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Lets fix the Depot Stations for Jumpgate Evolution.
I seriously doubt anyone would argue with me, when I say the Depot Stations were very underutilized due to a complete failure of logic in their implementation.
1) The locations were a hassle to get to 2) The storage space was pathetically small 3) They lacked 'Hanger' functionality To address these problems, I suggest the following: 1) Increase the amount of extra storage space you get per level so that a level 50 would have 150 units of storage space. 30 of those units would be a 'bonus' for hitting level 50 and 20 would be the bonus for hitting level 48. 2) Add 'storage' expansion modules you can buy to increase your storage. - Maybe 50 units of storage for 20million credits, with a max of 1000 units. 3) Add 'hanger' expansion modules you can buy to add hanger capability. - Maybe 1 hanger bay for 30million credits, with a max of 8 hanger bays 4) Position the depot stations to be the primary 'faction' station for people to spawn from. So that means that assuming the map of the three factions stays the same, SDS would flip with Wake, Oct Depot w/ OP, and Quant Depot w/ QC. Effects: The other faction stations deeper in faction space would still be visited often since they are the main production centers for things. There would have to be a factional effort to stock the depot stations with equipment so they can be used as a main launching/respawn point for most people. This idea would also have the effect of making POS's a lot less popular in the community, thus nullifying a lot of the problems inherently with them. |
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Re: Lets fix the Depot Stations for Jumpgate Evolution.
I would start with 50 space @ lvl 0. Increasing 5 per level with a bonus at 26 of 25 and another bonus at 50 of 25. This would then total 350 units of space. This is not over the top and neither is it stupidly small. With weapons and equipment loadouts for a fighter costing around 40 space per loadout plus extra FF, arties and missiles etc 350 would get eaten up. This doesnt take into account the econ workers and their space requirements but as you say, they can buy more space.
Hangar space should be rentable or buyable at all stations not just the depots. As for position, while i dont share your want to put the Depots in the front line, they do need to be better positioned. I would also change the rest of the stations around tho. The outpost stations or frontline stations should be smaller and geared toward military endeavours. Production should be centered around the core stations and the non-frontline stations and the depots should be closer to the action without actually being on the front line. To use sol space as an example, Sol Core should be up where SDS is and SDS should be where SC is, SC and Cornea should be the production centres for most things and Wake should be geared towards ensuring sol space is safe and launching assaults. |
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Re: Lets fix the Depot Stations for Jumpgate Evolution.
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I think your suggestion gives way to much space to the average joe. People need stuff to strive for and buy. Your suggestion would mean the vast majority of the server would never need to buy any space expansions at all. The idea isn't to have so much space that you can horde or hide mass amounts of equipment at your depot rather then ensuring that the station is well stocked for everyone. What could the average pilot possibly need more then 150 units of storage for? Whatever it is, i'm sure it's logical to make them pay 20mill per 50 units more. To prevent people hording stuff AND economic exploits. Quote:
I don't see why. Quote:
My logic is that Wake produces things. And the depots shouldn't produce anything (wether it does or not i'm not 100% sure). So basically, it'd require more of a factional effort to keep the depot stocked and running, then Wake. That combined w/ the convenience of the depot stations other services would seem to make it the ideal base for everyone to spawn from. Thus requiring that it be in a similar position that Wake is in, or Outpost, or QC. |
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Re: Lets fix the Depot Stations for Jumpgate Evolution.
If pos are to be eliminated a small (even after the mod upgrades as you suggested) storage space wont suffice nor satisfy pilots around. The reason why people end up having a pos (even in a station sector) is so they have more storage (and the other added benefits of hangar and such). A 50 * level gives enough space for even a producer kind of pilot like me. At level 0 you get nothing, you're a recruit, get to level 1... and tadaaaa 50u of space, is a good motivational tool
![]() The exchange of SDS with OP and Wake will create longer travel times. Any cargo that goes from sol space to oct space (actual map of course) gets to be a lot longer than before. If we're talking about Jumpgate Evolution I would suggest adding 2 new stations, one set on each intermediate sector. For example, Vhook and The Rim/PrimusPoint. That way, pilots are closer to the fights or trade lanes when switching ships, but their main destinations dont get altered. Of course, this would apply if the map is going to remain the same, which we dont know. I like the idea of being able to make upgrades, but with so small space... ELP |
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Re: Lets fix the Depot Stations for Jumpgate Evolution.
This is all based on the assumption that there are Depot stations in Jumpgate Evolution.
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
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Re: Lets fix the Depot Stations for Jumpgate Evolution.
True Jump. Currently the Depot station is a repository for commodities from ore collected at POS with Ore Silos and the Faction Ore Depot and provides some minor storage space for all faction pilots. It sells mining commodities at reduced prices and... that's it. It may NOT have any place in Jumpgate Evolution. It certainly make little sense to put it in "the back of beyond" as is the current practice.
Tritian I like your idea of having the "Depot" station out front in the sense of a depot station producing nothing. If it's damaged, nothing is lost but some storage. Your most vulnerable faction station would not be a major production center as they are in Jumpgate Classic. The front line station has to be kept stocked for the fighters and fluxers, so plenty of hauling jobs there. Elpirata points out, it would make production or stocking runs more inconvenient, but that makes a certain kind of sense. In RL or Real History, front-line outposts weren't production centers. They did serve to provide supplies for those going beyond the frontier or as a gathering point for the harvest from the frontier area for shipment "back to civilization". Making the current Depot Stations the "outpost" does make sense from this perspective as well. IF Montaughs "Equipment Package" insurance idea (from The Meaning of Death tread) was utilized, it would eliminate the need for a ton of storage space that's currently used to stock equipment for the inevitible pod ride. Particularly if rentable hangers (as Tritian included) were built in, there would be a greatly lowered need for storage for non-production pilots. Even at that, the production pilots would need much less storage space than they currently do. Mark me down as in favor of both these ideas. |
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Re: Lets fix the Depot Stations for Jumpgate Evolution.
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Re: Lets fix the Depot Stations for Jumpgate Evolution.
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Because some players have no interest in factionalism and would rather home at Aman or Hype, or Unreg, last thing I want to do is die in flux space and then have to come from deep inside sol space after re fitting at SDS, as it is now I cant remember the last time any of my accounts went to a depot, oh hang on lepluie about a year ago…. But then im sure ill get me a POS ASAP and build it in Aman space. |
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Re: Lets fix the Depot Stations for Jumpgate Evolution.
You say 350 is too much, i say 150 is too small. Either we meet in the middle or we agree to disagree.
In the current setup the frontline station is wake from a Sol perspective. Its the station which sees the majority of combat. Its the station that is closest to the border of its most animus neighbour. How else would you describe a frontline station??? But you obviously don't get it and i'm not here to teach, so i wont continue with this line of discussion. |
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