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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. Here is my idea: Netdevil sets up 3 new space stations in different sectors in unreg, called station A, B, and C. Each of the stations has a special satellite
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Old 08-18-2007, 09:44 AM   #1 (permalink)
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Capturable Stations

Here is my idea:

Netdevil sets up 3 new space stations in different sectors in unreg, called station A, B, and C. Each of the stations has a special satellite dish on them. When a player’s ship zaps the dish with a special weapon for 30 continuous seconds, that player’s squad will own the station for 1 day.

Stations can only be captured during their open window, which last for 2 hours each day. During the window, any pilot with the equipped device can initiate a capture on the station. The last squad that completes a capture within the window wins control of the station for one day.

Station A’s window is 8 pm to 10 PM EST , Station B’s is 8 PM to 10PM Pacific, and Station C’s is during peak time Europe (whenever that is).

Owning the station provides benefits to the squad, in that they have exclusive rights to purchase all items produced at that station at a discount, and they control what squads/pilots can dock there. (if someone can come up with a better reward that’s balanced, let me know)

The benefits of this idea:

1) Squads can fight over and control territory
2) Winning means something without being unbalancing
3) PvPers who want giant battles will know where to find one every night
4) It makes Unreg more important.

I got the idea from some other PvP games I’ve played, and from the EE alliance. The Evening’s End Alliance was a very cool thing that happened in Jumpgate Classic a long time ago. A group of players decided to take over an unreg station and not allow anyone to dock without permission. The idea is to build on this, but make it so you don’t have to guard the station 24-7. Having multiple stations with different times makes it so the fun never stops.
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Old 08-18-2007, 10:28 AM   #2 (permalink)
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Re: Capturable Stations

It's a good idea in general but I would rather it be all stations in the frontiers of space. With three it could become boring, predictable and too much like a capture the flag type of thing.
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Old 08-18-2007, 10:47 AM   #3 (permalink)
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Re: Capturable Stations

it sounds fine but I dont like some aspects of it, such as the times they are 'open' for capture. I think all sectors should be controllable, and if a faction owns a majority of sectors around the station, then the station can be hacked.

This would have the effect of centralizing the fighting, but still keeping it within several sectors rather then just the station sector. The goal would be to ensure a faction doesn't have the majority of sectors around that specific station so they can hack it.
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Old 08-18-2007, 11:06 AM   #4 (permalink)
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Re: Capturable Stations

The reason for the windows is so that one side doesn't have to guard their station at 5 AM in the morning when the have to work. If you don't have the window, then you end up burning out the players by making them login at all hours of the night.

It's not any fun capturing an unguarded station at 2 AM.

Also,The number of stations has to be kept small relative to the size of the playerbase, or else you spread out the battles too far.
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Old 08-18-2007, 04:02 PM   #5 (permalink)
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Re: Capturable Stations

Except that 2AM for me (I'm in US Central time zone) is 8AM for those in the UK. Their prime time for playing after work (5PM to 9PM) is 11AM to 3PM for me. And then you throw in those on the east coast of Oz. Their prime playing time is 2AM to 6AM for me....

Then I confuse the issue all to heck by being on the night shift. So switch all the AM's for PM's...

So no matter what time you set it at, you'd be excluding people from it due to the different time zones.
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Old 08-18-2007, 04:20 PM   #6 (permalink)
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Re: Capturable Stations

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Originally Posted by Mickey_D View Post
Except that 2AM for me (I'm in US Central time zone) is 8AM for those in the UK. Their prime time for playing after work (5PM to 9PM) is 11AM to 3PM for me. And then you throw in those on the east coast of Oz. Their prime playing time is 2AM to 6AM for me....

Then I confuse the issue all to heck by being on the night shift. So switch all the AM's for PM's...

So no matter what time you set it at, you'd be excluding people from it due to the different time zones.
That's kind of the point to having multiple stations with different times. The more stations you have, the more time zones you can cover.
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Old 08-18-2007, 04:47 PM   #7 (permalink)
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Re: Capturable Stations

he who docks wins.

you fly up and dock.

the station is yours and your auto launched.

then you have to defend.

look out theres a nuke coming....

rock on,
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Old 08-20-2007, 01:06 PM   #8 (permalink)
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Re: Capturable Stations

Star Wars Galaxys has an interesting destroy the base system. One for space and 1 for the ground game. There was no real benefit for destroying these things except for the fun and thrill of trying to do it. But for Jumpgate I'm sure some benefit could be made such as tax rate adjustments for a controling faction.

