WAR - over empty space makes no sense

Actually attacking stations is not in plans at the moment. Primarily because stations do not currently have hit points/damage points - they're indestructible. And likely to stay that way, because once something is destructible, the sociopaths in the game will want to try to find a way to destroy one.
".

I find your statement pretty ironic.
 
I've actually seen NPCs going after stations before in systems with CZs. Gets pretty exciting coming in to land in a non-combat ship when there's beams & projectiles flying everywhere, with two different security factions blowing each other apart and the station firing at anything nearby. The station never really takes damage, but its common to find wreckage starting to clog up the mail slot in systems like that, and for the 'enemy' ships to try to get inside and get blown up inside the station (watched a Conda come in with beams & pulse lasers pummeling it all the way through the mail slot and into the interior).
 
As attacking a station is genuinely not a viable tactic, maybe factions at war should be interdicting each other's trade ships?

Truth be told, we tend to be overly granular about what a war should look like. Put a greater variety of missions (with a limit on the number of the same types of mission that can be done in a row, to stop over specialization) in place to cover the different aspects of war and by and large it will be fine for most players.

So, space superiority is the existing combat zones. Add in escort missions (both sides have supply chains that will need protecting), provision of military trade goods/weapons to logistical bases (or, where appropriate capital ships), surveillance, reconnaissance, targeted assassinations, interdiction of ships etc. Then add in the missions where you have to stop the enemy from doing the same. Hey presto - enough variety in war to keep everyone busy.

Then tie those missions into how you actually get military ranking - as opposed to the existing methods, with the BGS being aware enough to actually ask you to go to a live war zone/civil war to collect and accomplish these missions.
 
[video=youtube;6fRrHqlVW9o]https://www.youtube.com/watch?v=6fRrHqlVW9o[/video]
isn't this a bit more warlike?
 
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A simple change that Should Be Fairly Easy To Implement (tm)...

If two factions to to war in a system, a combat zone spawns in between the two stations/planets. When one side reaches a certain threshold of kills, that CZ ends and a new CZ spawns closer to the losing side's station. Repeat these battles until one side or other reaches the opposition station, and then the war is over.

At least this way, sides are advancing and retreating, rather than fighting infinite streams of enemies in the middle of nowhere.

This would be a major improvement. Ideally I'd like the "final battle" at each terminal point to actually take place at the station/planet, with the defending faction being able to bring the firepower of their station to bear.

Stations don't need to be destructible, but perhaps they could be disabled in a way similar to the capital ships, or their weapons could be shot out.
 
I've actually seen NPCs going after stations before in systems with CZs. Gets pretty exciting coming in to land in a non-combat ship when there's beams & projectiles flying everywhere, with two different security factions blowing each other apart and the station firing at anything nearby. The station never really takes damage, but its common to find wreckage starting to clog up the mail slot in systems like that, and for the 'enemy' ships to try to get inside and get blown up inside the station (watched a Conda come in with beams & pulse lasers pummeling it all the way through the mail slot and into the interior).

[video=youtube;Wa8iccg9OFA]https://www.youtube.com/watch?v=Wa8iccg9OFA[/video]
I know this is a bug but just imagine, this (during the take off part of the vid) being factions fighting in the station over control of different parts of the station.
Could be cool if there were missions to deliver troops into the fray or weapons top certain pads. When leaving the station these ships could fire
on ships not friendly with them or it could be mission related.
. man that would lively things up!- ps they are still at it so you could have a look yourself

PS apologies to the commander in the clipper
 
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As a side suggestion to the OP, I would stop trying to find things that doesn't make sense in this game. Your sanity will thank you. Human brain is not capable of adequately processing high numbers.
 
As a side suggestion to the OP, I would stop trying to find things that doesn't make sense in this game. Your sanity will thank you. Human brain is not capable of adequately processing high numbers.
oke Jesse....you don' t make much sense but whatever....is it relevant to the topic somehow? Either way thank you for your neurological insight.
I mean this in the most positive way possible but on a discussion board try not to get too much in the way of discussions also in RL, you may thank me when you understand what I mean.
War. War never changes.

Not even when you're in deep space :p
what's that from again?
Mmm, this could work along with passenger capability. I remember the old Harpoon game having some "assault team" loadout for certain aircraft, that you were supposed to deliver on target. So, an assault on a station might involve several ships unloading assault troops in the station at once, with a chance of success depending on how many troops you can bring.
yea it could be a mini cg for your minor faction, deliver an army to take over station when they go to war and take over
 
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The phrase "War. War never changes" has been used in the intro of all of the Fallout games.
[video=youtube;f0vGpXPGFZY]https://www.youtube.com/watch?v=f0vGpXPGFZY[/video]
 
yup I have asked for CZs at Station/Outposts/Settlements over 1yr already.
"hey that's my space - no it's not - ok then let's fight over it! yada yada"

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How about instead of destroying a station, when it hits 0% integrity then it will be forced to surrender?
Some stations have had their Traffic Lights OFF and the letter box has an operational blast shield it could make use of. Future place-holders.
 
Because the stations outgun everything the attacker could bring to the table.

As do Cap ships, but we still have battles fought around them...

It would be nice, but I don't think most computers could handle it. We already get frame rate drops at stations. Add in 40 fighting ships and the crash rate will be through the roof. Maybe one day. As far as "empty space", those patches of empty space are closer (by travel time) than the waters the Spanish, French, English, etc fought in. Their locations are a little stale, I'd like to see them be more strategic than just "around planets", along common supercruise routes, near valuable assets (asteroid belts) etc. More than anything I'd like to see the conflict zones be dynamic than just an endless slugfest, I'd like to be able to win them.


