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A Modest Proposal

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2011 in Ten Forward
I know this isn't really the appropriate place for this but I decided I would let you guys hack and slash an idea I had for Fleet Basing and how it should work. It's long....I thought about it a lot.
I also know a lot of it isn't probably possible but I felt I should run it through anyway.
Anyhoo after you guys get down making fun of me and tearing it apart or hey even making some suggestion I figured I'd pop it into ...well whatever the proper forum is to see if it still floats.

And yes....this is what I do when I can't sleep....make complicated schemes and theories.

Ok had a problem with the format so I used bolding and block quotes to hopefully make it easier to read as well....sheesh.

A Proposal for Fleet Bases and Design.

Suggestion One:Three Main Base Types
1.Secure Sector Bases
A.These bases are pre-made no construction starter bases.

B.Also totally secure and well located in home sectors(Sirius/Omega Leonis)
2.Exploration Bases
A.Buildable Base with Space and Ground facilities.

B.Are Built in Exploration zones.(Delta Volanis/ArucanisArm etc.)

C.Trading bonus from visiting non-aligned races if trading facilities are built and stocked.

D.Can incur once a week random non-aligned attack that can be fought off with fleet members for prize or auto defended for no items.
3.Contested Bases
A.Buildable Base with Space and Ground facilities.

B.Are Built in zones that are contested or nominally enemy controlled.

C.Can incur once a day faction attack from opposing or controlling faction that can be fought off with fleet members for prize or auto defended for no itemsbut possible facilities destruction (possible loss of medbay or defensive items for example).

D.Can be subject to agreed upon raids by opposing factions to be defended by owning fleet, prizes should be available for this as well depending on raid size.
Suggestion Two: Buildable Bases In Two Parts
1.Space Facilities
A.Monitoring satelites

a.Can give random investigate mission(We have detected ships moving
through...yada yada please check them).

b.Can interfere with cloaking devices in certain range in contested
bases;destroyable.

B.Defense Emplacements

a.Used in defense of base during raids or attacks;destroyable.

C.Mining Facilities

a.Generates resources and occasional specific item types.

b.Possible objective in contested;destroyable.

D.Starbases.

a.Main Space facility;not destroyable.

b.Has transition to space station map for normal use and raid objective.
2.Ground Facilities
A.Prefab ground construction.

a.Easiest to build limited in space;must have clear space with relatively flat
ground area.

b.Objective in raid combat:charge can be placed and destroyed.

B.Tower.

a.Tough to build and must have level starting area.

b.Max 5 floors.

c.Requires multiple charges be applied to be destroyed in raid.

C.Underground facilities.

a.Tough to build.

b.Has separate map.

c.Nondestroyable.
Suggestion Three: Unique Base Fleetwide Boosters
1.Bases built in an area with an asteroid cluster may have resource generation.

2.An anomaly could boost science skills

3.A training center could boost combat abilities for a general combat type.

4.Should be expensive and time consuming to build.
Caveat:Each fleet gets only one type of booster
Suggestion Four:Base Locations.
1.In exploration sectors a fleet several fleet "nodes"
A.Planet type can be chosen.
2.In contested sectors any planet without a preexisting Starbase.
A.Planet is locked in to contested planets type(if its a desert world,you get a desert planet).
3.In secure sectors any planet sector;but you only get an asteroid starter base.

Suggestion Five:Construction.
1.Cost
A.Energy Credits.a certain amount of energy credits must be devoted to the new construction.

B.Items for certain facilities special items or particle must be used.

a.Fleetwide booster should use a fair amount of Rares as well.

C.Time

a.An officer(character) must devote a certain amount of offduty(logged out) time to the construction.

b.Multiple officers can contribute.

c.No single officer can contribute more than 24 hours.

d.The officer MUST BE LOGGED OUT for the amount of time he is
contributing.
Ex.If I have Rasputin contributing 8 hours on a project I must have
him logged out 8 hours real time,however I can still play Catherine
my other character without interfering.
2.Type
A.Planet Surface

a."Plans" may be purchased from the fleet contact.

b.A flat area of clear ground may be designated.

c.Ghost image of construction is overlayed and construction may begin.

d.Officers near a constuction may selecta construction to help with and
amount of time to contribute in menu options with a holo construction chief
near building. Characters are then autologged out.

B.Underground/Starbase

a."Plans" are purchased from fleet contact.

b.A door in the facility is selected or is possibly predesignated by a
floorplan design.

c.Officers near door may aid in construction as above.

C.Space.

a."Plans" are purchased from fleet contact.

b.A location is selected in ship.

c.Ghost image of construction surrounds ship.

d.Officers near a construction may aid in construction as above but in
conversation with "Worker Bee" Construction Shuttle
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Someone obviously played SWG, that's how it worked there for the most part.


    I want to build Blood Gulch with Klingons on one side and Federation on the other.

    And given the faction colors I can use the idiom of "There are two teams, a Red team and a Good team"

    /signed
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Someone obviously played SWG, that's how it worked there for the most part.


    I want to build Blood Gulch with Klingons on one side and Federation on the other.

    And given the faction colors I can use the idiom of "There are two teams, a Red team and a Good team"

    /signed

    Really?!?!....Admittidely I did play SWG but I only played for 5 minutes and decided I didn't like how the characters looked.

    Damn to think I spent all that time and I was apparently redesigning the wheel.

    Oh well...its still pretty....:D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    We could use the same archtype.

    It would require all three classes to kill the base. For example:

    Science: Virus base Comm's, clearing the way for....
    Tac: Destroy base defenses, clearing the way for...
    Engineer: Overload base reactor. Boom.

    However, as soon as the base is attacked it would put out a global message like "Attention: Base on (insert planet) Under attack by (insert faction) and you would need to be PVP mode, meaning everyone can run to the rescue.

    But yeah, Sharpe, you nailed how we built to a T. Go to faction officer, buy building using GCW points (basically our Merits in STO) and then like every other building you place it on cleared, mostly flat land. There were various basses in various price ranges and the larger they were you would get better troops guarding it. You could also donate turrets, minefields and shields out of pocket. It was pretty awesome. Homes were built the same way, as were all buildings really.

    We really should keep in that it requires all three classes to kill them. It made Galaxies feel dynamic, it would do the same here... and make sense.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Well as a point I gotta point out that even in the contested sectors my proposal would not allow anyone to "kill" a base. Once created the base is a permenant fleet fixture only some portions can be destroyed.

    Also a "raid" in theory would only be allowed if two leaders of opposing factions agreed to the raid.
    So no "Ahhh we need to get back to base".

    I really wanted to avoid possible PvP issues for the most part. Especially since even now PvP is still being hammered out. Plus I don't PvP so I really couldn't nail down specifics on how it would work so I kept it very controlled and general.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    and here I was expecting a thread about eating babies. I am disapoint.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I really hope they don't fully phase out PVP if you're right. I need only 87 more ground kills to get my 1,000 dead Klingons on the Ground accolade on my Ghost. I want to get that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Oh I don't think they are phasing out PvP...its just that its always a work in progress with that...I just want to minimize it since that tends to be the stickiest bone of contention.
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