Anyways destroying a base was no simple matter. In SWG the 2 bases were an Imperial Star destroyer and a Rebel base in one very large zone that swarmed with various rebel and imperial ships. The bases defended themselves with turrets and shield generators which had to be destroyed before the turrets could be destroyed. Once the turrets are destroyed then you wipe out the command center. All the while the base is launching squads of fighters to stop you.

When say the rebel base was destroyed all the imperial fighters would dissapear from the zone for about 2 hours making it a haven for imperial players to hack away at all the rebel ships in the field. The rebels didnt have anything to play with.

Thats how it was supposed to be, worked in beta. When I was playing, the shield generators on the rebel base were hidden in the geometry so no one could shoot them. On the imperial side you could hide inside one of the engines and kill the star destroyer from the inside out. I played the game for nearly 1.5 years and SOE never fixed it. If it's fixed now I don't know don't care SOE will never see a penny from me, they never fix bugs they only make more in all of there games.
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Old 08-20-2007, 01:56 PM   #9 (permalink)
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Re: Capturable Stations

Quote:
Originally Posted by Bingofuel View Post
Star Wars Galaxys has an interesting destroy the base system. One for space and 1 for the ground game. There was no real benefit for destroying these things except for the fun and thrill of trying to do it. But for Jumpgate I'm sure some benefit could be made such as tax rate adjustments for a controling faction.

Anyways destroying a base was no simple matter. In SWG the 2 bases were an Imperial Star destroyer and a Rebel base in one very large zone that swarmed with various rebel and imperial ships. The bases defended themselves with turrets and shield generators which had to be destroyed before the turrets could be destroyed. Once the turrets are destroyed then you wipe out the command center. All the while the base is launching squads of fighters to stop you.

When say the rebel base was destroyed all the imperial fighters would dissapear from the zone for about 2 hours making it a haven for imperial players to hack away at all the rebel ships in the field. The rebels didnt have anything to play with.

Thats how it was supposed to be, worked in beta. When I was playing, the shield generators on the rebel base were hidden in the geometry so no one could shoot them. On the imperial side you could hide inside one of the engines and kill the star destroyer from the inside out. I played the game for nearly 1.5 years and SOE never fixed it. If it's fixed now I don't know don't care SOE will never see a penny from me, they never fix bugs they only make more in all of there games.
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Old 08-20-2007, 05:18 PM   #10 (permalink)
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Re: Capturable Stations

Oops sorry Daslog, when I saw the thread title, I entered ready to say yes please. But I think Jump is right, too quick and artificial for Jumpgate universe, too capture the Flag.
I would like to see all unreg stations be capturable, to see whole areas of space retained by squads or factions in campaigns that take more than a few hours. Dislodging the holder should be difficult as he has the resourses of the stations at his disposal. The battle should be part economic as well as military, ie stop the AI station miners and haulers from bringing raw materials to the stations then defeat their defenders in battle. Well you get the picture.
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Old 08-20-2007, 06:03 PM   #11 (permalink)
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Re: Capturable Stations

Quote:
Originally Posted by Jimac View Post
Oops sorry Daslog, when I saw the thread title, I entered ready to say yes please. But I think Jump is right, too quick and artificial for Jumpgate universe, too capture the Flag.
I would like to see all unreg stations be capturable, to see whole areas of space retained by squads or factions in campaigns that take more than a few hours. Dislodging the holder should be difficult as he has the resourses of the stations at his disposal. The battle should be part economic as well as military, ie stop the AI station miners and haulers from bringing raw materials to the stations then defeat their defenders in battle. Well you get the picture.
While that stuff would be interesting, the amount of complexity it creates makes it not possible to implement.
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Old 08-20-2007, 09:14 PM   #12 (permalink)
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Re: Capturable Stations

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Originally Posted by daslog View Post
While that stuff would be interesting, the amount of complexity it creates makes it not possible to implement.
Huh? It would surely take a good amount of coding and planning, but to say it's not possible is ludicrous. They already have the framework of the economy we have now. With some intelligent shifting as to where stuff is produced and how much it costs, along with readding the code for sector claiming with some key changes... it's definately possible.

And I think the benefits to the economy and pvp experience both of having a real strategic system of resource/territory management and control make it worth it.

Jimac, what you posted was my philosophy behind my "Controllable Resources pt2" thread, and I completely agree with you.
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