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Member
Pilot Name: TexMurphy
Joystick: X45
Join Date: Mar 2005
Location: Gothenburg Sweden
Posts: 122
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Territorial Conquest with faction owned stats as the key point
What Id like to see is full territorial conquest. Ive combined my ideas about TC with Liets and Hurricanes discussions about POSes that are extreamly well founded.
This idea strives to create more faction based PvP and create depth (different roles) for PvP, through that unify the community. First map is remade so that factions are in the center, unreg around. At start the central space is divided but conquerable, unreg is conquerable. All sectors but the core station sectors are conquerable. To conquer a sector all enemy buildings in that sector have to be destroyed and beacon held for certain time. Once the beacon has been held for that time a FM is created to build an outpost in that sector. Once that FM is complete the sector changes ownership. Buildings are damaged by guns, missiles and nukes. Buildings are repaird with repair beams. This allows for basic outpost building in every sector. These outposts have nothing but docking abilit. No R/R/R, nothing. Modules can be added to them by the players through missions. Let me explain. Each outpost has a list of addable modules. Players make donations (monetary) towards the construction of each module. For example Repair 50 mil Refule 50 mil Rearm 50 mil Personal Storage 100mil Ore rafinary 100 mil Injustice production 200 mil Repair Bot Launch Bay 500 mil ect ect Each player can donate (if they want) how much they want towards which ever module they want built. Once the total collected money reaches the required then a production mission is created. Note that players donate money for something that isnt built just for them but for everyone. (Module usage is free for faction and costs money for other factions, alternativly not even allowed for other faction). Now that funds have been raised players have to haul in what ever it takes to build that module. Just look at the ammount of activites involved in taking a sector... 1. "air superiority fighting" and bombardment to remove the enemy building 2. defense in "empty squad" while gaining controll over the beacon. 3. FM to build the station 4. Raising money for modules 5. Missions to build modules 6. Continous defense because money donated gets lost if station is destroyed. This would create alot of depth to PvP and move it towards much more factional PvP. It would integrate non combat activities in the PvP activities. It would create faction owned stations rather then player owned stations. This would create something that the players work for, influence and have a connection to just like a POS but removes the egocentric down sides of a POS. Tex EDIT: Jump can you please edit the topic for me? Its supposed to be faction owned stations not stats.... ![]() |
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Re: Territorial Conquest with faction owned stats as the key point
But it also requires to build an outpost in every sector. Seams like a lot of work to gain a control over a sector amnd making space alot more full of junk. (assumming there are going to be more secotrs in Jumpgate Evolution) I guess some kind of decay system can be implemented. [lightbulb]
. And what are the benefits? -possibly closer to enemy factions space -rich mining roids - well, support for mining and hauling would be nice to make it feasible Also I'm not sure about having all 3 factions in the center. This creates a balance issue. For PvPers would create the same sitiuation that we have now with POS'es. Maybe some kind of barrier (a rift, radiation, black hole) would prevent incursions to other factions. |
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