These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Surrender or Die! (destructible stations)

Author
Swiftstrike1
Swiftstrike Incorporated
#1 - 2013-12-02 11:27:41 UTC
A simple change to player owned stations that would reintroduce the possibility of destroying stations. Surrendering the station would always be an option, but defenders could instead choose to fight to the death and deny the enemy their prize.

How it would work
When a station enters 2nd reinforcement timer, the CEO of the owning corporation can choose between 2 options: "surrender" or "fight to the end".

Choosing "surrender" would result in the station changing ownership if/when the attackers are successful in the 3rd and final assault. (That's how it works now).

Choosing "fight to the end" would mean that the station becomes destructible when it exits 2nd reinforcement. The station would simply explode rather than change ownership. (That's how it worked before some people ganked an NPC station in hisec and resulted in the whole "indestructible stations" situation)

The default option would always be "surrender" just in case the CEO of the owning corporation doesn't log in to make a decision before the end of the 2nd reinforced timer.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Elsbeth Taron
Brutor Tribe
Minmatar Republic
#2 - 2013-12-02 12:04:46 UTC
While it's a good idea - I never thought much of stations being a one-off job - I doubt it would in practice have any effect.

Anyone with any sense would choose the status quo, as the station could be always recaptured.

Alliances would love to have a station on their kill lists, so surrendering would deny them this.

From the other side of it: attacking alliances would hate the defender having the option of denying them a base they'd just conquered. Few alliances would vote for the option of having the prize taken from them.
Jint Hikaru
OffWorld Exploration Inc
#3 - 2013-12-02 13:03:36 UTC
That would REALLY suck for people who have a lot of stuff stored in those stations.

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Shade Alidiana
PROSPERO Corporation
#4 - 2013-12-02 15:19:16 UTC
Still interesting though. I'm ok with the idea and +1 the OP
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#5 - 2013-12-02 15:51:13 UTC
There are a lot of problems that should be solved before making player owned outposts (partially)destructable: assets, docked/logged off players in station, contracts and items on market, jump clones etc... What should happen with those?

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Batelle
Federal Navy Academy
#6 - 2013-12-02 16:11:55 UTC  |  Edited by: Batelle
Kirimeena D'Zbrkesbris wrote:
There are a lot of problems that should be solved before making player owned outposts (partially)destructable: assets, docked/logged off players in station, contracts and items on market, jump clones etc... What should happen with those?



They should disappear/die forever and possibly drop as loot (with a much smaller than 50% chance). Clone contracts can be moved as per current mechanics and players logged in station can be killed and have their clone activated. The fact that you could go afk for years and have your stuff perfectly safe has always been lame and gimmicky. If people want to cry CCP could have a 1-year grace period where destroyed stations have their contents automatically evacuated to NPC nullsec or empire before stuff starts to actually explode/die/drop. All that matters to me is that they get it right in the long run. Making player-created stations indestructible has always been a misstep by CCP. They made that misstep years before it would actually become an issue.

CSM needs to be pushing this. I think lots of people are kind of sick of the station spam in nullsec, stations that are very often unused and serve only as an extra HP buffer to slow attackers.

Regarding dropped items, there was also a lot of interesting ideas regarding creating a long term wreck until the contents are fully salvaged, or making it related to hacking and archaeology.

Regarding the choice of blowing up the station, there are lots of opportunities to add interesting gameplay, such as the defender attempting to institute scorched earth, and perhaps giving the attacker a chance to prevent the stations destruction and force its actual capture. Or with the attacker destroying the station knowing that they do not plan to hold that space for long.

"**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.

Swiftstrike1
Swiftstrike Incorporated
#7 - 2013-12-02 16:17:12 UTC
Kirimeena D'Zbrkesbris wrote:
There are a lot of problems that should be solved before making player owned outposts (partially)destructable: assets, docked/logged off players in station, contracts and items on market, jump clones etc... What should happen with those?

Well I think those problems are easier to solve than you'd think. Not everyone will agree with my opinions, but I'll list them below just to show that there are simple solutions.

