitive means that, after taking all of the costs into account, Nullsec manuacturers should be able to make the same Economic profit by selling its wares (or at least some subset of wares) in Jita (because you can't "fix" Jita without some really silly changes) as HS manufacturers.

The cost of delivering your goods to market is definitely a cost that any firm has to take into account. That's why we're talking about Jita. Not because we want to get rid of Jita.


And that's asking for complete null sec dominance over industry because they don't have to sell in Jita. If it was balanced around Jita, they'd stop on the borders instead where they can get more out of it, or focus their industry on the border where such costs wouldn't exist, and they're obviously not going to go through every single system, adjusting costs by proximity to high sec. Not to mention they don't have to sell in Jita, so it gives industrialists that don't have to go there in the first place a massive advantage they don't need, particularly the large alliances. Now maybe I'd agree with some small set of wares that they are encouraged to make in null sec, but not anything that obviously would hand almost all control over to a small section of nullsec. And I really don't care what you say, that's exactly what your idea would do regardless of your intentions.

I must admit I personally would like to see a massive increase in jump fuel costs at the same time as Null industry is redone to protect hi-sec markets.

Null sec should be able to produce the goods it needs itself in the quantities it needs but in saying that it has a longer logistical chain to hi-sec so goods from Null going to Hi-sec should cost more.

Look at it this way for example I grew up in Western Australia, now WA has the nullabour between it and the rest of the country, so goods made in WA are quite cheap but goods from the rest of the country and the rest of the world cost a lot more, a computer for instance is 500-1000 dollars higher in WA than on the east coast because of those extra costs.

So give Null the ability to make what it needs but not the ability to flood hi-sec with Null goods. As it is we are talking of removing Hi-secs biggest purchaser, we do not then want to replace it with someone like China.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Zhade Lezte
#714 - 2013-03-02 21:46:30 UTC  |  Edited by: Zhade Lezte
Aren Madigan wrote:
Zhade Lezte wrote:
[quote=Aren Madigan]

Probably not in the highsec part of those borders, as interesting as that would be. At least, not more than there already is. The thing is that jump fuel costs are a lot more than highsec freight costs, as just about everything in highsec can be afk autopiloted in NPC corps at very low cost. Once you get it into high you can get it anywhere and cheap, even if you outsource your hauling. Red Frog, for example, is only 7.5 million ISK for 13 stargates to have a full freighter hauled (570k per jump? Not sure what formula they use, cause they're not forthcoming with their rate :P). And they are actually comparatively expensive, charging a premium because they have enough volume to guarantee that you'll get your contract completed relatively quickly (usually in a day as opposed to 1-2 weeks).

As stated before, there could be a problem with people using sov adjacent to high to undercut highsec without having to deal with the full hassle of null logistics.


That last bit is what really damns making fuel costs taken into account. Null and low sec near trade hubs would have such a massive advantage that there's no way anyone without those could really dream of competing. Granted, it'd make for some interesting fights out that way, but it certainly wouldn't be balance in any form of the word. Its part of why I think the best hopes lie with making POSs the superior manufacturing model while leaving the current industry model somehow viable to new players at least. With a POS, while you may not always be able to hit their supply line, you'd be able to hit their manufacturing directly instead, regardless of where they are.


There is a relatively easy solution to this problem though, which is to make the sov upgrade spawned belt contents at least partially dependent on truesec. How that works is up to CCP.

That's not probably not the only nerf I'd include in an overall buff to null mining, even: I'd probably make spawned sov belts visible on the overview so that null mining is not nearly as safe to roaming gangs as it is currently.

