I've been thinking about system control a bit and we all know that how
the system works now, well, it doesn't work to good with offline attacks etc.
I have a few ideas on how to change things but I have no idea of how much
coding is involved or if it's doable at all. Only Vice can answer that.
I brought this up way back but I couldn't find the post.
MY SUGGESTIONS:
Normal build-able Trade stations will not have anything to do regarding system control.
Contracts done here will not affect % regardless if you have a clan tag on or not.
Max 20 stations/system and clan tags are not allowed in the name.
A new build-able HQ Station that will have a clan tag in the name.
Only 1 of those allowed/system. All contracts done by clan tagged pilots count for %
at this station. All other clans will be hostile to this station. (Can't dock)
When % is up it will remain up until someone brings it down, regardless if you
are online or not.
This station has build-able defenses (or included in the station itself) that is very hard
to take out. 1 or 2 pilots should not be able to destroy it on their own.
It should take maybe 10min to build and be very expensive. This way it would in many
cases require some friends watching your six while you build.
Those are suggestions for improving clan activities and make it more interesting
in my opinion. Only Vice would know if it can be done in the future.
[Edited on 2013-2-1 by SeeJay]
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"
Static and unmoving.
I claim this here spot; therefor it will be mine forever.
If that becomes hard I will make rules and lobby for
game changes that make it easier for me to hold onto my claim indefinitely.
This has been they way since the beginning.
I do not believe this was the intention of the clan system as in-visioned by Vice.
Why was it made originally that the only way to stop % dropping was by being online?
Why would you give a clan a benefit for not playing the game. For being offline.
i.e. My system is safe because I logged in with an alias without a clan tag.
"Online" war is much more fun but we are a small community spread out over different time zones.
I am all for more online wars but I dont agree with the not online no attack thing.
If a clan % never drops and no work is needed to maintain their system then
maybe if an attacking clan does manage to destroy that well defended and hard to destroy HQ station that all clan % will reset to 0 at that time?
I do actually like your idea of HQ Stations with station defense.
Fewer stations where contracts count towards % might be interesting too.
But anything the makes system takeovers harder then it already is I dont think is needed and
anything that makes holding onto a system easier I dont think is necessary either.
I agree with SeeJay. Unique HQ would be an excellent way to fix people in a fighting area and to avoid contract race. And I'm not a very big fan of the overloaded sectors with dozen of stations named like [clan]Trade23, it's IMO useless and boring to build/destroy.
Regarding Vonari's concerns I think it's better if the % drops as usual, to force people to log sometimes...
Maybe there should be a respawn countdown on PVP death. This way, the winner of the fight would gain time to take over / set defenses in the system. Moreover, when a clan member is killed in PvP by another clan member, the winner's clan should gain some %. This way we would focus on PvP and not in contracting/blowing up stations. I know, it's an open door to many exploits. IMO pilots shouldn't be able to change their clan tag when they want. Maybe a clan manager hosted by each server could do the job ?
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Some good ideas to start off Seejay.
Thanks for starting up this topic here in its own place.
I didn't mean to sound so defensive about it with my first response.
Unique HQ would be an excellent way to fix people in a fighting area I agree Triton83.
I am not sure it would stop a different kind of contract race though.
Attacking clan would still need to do 180 contracts before they can "own" the system
unless % was wiped out with the HQ station.
Would the defender think of their system lost when HQ destroyed and an enemy HQ built?
I doubt it.
Would there still be complaints then if attackers did contracts when defenders were not online?
Probably.
Overall it is sounding like more fun that it is at the moment though.
Lets just not make it ridiculously easy to keep a system while observing the
no online no attack rule, which it looks like everybody wants to consider the "right way to play".
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I was awoken by the sounds of clan wars and fun battles over HQ stations but I will now return to my rest and sleep.
I agree with Von-T's original response on this thread.
As far as the HQ station it's kind of interesting, but if it's going to take 2 or 3 pilots to destroy it, then it should take more than one pilot to build it. - And I don't mean one builds while two give cover. If you want cover you would need additonal pilots to the two or so that need to coordinate the build.
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From post: 157638, Topic: tid=10534, author=Rubber Chicken wrote:As far as the HQ station it's kind of interesting, but if it's going to take 2 or 3 pilots to destroy it, then it should take more than one pilot to build it.
The nanobot kit used to build a station doesn't require more than one pilot to maintain stasis. But destroying the station is another matter, entirely.
As Marv says and for another reason in that if I am out exploring by myself and want to build a station I would not be able to if multiple players needed.:(
Explore! Explore! Explore! \"There is no going back (Yet) so Make Today Count!
Right. The HQ stations would have to be a clan specific station type, and the regular trade stations would still be available to the lone explorer. In other words my point is that an HQ station wouldn't add anything to the game except for a clan station that was triple-tough to destroy, and I highly doubt it would stop the clan-spamming of the regular trade station type.
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Clans would hide the HQ in such an obscure location, only contracting for themselves when nobody was around.
I'd personally like to see tougher contracts rewarding with a higher % increase. Right now, there is no incentive to do anything but the very easiest of contracts to gain clan %. Clan warriors are reduced to delivery boy status when it comes to territory capture.
From post: 157650, Topic: tid=10534, author=Static wrote:Clans would hide the HQ in such an obscure location, only contracting for themselves when nobody was around.
I'd personally like to see tougher contracts rewarding with a higher % increase. Right now, there is no incentive to do anything but the very easiest of contracts to gain clan %. Clan warriors are reduced to delivery boy status when it comes to territory capture.
A couple of good points there.
I like the thought of fighting around a HQ station but if you cant find it and the owner clan doesn't need to go
there to keep % up, nothing would ever happen at all.
Delivery missions do get boring. Perhaps if those missions gave only .5% or 0.25% it would encourage
players to take more difficult missions.
I hope that in a future update we will be able to build the HQ on a planet. It would lead the way to fun atmospheric battles or ground battles between Clans.
I think 1 thing should change: Make AI kills count for % in a way.
That way, at least people are fighting something in a clan war, not just delivering pizza's to the local government.
SplosivesCorp: Bringing people closer to destruction.
1) The HQ should be built on a planet, or within a certain distance from a jump gate, so it is near 'civilisation', and shouls require 2/3 pilots of the same clan tag to build and should be hard to destroy. Maybe make licenses cheaper in the station for those with a friendly clan tag, or make it 1.5% per contract? And the destruction of the HQ gives a 10-20% drop in percentage in that system.
2) Defense turrets. Basically AI ships that don't move, have only missiles or only particle cannons, and are locked to certain radius around stations. Just as hard as a good AI ship to kill, but adding an extra defensive element to the game. Maybe they can be upgradable, or this 'HQ station' can have better defensive turrets?
Or minefields. They'd be fun too.
3)Harder contracts for those with a clan tag, maybe clan themed, e.g. "Destroy this capital ship carrying important [INSERT CLAN TAG] personnel/equipment" which give a 2-5% reduction, in return for massively increased difficulty.
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