So, Outpost Grieing...
What is it?
When a Player or Group setup Outposts in a Line, or Chain, just to get to a System that they actually want.
When does this occur?
Usually, when a Player decides that they want a specific System, due to its characteristics.
This can be due to the presence of an Earth-Like World, or due to the number of Building Sites in a System.
Why is this a Problem?
For me personally, this is an issue because it means that my Large Ships don't have anywhere to Land.
I, like many other Players, just want to Refuel at a Station, maybe sell some Cartographic Data, and keep moving.
.
OK, so how do we fix this Issue?
Suggestion 1:
Impose a Limit to the Number of Systems a Player can have, that ONLY have an Outpost.
A Reasonable Number would be somewhere between 5-10 Systems.
At least by doing this, in this way, it means any one specific Player can only do it once, unless they go back, and Develop their Systems later.
Exemptions: A System that at least has a Large Landing Pad Location in it, either as a Land Based Location, OR Space Station would be exempt.
Since a Tier 2, and especially, a Tier 3, can both provide a Place for Large Ships to Land, these are not a problem, these don't cause any Grief to anyone.
Suggestion 2:
Place the ability to Build / Upgrade Outposts to have Large Pads on them.
An Outpost could have 2, 3, or 4 Large Pads, the point is, they would at least have Large Pads, even if they are Few in Number.
IF ALL Outposts were just Upgraded over a Maintenance Update Period, the Issue of Griefer Outposts would be Eliminated over night.
IF Outpost Options were made available, something to Provide a Large Pad, something that wasn't as costly as a Dedicated Coriolis, that would be something.
A Large Outpost, with appropriate Landing Pads, but for around half of the Cost of a Coriolis, that would be great.
It wouldn't fix the issue entirely like this, but it would make things better, as some Players would be responsible enough to at least Build them if they had the Option.
Suggestion 3:
Make Tier 2 and Tier 3 Space Stations less Troublesome to Build, or add some sort of additional Reward for Building them.
The main reason that Players build Outposts is because they are Quick to Build, really Quick.
I know that I can build a Tier 2 Coriolis in around a Week, on my own.
Just recently, I built a Tier 2 Coriolis, with a bit of assistance, in only 4 Days.
However, most Players are not me, and don't want to spend this sort of time on a Coriolis, especially if they are not going to Benefit massively from it.
Currently, Players are rewarded for Building a bunch of Outposts, and then 'Base Crawling' to the Systems they actually want.
If Players had more incentive to Building the Higher Tier Space Stations, then more Players would.
Again, this isn't the most effective way to address the Problem, but it would help.
Making the Tier 2 and Tier 3 Space Stations easier to Build, would also help.
Suggestion 4:
NPC Hiring, being able to Hire NPC's from Systems that you already have Architect Status with.
The idea is that you still impose a Limit on this, maybe the NPC's can only Progress 50% to a System that you're trying to Colonise.
In return, they take a Massive Chunk of Credits out of you.
This might not be a Great idea, as it may introduce a different problem.
However, if a Player has a Well Built Out System, and they could then use that System to help Build a new System, that would add incentive.
Instead of Thousands of Outpost ONLY Systems, we'd get better Quality Systems, and fewer Outpost Only Systems.
You'd add a Limitation, a Player would only be able to 'Hire' NPC's once per 90-180 Days or something.
Additional Limitations could include Limiting the NPC's to only a set few Resources, selected by the Player.
Also, any NPC's that were Hired would only be able to Carry what was actually Available in the Market of the System they came from.
None of this, NPC picking up 700 CMM Composite, if the System they came from doesn't even produce CMM Composite, or there is a Shortage.
Suggestion 5:
Prompt Players to place Construction Sites in a System they have Successfully Colonised.
I don't think many Players know this, but, once you have Completed the initial System Colonisation Stage, there are no more Timers.
You can then deploy Construction Beacons in a System, and there will be no Timers on those.
This means that if you are Outpost Jumping (Base Crawling) and just don't have time for the Systems in your Wake, other Players can Build them out for you.
I actually intend to do this as I Base Crawl to a System that I have my eye on, placing enough Construction Projects in my wake to then build out some Space Stations in each System.
Effectively, this would add a more Community Focussed Element to the Game.
Suggestion 6:
Add a Penalty to Outpost Jumpers (Base Crawlers).
The more Systems that a Player owns that ONLY have Outposts in them, the more Credits and other Resources it will cost for those Players to Build more Systems.
Unfortunately, the worst people for doing this have Billions of Credits, and may even own Fleet Carriers.
That said, it would make Players think about what they are Building.
These Outpost Only Systems still require things in order to run, but they can't run effectively if there is nothing backing them up.
This in turn would become more of an issue, the more times it happens.
As such, this should be reflected in Players who do it.
Suggestion 7:
System Satisfaction Rating.