1) Ships - ships inside the station when it explodes would drop according to the new "SMA wreck" mecahnic

2) Items - Items would drop in jetcans just like when you destroy a CHA at a POS. This could get messy and might require CCP to create a single "Station Hangar Wreck" with a ludicrous cargo capacity just to avoid cluttering space with lots of cans.

3) Players - players inside the station would be treated similarly to loot. 50/50 chance of being instantly destroyed or being ejected in their current ship. If destroyed or if offline when the station explodes, the player would wake up in their new med clone with a notification to explain what happened. If the station that exploded was their med clone location, they would have to choose a new location from a list before respawning there. This is just what happens when you try to log in to Jita 4-4 when the system is overloaded, so the mechanics are already present.

4) Contracts and items on the market - dropped like normal loot, but escrows and deposits etc... not returned to the players. Eve is hard, get over it :P

5) Jump Clones - simply destroyed.


New Eden is supposed to be a hard, unforgiving place. The above is just 1 possible set of possibilities, but the point is that the questions Kirimeena raised can indeed be answered and are not show stoppers.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#8 - 2013-12-02 17:02:58 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Swiftstrike1 wrote:
New Eden is supposed to be a hard, unforgiving place. The above is just 1 possible set of possibilities, but the point is that the questions Kirimeena raised can indeed be answered and are not show stoppers.

I never said they cannot be solved. But "destroy/drop" everything is not a solution either.

My vision of this:
- CEO (or director) of a corp owning a station can initiate self destruct timer (7 days?)
- timer is paused if station is in reinforce and cancelled if recaptured
- upon self destructing station will leave huge station wreck in space
- all station services, offices and production lines will cease to function
- players trapped inside will be able to undock in any 1 ship they have there and unable to dock again.
- players will be able to "salvage" their assets from station wreck (they will have to bring carriers/freighters to do so, which means more targets for other side of conflict)
- jump clones are destroyed
- it is possible to restore destroyed station, but the price should be comparable to building new station. You can rebuild it into one of any faction (so you can change Gallente outpost to Minmatar with this self destruct option).
- in case new station is built in different location, wreck will start to decay (30 days). Once timer is up - all players still trapped inside will find themselves in a pod in space upon login, assets are destroyed.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Ronny Hugo
KarmaFleet
Goonswarm Federation
#9 - 2013-12-02 17:49:52 UTC
How about we just add some more NPC stations, that have lets say the moon mining thing in high sec, and then have players fight over those?
Think MORE content instead of just changing the pieces around.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#10 - 2013-12-03 04:22:31 UTC
Do you have a link to the hisec station being destroyed?
It sounds interesting.
Seranova Farreach
Biomass Negative
#11 - 2013-12-03 05:00:29 UTC  |  Edited by: Seranova Farreach
good idea,
and would make alliances have to build their own stations which would divert minerals from capships to structures.
and maybe have the station also act like some of the various sov buildings too like a system wide pirate scanner and what not.

maybe have the station services be a tier system akin to FW style teirs in some way where you start on tier 0 and work up to 5

tier 0. cloneing(by default to lessen the whineing) and Repair and fitting.

tier 1. market & insurance & corp offices

tier 2. refinery & manufacturing & in station ore compression + alliance offices

tier 3. research and XX research/manufacturing slots + drug manufacturing

tier 4. supers able to dock (so people dont have to be superglued in the cockpit of a super) + extra research and manufacturing slots + reactions (or something)

tier 5. Supers able to be built in station. + station acts like a cyno for NON HOSTILES

now tier 4 and 5 would give people incentive to fight harder and possably lose alot of ships defending land.

as for the fuel maybe make 10 to 1 ratio or 100 to 1 ratio of current POS fuel blocks into station fuel blocks POS->station.



maybe limit player owned stations to 1 per planet or 1 to 5 per system and have stupidly high requirments to build them maybe 10 titans worth of mats?

if it pops typical lootdrop% applies (meaning need for freighters in null to sweep up meaning open for gurilla retaliation)
clones will be moved to nearest available station that is not closed to non corp/alliance members.

as for POS's they can still be at moons and be used similar to how they are now, like moon goo platforms, jump bridges, and so on

in all it could be a breath of life for industrialists in nullsec.

also the knock on could be higher mineral costs for a while but that can be supplimented by the highsec miners (so be nice to them! :P) aswell as null and low mineing ops. so its balancing the flow of cash so nullbears dont get stipidly rich like im hearing they are (actually hearing they are 100b+ easly ) and giving a little more isk filtered through low and high sec

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Grandma Squirel
#12 - 2013-12-03 06:15:55 UTC
Kirimeena D'Zbrkesbris wrote:
Swiftstrike1 wrote:
New Eden is supposed to be a hard, unforgiving place. The above is just 1 possible set of possibilities, but the point is that the questions Kirimeena raised can indeed be answered and are not show stoppers.