Going to leave it at that as we're straying from the topic of null vs. hisec and I'm not enough of a wannabe game designer to ruminate on the ways things could be abused much further. The only reason I brought this up is to try to dispel the notion that everybody on the "other side of the fence" is just entirely self-centered and trying to selfishly ruin our game that we, for better or worse, still currently find unique and fascinating enough to continue being subscribed to.
Stray Bullets
Perkone
Caldari State
#715 - 2013-03-02 21:55:01 UTC  |  Edited by: Stray Bullets
Celly Smunt wrote:
Stray Bullets wrote:
Celly Smunt wrote:
Stray Bullets wrote:

Empire should have it's slots reduced or taxed (5 or maybe 10%), refineries should have less efficiency or a fixed tax rate that made it ALWAYS less profitable than using a highsec POS but even so less efficient than mining in null.


the problem is that in high sec, we have no choice but to refine at a station, you can't anchor refineries in high sec space.

o/
Celly




I know that! :)

So in empire you would either refine at a loss (empire tax which makes sense) or setup a POS at a lowsec system with a refinery of your own. Taxes in lowsec should be lower but still make it less profitable than refining in nullsec or in a POS. On a side note, you can always setup a POS in a wspace system with a static to empire space.

Right now there's simply no logic in moving to lowsec or null if you're an indy player. Every single thing is better in empire. There's no downside to it. If you actually move your prodution away from empire, you're losing efficiency. This needs to change, FAST!

Production in empire would become a luxury, as most high end minerals would be on very short supply. In fact, you'd have a reverse in roles, where nullsec would sell to empire, stuff like T2 ships and fittings.

Makes too much sense in my head :)

Also, I live mostly in Empire, but I'm basically an industrial player ... and I feel no need to move out to nullsec as there's nothing "better" out there :)



Yeah, I don't disagree that there are lots of advantages to being/staying in high sec right now, especially for players like me who don't like PvP.
there are still some drawbacks to being in high sec though, for example, PI in high sec is doable, but with 6 planets in null, or even low, I'd come out way ahead when compared to scraping around to make POS fuel in high sec.

I really need to just go down to providence I guess and bring all that I have to offer to an alliance down there.

can't fight much, but I can build the hell out of things :P

o/
Celly


PI is the perfect example of a correctly balanced feature in the game. You can do the bare minimum to be viable in empire and then the rewards go up with the risk. Go to null or wspace and you can get about 4x the profit of a empire dweller (regarding PI).

Industry needs to be phased out of NPC stations and into POSs ... if it makes people happer, allow small refineries in POSs in 0.5 systems. Make it a conflict driver! ;)
Tesal
#716 - 2013-03-02 22:07:43 UTC
RubyPorto wrote:
What's the "game breaking" worst case scenario you're imagining, and in what way would it be "game breaking"?


Game breaking worst case scenario: Hi-sec gets trashed as a producer and null takes over, delivering industry into their hands. A good chunk of people quit the game or unsub their industry alts from hi-sec. The big empires in null get even bigger, raking in ridiculous amounts of isk that dwarf tech moons. One word, domination.
Alavaria Fera
GoonWaffe
#717 - 2013-03-02 22:07:57 UTC
Stray Bullets wrote:
Industry needs to be phased out of NPC stations and into POSs ... if it makes people happer, allow small refineries in POSs in 0.5 systems. Make it a conflict driver! ;)

Wait.

First we need to nerf wardecs more.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Stray Bullets
Perkone
Caldari State
#718 - 2013-03-02 22:14:42 UTC
Alavaria Fera wrote:
Stray Bullets wrote:
Industry needs to be phased out of NPC stations and into POSs ... if it makes people happer, allow small refineries in POSs in 0.5 systems. Make it a conflict driver! ;)

Wait.

First we need to nerf wardecs more.


Wardecs seem fine imo. Any serious industrial would need a POS, thus required to be in a corp that you can't just hop out of due to said POSs, so it would balance itself out quite well.
Yonis Kador
KADORCORP
#719 - 2013-03-02 22:56:40 UTC  |  Edited by: Yonis Kador
Earlier in this thread, I stated that I "wouldn't have a problem" with high sec taxes being adjusted (and that if they are, they should probably be relative to npc corp standing like the refine tax.) But, as I'm still keeping up with this discussion, I've got to chime in again and state that anyone asking for taxes to go up 5-10 percent needs to be dragged out behind some woodshed and put down.

I don't know how much of a profit margin you all think high sec manufacturers are making on t1 goods, but in my own experience, it's commonly 10 percent or less. I manufacture some items at cost now just to provide them for players in my region. So taxes also can't be raised so high that production declines due to having no/negative profit margins.