Lack of capabilities of lower end machines should not be what stops development. As hardware progresses, current high end hardware becomes affordable lower down the line.

Apart from this, there is no reason why we couldn't have conflict zones around a station, in asteroid belts, and in empty space, giving people the choice ot match their PC specs with the conflict zone.

I had hoped that CQC was kind of a "testing ground" for what a future conflict zone around, say, an outpost may be like. Obviously, there would be no power ups or the like, but an outpost or defense platform in an asteroid belt would be an awesome start.

Back to stations outgunning everything - if said guns were targetable... Or, they were "nerfed" in some way for combat zone duty (insert lore explanation that someone makes up here), or even calling the combat zone a "blockade", where the opposing ships are there to stop supplies getting in, and those on the side of the station faction need to ensure trade ships get to the station to allow for re supplying.

The station defenses are where trade ships need to make a bolt for, but you'd need to be dropped out about 12km from the station to allow for a large enough "blockade zone". There would now me good reason and strategy for picking and choosing your approach angle as a trader, and, of course, the benefit to the trader is stupidly high returns on goods sold. Basically, a smuggling run through a warzone.

Anyway, I can see many possible ways that a war zone around a station could work, I just hope FD find an interesting and fun way for it to be done.

Z...
 
yup I have asked for CZs at Station/Outposts/Settlements over 1yr already.
"hey that's my space - no it's not - ok then let's fight over it! yada yada"

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Some stations have had their Traffic Lights OFF and the letter box has an operational blast shield it could make use of. Future place-holders.
come check out moore dock at Jera....this bug really rocks!
hmmmm have a dropship ram that door, I remember it chewing on some ships in beta
As do Cap ships, but we still have battles fought around them...




Lack of capabilities of lower end machines should not be what stops development. As hardware progresses, current high end hardware becomes affordable lower down the line.

Apart from this, there is no reason why we couldn't have conflict zones around a station, in asteroid belts, and in empty space, giving people the choice ot match their PC specs with the conflict zone.

I had hoped that CQC was kind of a "testing ground" for what a future conflict zone around, say, an outpost may be like. Obviously, there would be no power ups or the like, but an outpost or defense platform in an asteroid belt would be an awesome start.

Back to stations outgunning everything - if said guns were targetable... Or, they were "nerfed" in some way for combat zone duty (insert lore explanation that someone makes up here), or even calling the combat zone a "blockade", where the opposing ships are there to stop supplies getting in, and those on the side of the station faction need to ensure trade ships get to the station to allow for re supplying.

The station defenses are where trade ships need to make a bolt for, but you'd need to be dropped out about 12km from the station to allow for a large enough "blockade zone". There would now me good reason and strategy for picking and choosing your approach angle as a trader, and, of course, the benefit to the trader is stupidly high returns on goods sold. Basically, a smuggling run through a warzone.

Anyway, I can see many possible ways that a war zone around a station could work, I just hope FD find an interesting and fun way for it to be done.

Z...

sounds like stupendous fun for traders, running that blockade
 
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Because the stations outgun everything the attacker could bring to the table.

come check out moore dock at Jera....this bug really rocks!
hmmmm have a dropship ram that door, I remember it chewing on some ships in beta


sounds like stupendous fun for traders, running that blockade

If you think about the volume of space needing to be covered, with only about 36 ships/instance, it actually may be a tad easy. Remember, you only need to get in range of the stations guns to be "safe", as at that point, they will start picking off anyone chasing you, and we all know how long even A kitted Anacondas last against those...

Also, as I said, approach angle to the station form SC now become a tactical decision. Dropping in from an odd direction may put you out of whack with the letterbox, but it may be more likely to throw you clear of any ship that may want to take you out.

Traders also have their methods - there is silent running, cold builds (my exploration Anaconda sits at 16% heat, I could probably tweak it to run even cooler. Cobras and, to a lesser extent, Asps and th elike can do speed blockade breaks as an extra option, and you can always build a hull tank Python with some C3 and C2 turrets to keep the moquitos at bay.

The trick would be to make the drop out distance far enough so that it isn't 20 seconds of boosting to get to safety, but close enough so that it isn't just a huge play area with not enough ships. Ideally, I think a 64 ship instance (or more) would help...

Maybe station guns would also need to be scaled back to 2km range to "avoid accidental hits to allied craft" or something.

Anyway, I just thinkt here is so much potential for such things, and it can possibly help satisfy the PvP's, and also thos elike me who play mainly PvE, but in open, and have no PvP objections, and consider it part of the risk (and fun).

Such things would also work in PvE mode, just use NPC ships, obviously...

Z...
 
I don't think we should be in the business of attacking stations at all. Outposts, on the other hand, might be something I could get behind attacking so long as it makes sense in context.

War between NPC factions (with players choosing sides) should IMO be longer-running than one tick unless one side is overwhelmingly superior, and should issue missions along the lines of 'Escort this convoy' 'Scout out enemy fleet' 'Interdict and destroy an enemy squadron' and 'Run the blockade, deliver troops to planet surface' to name a few. War can be dynamic and complex without there necessarily being an EVE-style 'siege the station' element. I'd like to see NPCs perform complex missions against one another with uninvolved players being able to observe them, NPC Capital ships of greater variety and more frequently, and wars being won via missions rather than grinding.
 
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