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About This Page About This Page: This is a discussion on Man your Battle-Stations within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Since the devs are thinking about adding battle stations to the Jumpgate Evolution, I thought I would throw-in some ideas. Battle-stations should be sited in unreg sectors. The
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Old 12-09-2007, 07:36 AM   #1 (permalink)
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Since the devs are thinking about adding battle stations to the Jumpgate Evolution, I thought I would throw-in some ideas.
  1. Battle-stations should be sited in unreg sectors. The center unreg region of the Jumpgate Classic map would be the best place for them since it would keep all the factions about equal distance to them.
  2. Battle-stations should provide distinct economic advantages to the faction holding them. A station could provide free commodities to faction players. A station’s design could reflect the advantage it provides (ex. a station providing free water could be built on a large ice asteroid).
  3. The docking bay of each station should be defended by AI flak gun turrets. The turrets shoot a long range (~10km) fairly slow moving but powerful shot. Think Jumpgate Classic mortars on steroids. Fighters can maneuver to avoid this fire but heavy Tows cannot. Each turret is individually shielded and armored. Bombers can knock out these turrets.
  4. Taking these stations involves the use of troops (Quantar Hoplites, Solrain Marauders, Octavius Marines, and Hyperial Hastatii). Troops are special cargo only available to MT tagged players.
  • Troops can be picked up at the faction core station and transported to a battle-station. Players with troops on board can dock with an enemy held station. On docking the troops jump out of the ship and conduct an assault. Docked players can watch how the troops are doing by a special interface. A player can recall the troops before undocking or undock to leave the troops to their fate.
  • Troop combat is resolved server-side in 1 minute turns. Each trooper has a chance to hit an enemy trooper based on current morale. This action normally burns 1 unit of Ammo. Each wounded trooper loses morale and requires 1 unit of Medical Supplies. If Medical Supplies run out, wounded troopers die. If Ammo runs out, troopers morale decreases (troopers now have to use short range energy weapons). If morale drops to zero, the trooper surrenders becoming a Prisoner of War (POW).
  • Enemy POWs can be transported to the faction core station thus being removed from the game. If friendly POWs are freed by retaking the battle-station, the POW can be transported back to the faction core station to become a trooper again.
  • Each trooper burns one unit of water and one unit of food (organic food increases morale) per day. Alcohol also increases morale. Running out of food and/or water decreases morale. Captured POW on the battle-station will also burn water and food.
Military players would now have sometime worth fight for. Combat would involve fighters, bombers, and transports. Taking and keeping stations will involve logistics. Since they are sighted in unreg space, non-military players can participate in the fight but wouldn’t get paid for it or be able to conduct assaults.
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Old 12-09-2007, 08:25 AM   #2 (permalink)
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Re: Man your Battle-Stations

Are battle stations going to replace the current POS structures?

And if they are will they be functional for miners, hauler, market, type of squad?

If battlestations are offensive structures only they should provide stratigic placement. Puting them in unreg only might be a waste of time. Building one in reg space would require the builder to locate them where they might not be detected. If the builder built within radar, they could be destroyed before completion.. Assuming they take time to build.

Stocking one would not be easy also if they are in reg space. The convoy of haulers going to deepspace would draw suspision. Just general travel to one would have some asking questions. I would like them to be built anywhere, the builder takes the risk of them being destroyed. But building one for an assult with nothing currently in the game that can be captured asks the question. What good are they.. If they replace the POS they will be placed just like the PVP ones currently are, and will be blamed for killing pvp once again.
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Old 12-09-2007, 08:29 AM   #3 (permalink)
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Re: Man your Battle-Stations

Quote:
Originally Posted by GrimLeo View Post
Since the devs are thinking about adding battle stations to the Jumpgate Evolution, I thought I would throw-in some ideas.
Who where what now?

Links to the OP , this is the 1st i have heared about this.
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Old 12-09-2007, 12:00 PM   #4 (permalink)
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Re: Man your Battle-Stations

me 2.
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Old 12-09-2007, 12:03 PM   #5 (permalink)
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Re: Man your Battle-Stations

No one has ever said there are battle stations.
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Old 12-09-2007, 12:12 PM   #6 (permalink)
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Re: Man your Battle-Stations

And hyperians...... Id take that you would need a hyperian pilot to transport them... since you can't get them unless ur MT... or is that Oct MTs can acquire quant troops?

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Old 12-09-2007, 02:35 PM   #7 (permalink)
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Re: Man your Battle-Stations

Quote:
Originally Posted by Jump
No one has ever said there are battle stations.
Here is where I got the impression battle-stations are in Jumpgate Evolution.
Quote:
Originally Posted by dahalb View Post
One last tid bit. AI battle cruisers may get implemented (not player controlled ones) and destroyable battle stations look like making it in.
Quote:
Originally Posted by ELPIRATA
And hyperians...... Id take that you would need a hyperian pilot to transport them... since you can't get them unless ur MT... or is that Oct MTs can acquire quant troops?
Players from all three starter factions should be able to take MT tours of duty for Hyperial. This way Hyperial can fight wars against Oct/Quant/Sol. In Jumpgate Classic, Hyperial was the least interesting faction. This would spice things up.

P.S. Ship livery and radar color should change to reflect what faction you are flying for.
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Old 12-09-2007, 04:34 PM   #8 (permalink)
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Re: Man your Battle-Stations

Quoting another fan of the game does not lead us to believe there are going to be battle stations in Jumpgate Evolution.
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Old 12-09-2007, 07:22 PM   #9 (permalink)
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Re: Man your Battle-Stations

What would spice things up is for an hyperian faction being made playable or at worst seen in the AI form.

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Old 12-10-2007, 12:32 AM   #10 (permalink)
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Re: Man your Battle-Stations

Quote:
Originally Posted by Jump View Post
No one has ever said there are battle stations.
Actually......

Scorch did mention they might make an appearance when he came to Oz.
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Old 12-10-2007, 07:13 AM   #11 (permalink)
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Re: Man your Battle-Stations

"Troops" as transportable commods -- kind of an interesting idea. To take the idea to the absurd level, the station invasion/defense could be a game-within-a-game that plays like an RTS.
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Old 12-10-2007, 10:32 PM   #12 (permalink)
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Re: Man your Battle-Stations

Quote:
Originally Posted by Ambrosius View Post
"Troops" as transportable commods -- kind of an interesting idea. To take the idea to the absurd level, the station invasion/defense could be a game-within-a-game that plays like an RTS.
My thinking is the troop combat is abstract. You only see icons on a screen. Their main purpose is to provide a role for loaded transports in PvP. Troopers need to be transported and supplied. The flak guns need to be destroyed to allow the transports to dock. The transports and bombers need to be escorted during ingress and egress. Scouts need to locate the enemy to allow interception. etc. etc.

I would like to see different forms of warfare in Jumpgate Evolution then just beacon flipping and gank fleets. This suggestion would add conquest to the game.
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