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About This Page About This Page: This is a discussion on Capturable Stations within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Originally Posted by Scorch -How do you reward squads who assisted in the battle (say 5 squads from Sol are involved, how do you not discrimate against 4 without them
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Old 08-22-2007, 11:46 AM   #16 (permalink)
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Re: Capturable Stations

Quote:
Originally Posted by Scorch View Post
-How do you reward squads who assisted in the battle (say 5 squads from Sol are involved, how do you not discrimate against 4 without them killing each other as well)
Well, off the top of my head. Make it a MT mission that is only availiable from the station that is held and make it like the sector bonus you used to get from sector claim but limited to a pre-set area around the station so people cant take the mission and then deepspace like they used to.

The others I will have to think about as sadly most stuff will have to factor in for the exploiter types.

What we have to remember as well is there is PvP (players killing players because they can) and RP PvP (Players killing players because they have too).
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Old 08-22-2007, 11:53 AM   #17 (permalink)
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Re: Capturable Stations

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Originally Posted by Ambrosius View Post
Awesome idea, but you would then have to make such haulers "shootable" -- which does not play that well with many.
In this case, I think it's ok to make the haulers shootable, as long as the capturable stations are in unreg. When the hauler is choosing to take the risk, it's ok (in my opinion).

Last edited by daslog; 08-22-2007 at 11:54 AM.. Reason: cause I'm an idiot
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Old 08-22-2007, 11:56 AM   #18 (permalink)
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Re: Capturable Stations

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Originally Posted by Ambrosius View Post
Awesome idea, but you would then have to make such haulers "shootable" -- which does not play that well with many.
Im assumming it would be an unreg type of deal, so no rules. I think you might be surprised by the amount of players that would accept that Ambro. Dont let those that feel victimised by anything they dont like, cloud your judgement of the majority of players.

Im sure OV would be very prominent with this type of situation. Saying that, you would have to limit the amount of stations this is available at because we (OV) cant be everywhere all the time.

How about a percentage of the tax paid at the stations for a bonus, so if its a useless station the payout is minimal.
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Old 08-22-2007, 03:53 PM   #19 (permalink)
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Re: Capturable Stations

[quote=Ambrosius;20149]Awesome idea, but you would then have to make such haulers "shootable" -- which does not play that well with many.
quote]

Easiest thing in the world. Make it a MT procurment mission! Mission would not be available to civ haulers. Don't know how well that would play with everyone, but it would play just fine with Wild_Bill.

I agree with all the other suggestions Scorch, although like daslog, I'm not much of a RP guy and as Ambrosius suggests, story arc shouldn't exceed a month, six weeks at most. Even FMs need a definite start and finish.
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Old 08-23-2007, 12:41 AM   #20 (permalink)
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Re: Capturable Stations

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Originally Posted by Scorch View Post
-What if you had to bring supplies to re-arm the stations turrets and base functionality (like manufacturing or repair) that is all destroyed during the capture of the station. Giving a critical role to haulers in PvP.
Sounds great to me giving ppl a reason to haul is good in any scenario and if its in unreg then MT tags are unnecessary so anyone who wants to can join in immediately. (If tags even exist as they are now.)

Quote:
Originally Posted by Scorch View Post
-What if there are different types of stations that give different strategic bonuses (like an enhanced ore processor that gets more purity from the ore, or a manufacturing facility that is the only place to get a certain gun or even ship)
This one I really like, this gives some variability and allows squads/alliances to specialise. MACK and Solrain Guard might want to corner the market in something so they go for station X which is the only producer or some such.

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Originally Posted by Scorch View Post
-beacons will play a more important role as owning them would show status of the various PvP stations in the sectors as well.
I agree that beacons are under utilised but im not quite sure what you're getting at with this.

Quote:
Originally Posted by Scorch View Post
-What if there was an XP bonus to both the fight and the successful capture
This adds incentive to join in. Even single pilots could be enticed to join the alliance if even fleetingly to get "extra credit".

Quote:
Originally Posted by Scorch View Post
-How do you reward squads who assisted in the battle (say 5 squads from Sol are involved, how do you not discrimate against 4 without them killing each other as well)
Rewards could be faction based or squad based but it depends on how things are setup with squads and if alliances are possible. The XP boost is one form of reward but a credit boost or restricted access could be given. The alliance leaders/main squad or whatever would have to decide who to let in , if they stiff someone or some group, then when it comes time for the station to be retaken/defended those ppl will be on the opposition. Not a bad thing to keep variety. Those who are on the access list get the extra credit or a portion of the tax revenue etc.

Quote:
Originally Posted by Scorch View Post
-What if there was longer real in game story driven PvP mission arcs that dealth with claiming a number of these for your military tour of duty?
Long stories are good. An entire story that takes a year is not a bad thing but what I think ppl don't like is the gap or lag time between events or activities. Its like reading a book, you don't read 1 line a week it would get way too frustrating. A long book can be a great read but pacing it out a little more quickly would be in order.


All in all some great ideas IMO. Can't wait to see what gets in.


EDIT: Had a follow-up idea. How about Outposts that could be between the faction space in a new, expanded, unreg zone. No more quick jumps between factions without having to go through unreg. You want to go from Solrain to Octavia, you gotta go through unreg and past the outposts. The danger is who currently owns the Outpost?!?!? And how many pirates am I likely to encounter.

Last edited by dahalb; 08-23-2007 at 01:15 AM.. Reason: One more thought:
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