I never said they cannot be solved. But "destroy/drop" everything is not a solution either.

My vision of this:
- CEO (or director) of a corp owning a station can initiate self destruct timer (7 days?)
- timer is paused if station is in reinforce and cancelled if recaptured
- upon self destructing station will leave huge station wreck in space
- all station services, offices and production lines will cease to function
- players trapped inside will be able to undock in any 1 ship they have there and unable to dock again.
- players will be able to "salvage" their assets from station wreck (they will have to bring carriers/freighters to do so, which means more targets for other side of conflict)
- jump clones are destroyed
- it is possible to restore destroyed station, but the price should be comparable to building new station. You can rebuild it into one of any faction (so you can change Gallente outpost to Minmatar with this self destruct option).
- in case new station is built in different location, wreck will start to decay (30 days). Once timer is up - all players still trapped inside will find themselves in a pod in space upon login, assets are destroyed.


This is fundamentally the way it would need to work. I would only change it so that if a new station is built, just move the remaining stuff to the new one; and perhaps rebuilding should be cheaper then brand new, but still expensive. The biggest problem in my view with other station destruction proposals, is that your changing the rules of the game, to player's detriment, after they have made long term plans and relied on those rules. Currently, you run the risk of loosing access to your assets, but they can always be recovered if you can retake the station, so it should remain that your assets are never gone for good, and there is always the potential of regaining access.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#13 - 2013-12-03 07:21:05 UTC
Grandma Squirel wrote:

This is fundamentally the way it would need to work. I would only change it so that if a new station is built, just move the remaining stuff to the new one; and perhaps rebuilding should be cheaper then brand new, but still expensive. The biggest problem in my view with other station destruction proposals, is that your changing the rules of the game, to player's detriment, after they have made long term plans and relied on those rules. Currently, you run the risk of loosing access to your assets, but they can always be recovered if you can retake the station, so it should remain that your assets are never gone for good, and there is always the potential of regaining access.

I thought about moving assets to new station, but that makes no sense if station is built in different location in that system.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Me of Course
KarmaFleet
Goonswarm Federation
#14 - 2013-12-03 07:28:43 UTC
Question; if the CEO picks the fight to the death, and the station is destroyed, what will happen to the assets held inside the station? will they all be destroyed, ejected into space (like a massive pinata)?


and if it is destroyed, what about the killmail/mails? will it all be one massive kill mail something like a POS where its all under the corporation or will it be individual kill mails for each ship that was inside the station?

Also what about ships which were insured? will the player get the insurance from the ships?

https://forums.eveonline.com/default.aspx?g=posts&t=268764&find=unread <<< Skin's for ships COMON, YOU KNOW YOU WANT IT!

Sh0plifter
Underworld Property Accounting Partnership
#15 - 2013-12-03 07:35:12 UTC
You realize that this would destroy every aspect of sov space. You would see people living out of carriers/supercarriers/POSes versus ever putting a station up. Lets see how this would change things:

*-ALL- industrial stuff would be done in high sec bar supercap production. (not a huge change from now for larger alliances, would still hurt smaller corporations/alliances.)
* Every group living in a POS would be required to have their own jump freighter, planned route to HS and back.
* There would be no alliance contracted ships ready to go.
* All aliance reimbursements for subcaps would be staged in High Sec.
* All alliance reimbursements for capitals would be staged in a lowsec station.
* More POS Grinding CTAs.
* All major sov holding alliances (GSF, PL, NCDot, Nulli, BL, Solar, etc..) would completely own all Pirate NPC space, so no mission running there without having to pay rent.
* Completely destroy every aspect to wanting to go to Nullsec. Ever.

