From post: 184945, Topic: tid=12415, author=CS-ACI- wrote:If you are just taking out command modules . . . . WHY?
To play correctly you need to destroy all enemy modules in a system to convert it to your own when you build a command module and run missions.
And you can re-build in exactly the same place it you have done you job correctly, removing all the enemies modules first.
Steve
There is no 'correct' way to dispose of a station as it stands, and there is no requirement to remove every single station module in every single sector of a region to convert the territory to your faction. All you've got to do is kill enough NPCs - stations do not factor anywhere in the territory % calculations whatsoever.
The sole reason for killing stations from a territory taking/holding perspective is to prevent the opposing faction from being able to run contracts, which guarentee hostile spawns. Running contracts as a means of influencing territory% is
far more efficient than dropping a sensor and hunting any roaming enemy NPCs. Now, the only module that lets a player take contracts is the command module. This module also doubles as a place to refuel, reload, buy equipment, store things, save, craft items and so forth.
Thus, if your goal is to win a territory war or simply hamstring the other faction, the only thing you have to do is pop command modules everywhere. Nothing else a station possesses factors into either goal. As a side benefit, most command modules, particularly for player stations are placed in such a way that they cannot be replaced in their original location, forcing the person who made it to drop a new command in a sub-optimal location. At that point, it becomes even easier to pop it.
If what you are saying were true, station assaults and flipping territory would take so long as to be impractical. Dismantling a pre-made station entirely takes a minimum of thirty or so minutes right now. That estimate assumes you are uninterrupted for the entire process - it would become virtually impossible to do anything at all if anyone decided to bother you during that process.
Also, you can drop a friendly command onto an old enemy station no matter how many enemy modules still exist. This is because friendly modules gain the shield benefits from enemy shield modules and enemy turrets do not fire on friendly modules.
From post: 184940, Topic: tid=12415, author=Marvin wrote:I'm for losing any expended ordnance if the player is then killed or self-destructs. Granted, it hinders multiple PvP battles ... but no solution is perfect.
I do agree with this. It does hinder stringing tons of PvP fights together, yes. Part of that drawback could be mitigated by expanding the missile selection at some stations, namely high-technology ones that rarely stock direct-damage missiles (Rockeyes, Starfires, Exoduses).
In all the instances where I've played station defense so far, I have made it a goal of mine to die as few times as possible, even if I lose equipment/guns while fighting. When I tried to hold out against K and Starschulz last night, I did so while missing two equipment items, one of which was my Cannon Heatsink. It definitely forces you to make-do with whatever the game's RNG throws at you and to make some tough choices, namely "can I spend a minute reloading my missiles without compromising my objective?"
[Edited on 2-10-2016 by Serayl]