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View Full Version : Nullsec industrial Redesign:



Shin_getter
August 19 2011, 06:56:00 AM
Additions:
1. Rebalanced logistics
2. Capital Production Industrial ship: Have production slots, require Industrial Core to use (siege mode), can cyno or use gates
3. "Magic goo" that can be converted into a wide range of production materials: only drop from rats
4. Perma jammed NPC systems/Constellations

Goals:
1. Allow independent deep space nomadic lifestyle for pve and pvp gangs, with features not reasonably exploited by large sov blocks
2. Add greater importance to nullsec industrialization without hurting trade
3. Add more opportunities to small gang wafare

1. Rebalanced logistics:
Cyno can no longer be lit within docking range for vast majority of stations. (barring a few specialized designs especially added to make safe logistics possible to some areas)
Jump freighter range slightly reduced
The raw space volume of moon materials is greatly increased, including those after reactions. Reactors and silos are rebalanced to fit the new space requirements.

-Goal: Logistics issues means mineral and moon material compression is very important. Datacores and blueprints would be exported from highsec to combine with moon materials in nullsec to produce end products that is simply far, far smaller in volume then raw materials for ease of transportation.

The greater number of ships required for standard logistics and industry (see below) means more targets for pvp.

2. Capital Production Industrial ship: Have production slots, require Industrial Core to use (siege mode), can use cyno or gates, bonus to production time, can fit clone jump bay
A capital ship with standard production slots that can make anything. Production is paused when the ship leaves Industrial siege mode. This ship is made so that a POS or outpost is no longer needed for industrial slots, greatly helping nomads in their logistics problems while jump logistics is nerfed. Now with a source of prints and compressed materials, nomads can live in deep space for a long time.

It is also a far more fun target for small gangs then unpiloted structures that has been the focus of industry for a long time. Give it decent survival traits (ehp, cap repper) and good fights may happen around them.

3. Self modifying nanite "magic goo":
Self sufficiency is a difficult thing as the types of materials possibly needed for a well balanced gang is immense. This special material, dropped from rare exploration plexes, can be converted into every t2 components with the right blueprint. It is also highly compressed compared to the standard raw material. This material intended to be used by deep space explorers/nomads with poor logistics capacity. While large sov blocks with good logistics can still make use of it, the necessity of such materials for them is very low and it is better to sell them to those that needs them far more at a high price.

4. Deep space NPC regions are added, far away from highsec, with many perma-cyno-jammed systems intended for smaller entities to live. The security against capital and bridging blobs is counteracted by poor logistics that now require either controlling the few available cyno staging systems, use covert cyno, trade or very high levels of self sufficiency. The local resources will respawn at a constant rate and very, very slowly expire so that unexploited systems are extremely rich in available sites however over farmed systems have almost nothing. The new "magic goo" will also drop predominately in such space.

----
General intended result:
1. Vastly increased nullsec local production needs due to nerfed logistics
2. Small groups survive via new and limited resources that enables self sufficiency
3. New space opened up for the smaller, more distributed groups to exploit

Gentle Glide
August 19 2011, 07:41:39 AM
Yea but while your production ship is in siege mode for 9 hours straight building some stuff wouldn't you want him somewhere safe, unless you plan to bump safe spots for several hours, i recommend leaving it inside a POS......

This though. But no instances of easy docking anywhere fuck that no cyno on station grid. Right place at right time fleets should be able to warp to cynos and catch something off guard.
Cyno can no longer be lit within docking range for vast majority of stations. (barring a few specialized designs especially added to make safe logistics possible to some areas)

Remove JF from game, seriously who thought that would be a better idea? Logistics should be dangerous

whispous
August 19 2011, 06:24:51 PM
Remove JF from game, seriously who thought that would be a better idea? Logistics should be dangerous

And forcing people to bring fleet escorts would generate pvp

Rudolf Miller
August 19 2011, 06:36:14 PM
And forcing people to bring fleet escorts would generate pvp

And forcing even more people to just say "fuck it" and leave 0.0 entirely. It'll be a wild land of bots and 23/7 players who piss in a bottle and never see daylight. So fun!!!

Marlona Sky
August 20 2011, 04:57:44 AM
No lighting cyno's on the same grid as a station? Or how about the same rule for a POS.

You can't light a cyno within docking range, if you do light one just outside of docking range, the ship appears like 10km out of docking range.

Sponk
August 20 2011, 06:48:20 AM
I would be OK with a mini-JF that can only carry 25k m3. Good for a solo guy/corp, terrible for bulk shipments.

whispous
August 20 2011, 06:10:07 PM
And forcing even more people to just say "fuck it" and leave 0.0 entirely. It'll be a wild land of bots and 23/7 players who piss in a bottle and never see daylight. So fun!!!

You're a moron.

kyrieee
August 20 2011, 06:12:28 PM
Nobody fucking moves a Freighter through a gate, you'd have to remove Titan bridges as well or put a mass restriction on them or something. Even then people would just portal Itty Vs.

Marlona Sky
August 20 2011, 10:45:19 PM
I know this sounds like a dumb question. How can you turn a gate-to-gate freighter run into something fun for those escorting it?

Shin_getter
August 21 2011, 03:37:02 AM
I know this sounds like a dumb question. How can you turn a gate-to-gate freighter run into something fun for those escorting it?

To make a stab at it:
1. Give escorts something to do when waiting for bad guys (which you don't want to see, thus would take strategic action to avoid) to show up.
2. Actually make saving the freighter possible when significant amount of bad guys show up.

Marlona Sky
August 21 2011, 04:19:45 AM
To make a stab at it:
1. Give escorts something to do when waiting for bad guys (which you don't want to see, thus would take strategic action to avoid) to show up.
2. Actually make saving the freighter possible when significant amount of bad guys show up.

If they would get rid of the rage ctrl+q if someone enters local and you disappear if no agro and the 15 minute timer, increasing the HP by a ton would be interesting. Dunno.

Sponk
August 21 2011, 09:36:06 AM
1. Give escorts something to do when waiting for bad guys
inb4jolin

Marlona Sky
August 21 2011, 08:02:16 PM
inb4jolin

:D

cillisia
August 22 2011, 04:45:10 PM
Yea but while your production ship is in siege mode for 9 hours straight building some stuff wouldn't you want him somewhere safe, unless you plan to bump safe spots for several hours, i recommend leaving it inside a POS......

or you could make it generate its own pos bubble which only it could sit in when sieged?

Gentle Glide
August 23 2011, 05:22:00 AM
No lighting cyno's on the same grid as a station? Or how about the same rule for a POS.

You can't light a cyno within docking range, if you do light one just outside of docking range, the ship appears like 10km out of docking range.

I agree nothing on grid for a POS either. We cyno JF and Carriers into docking range on the daily so 0.o