I love this idea! +10 for the OP for this amazing suggestion. Lets clutter Lowsec up and make nullsec even more desolate.
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#16 - 2013-12-03 08:00:44 UTC
If this came in, I can see an exodus to LS/HS happening for allot of people, for some having a station in system is a huge plus for liveability, especially for the service men/women who go on deployment for months at a time, suddenly coming back to find all your stuff blown up in the meantime would be a huge slap in the face, inducing ragequits for sure.

If it was destructible then what is the advantage of living out of station vs living out of POS? There are very few advantages. The main ones are Cloning and Repairs, there is not much else.

The main change to stations that I would like to see is the ability to have more than one in the system.
Sh0plifter
Underworld Property Accounting Partnership
#17 - 2013-12-03 08:45:30 UTC
Caldari 5 wrote:
If this came in, I can see an exodus to LS/HS happening for allot of people, for some having a station in system is a huge plus for liveability, especially for the service men/women who go on deployment for months at a time, suddenly coming back to find all your stuff blown up in the meantime would be a huge slap in the face, inducing ragequits for sure.

If it was destructible then what is the advantage of living out of station vs living out of POS? There are very few advantages. The main ones are Cloning and Repairs, there is not much else.

The main change to stations that I would like to see is the ability to have more than one in the system.

While this is true. A major reason for a station system is refining without having to go to lowsec with a rorq then Freighter/JF it into highsec. As well as manufactoring slots since alot of people use Defense>Unnecessary Pos Ornaments. Boiling it down to CHA/SMAs for ratting systems. it would turn into one-two for research, one-two for invention, one to two for production. It would become more costly and the ease of high sec would divert the advantage to Claimable to be nothing more then living out of HS and having Lowsec titans to bridge to null.

Also you can have a market in a station. So easier supply to your alliance. Destructable stations would mean there would be no supply. No matter how "well guarded" a station is claimed to be. No marketeer/trader would ever supply something that can be destroyed to potentially lose billions of isk while they are out for the weekend? lol
Rob Crowley
State War Academy
#18 - 2013-12-03 09:30:11 UTC
Elsbeth Taron wrote:
Anyone with any sense would choose the status quo, as the station could be always recaptured.

Alliances would love to have a station on their kill lists, so surrendering would deny them this.

From the other side of it: attacking alliances would hate the defender having the option of denying them a base they'd just conquered. Few alliances would vote for the option of having the prize taken from them.
You just need to switch around your arguments to get reasons why people would destroy stations.

Attackers would love to get a massive station killmail, while defenders would love to deny their opponents the station.
Swiftstrike1
Swiftstrike Incorporated
#19 - 2013-12-03 10:00:12 UTC  |  Edited by: Swiftstrike1
I clearly stated that the choice of making the station destructible would belong to the defenders. I'm not suggesting that any large alliance should be able to go around destroying everyone else's stations.

What I said was that defenders should have the option to make their stations destructible rather than just surrender them to attackers. That way you could prevent your enemies from claiming a key staging point in a war.

It would be up to the defenders to weigh up the pros and cons, and it would be a huge strategic decision. I imagine it would lead to alliances choosing a handful of home stations that they would never think of destroying, using the rest of their stations as FOBs from which to launch patrols etc...

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#20 - 2013-12-03 10:19:30 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Swiftstrike1 wrote:
I clearly stated that the choice of making the station destructible would belong to the defenders. I'm not suggesting that any large alliance should be able to go around destroying everyone else's stations.

What I said was that defenders should have the option to make their stations destructible rather than just surrender them to attackers. That way you could prevent your enemies from claiming a key staging point in a war.

It would be up to the defenders to weigh up the pros and cons, and it would be a huge strategic decision. I imagine it would lead to alliances choosing a handful of home stations that they would never think of destroying, using the rest of their stations as FOBs from which to launch patrols etc...

In the end there would be no stations in null because of "scorched earth" tactic: you capture station (if defenders choose not to destroy it), set it to destruction on next recapture and just leave system. No fun. There should be mechanic to prevent destruction/retake it safely back.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

12Next page