Again, not something you can just poke a stick at (toss out random numbers) to see what happens. (I'm starting to suspect some of you tortured ants as children. Use the magnifying glass! No, no! The salt!! Lol)

Even worse, after reading that inflation is frequently being cited as a reason to raise high sec manufacturing taxes I'm even less enthusiastic. Moar sinks! Ok. Sure. But am I the only person who thinks its a little ridiculous to ask the community to pay more to subsidize inflation while PLEX sales rise like a hot air balloon? Why should we be asked to subsidize other players PTW games?

And, it's true that there's an abundance of public high sec manufacturing slots, but that certainly isn't the case everywhere. I can't manufacture in my chosen system, for example, due to 2 (thats 2 - not 20) older, larger, corps monopolizing my available public slots. Other systems within 1-2 jumps have similar issues. Some in the 3-4 jump range have no stations at all. I'm operating 6-10 jumps from hq (and my POS) as it is. My personal experience here doesn't readily lend itself to some of these claims and I don't even operate in a busy area. I suspect other folks have it even worse. A lot of this discussion is too cerebral imo.

If one character can operate 10 manufacturing slots at once, a single acct. can occupy 30. And single acct. holders aren't quite unicorns yet, but they are an endangered species. Many systems have 1-2 stations with public manufacturing slots (50-100) so while that seems like a lot (to some of you) it often isn't the case as the mineral cost of building t1 items is so easily met and a single player both needs and can occupy many at once. A single motivated player or even a small corp can occupy hundreds simultaneously.

But my point is that again, the number of a thing, is not, in and of itself, evidence of imbalance.

Moving high sec manufacturing to POS's presents even worse issues. I have no idea what it would do for anyone else, but it would literally destroy my game. Anyone who is advocating this should give up the raise taxes/reduce slots debate entirely. If this is done, the number of available slots to any given player drops like a rock (a POS can only provide so many) and their taxes go up 100-300 mill isk/month. Nobody is going to care about a 2% increase on the cost of a public slot if taxes go from zip to 300 mill/ month. But having to haul ore, minerals, and goods via freighter - hundreds of jumps daily - just to maintain my playstyle is a deal-breaker. I can't live in my POS. My least-favorite activity in EVE is piloting the damn freighter. I start yawning within 2 jumps. I hate that thing. I haven't yet begun to complain if this is made reality.

This whole debate just confuses me. People are talking about raising taxes to combat inflation while PLEX adds isk to the economy. They're debating a lack of public slots and low-end minerals in null as imbalanced (we should be able to produce what we need!) when the game was designed that way. (No sec is supposed to have everything it needs. What players need is to interact. Success in this game should not be defined as emancipation from EVE.) They're pointing at the number of public slots in high sec as evidence of said imbalance w/o taking into acct. the miniscule t1 mineral cost of occupying one, nor the number a single player/corp can use/need. Security isn't being discussed as a possible reason many folks live under high-sec's umbrella. And all of the proposed solutions would negatively impact my gameplay into apocalypse while curiously enriching folks in null.

The more I learn about these issues, the less I understand this debate.

Serious question: Is this what they call metagaming?

YK
Natsett Amuinn
Caldari Provisions
Caldari State
#720 - 2013-03-02 23:04:10 UTC
Alavaria Fera wrote:
Natsett Amuinn wrote:
How about a kind of structured seige system in high sec?
I'm thinking along the lines of Lineage 2 castle seiges. Allow one corporation to effectively "schedule" an engagement with another corp over whatever control of whatever the station provides. Winner gets whatever control the station offers for a week or so, and then it becomes vulnerable again.

I like this idea, make sure it has millions of HP (literally like hundreds of millions, remember - HIGHSEC) and then one side has to defend the structure and the other has to defeat them and then shoot hundreds of millions of hitpoints.

And the defender gets to choose the time. Of course, it will cost them stront.

To stront the station.

Which will be shot.


Wait...

I was thinking exactly this, but give the attack the option to decide the time.