Now, I'm not entirely sure how this is working as of yet, but this could be used to Impose a Limit.
Making it so that Outpost ONLY Systems generated Negative Points, would allow a means of Tracking them.
IF a Player owns too many Systems who's Satisfaction Ratings fall into the Negatives, they are Prevented from Developing New Systems.
IF that Player then goes back, fixes the Systems that they've neglected, and resolves the Satisfaction Ratings in those Systems, then System Development is restored.
I currently have ONE System with 0 Satisfaction Rating on the Last Report.
I've added something to it that should help (I hope), so upon the Next Report, that should be resolved.
That System has a Tier 2 Coriolis in it, so that could be the Baseline.
Let's assume that it Generates 0 Satisfaction, and as such, would not be able to Generate Negative Values.
This would then mean, I would still be able to Build Systems as I see fit.
How this would look:
.
I would prefer Suggestion 1 out of that list, personally.
However, I thought that I would present multiple Ideas that I had on how to address the issue.
I know this Thread is a bit Long, sorry about that.
If you did read everything, then, thank you for your patience.
What is it?
When a Player or Group setup Outposts in a Line, or Chain, just to get to a System that they actually want.
When does this occur?
Usually, when a Player decides that they want a specific System, due to its characteristics.
This can be due to the presence of an Earth-Like World, or due to the number of Building Sites in a System.
Why is this a Problem?
For me personally, this is an issue because it means that my Large Ships don't have anywhere to Land.
I, like many other Players, just want to Refuel at a Station, maybe sell some Cartographic Data, and keep moving.
.
OK, so how do we fix this Issue?
Suggestion 1:
Impose a Limit to the Number of Systems a Player can have, that ONLY have an Outpost.
A Reasonable Number would be somewhere between 5-10 Systems.
At least by doing this, in this way, it means any one specific Player can only do it once, unless they go back, and Develop their Systems later.
Exemptions: A System that at least has a Large Landing Pad Location in it, either as a Land Based Location, OR Space Station would be exempt.
Since a Tier 2, and especially, a Tier 3, can both provide a Place for Large Ships to Land, these are not a problem, these don't cause any Grief to anyone.
Suggestion 2:
Place the ability to Build / Upgrade Outposts to have Large Pads on them.
An Outpost could have 2, 3, or 4 Large Pads, the point is, they would at least have Large Pads, even if they are Few in Number.
IF ALL Outposts were just Upgraded over a Maintenance Update Period, the Issue of Griefer Outposts would be Eliminated over night.
IF Outpost Options were made available, something to Provide a Large Pad, something that wasn't as costly as a Dedicated Coriolis, that would be something.
A Large Outpost, with appropriate Landing Pads, but for around half of the Cost of a Coriolis, that would be great.
It wouldn't fix the issue entirely like this, but it would make things better, as some Players would be responsible enough to at least Build them if they had the Option.
Suggestion 3:
Make Tier 2 and Tier 3 Space Stations less Troublesome to Build, or add some sort of additional Reward for Building them.
The main reason that Players build Outposts is because they are Quick to Build, really Quick.
I know that I can build a Tier 2 Coriolis in around a Week, on my own.
Just recently, I built a Tier 2 Coriolis, with a bit of assistance, in only 4 Days.
However, most Players are not me, and don't want to spend this sort of time on a Coriolis, especially if they are not going to Benefit massively from it.
Currently, Players are rewarded for Building a bunch of Outposts, and then 'Base Crawling' to the Systems they actually want.
If Players had more incentive to Building the Higher Tier Space Stations, then more Players would.
Again, this isn't the most effective way to address the Problem, but it would help.
Making the Tier 2 and Tier 3 Space Stations easier to Build, would also help.
Suggestion 4:
NPC Hiring, being able to Hire NPC's from Systems that you already have Architect Status with.
The idea is that you still impose a Limit on this, maybe the NPC's can only Progress 50% to a System that you're trying to Colonise.
In return, they take a Massive Chunk of Credits out of you.
This might not be a Great idea, as it may introduce a different problem.
However, if a Player has a Well Built Out System, and they could then use that System to help Build a new System, that would add incentive.
Instead of Thousands of Outpost ONLY Systems, we'd get better Quality Systems, and fewer Outpost Only Systems.
You'd add a Limitation, a Player would only be able to 'Hire' NPC's once per 90-180 Days or something.
Additional Limitations could include Limiting the NPC's to only a set few Resources, selected by the Player.
Also, any NPC's that were Hired would only be able to Carry what was actually Available in the Market of the System they came from.
None of this, NPC picking up 700 CMM Composite, if the System they came from doesn't even produce CMM Composite, or there is a Shortage.
Suggestion 5:
Prompt Players to place Construction Sites in a System they have Successfully Colonised.
I don't think many Players know this, but, once you have Completed the initial System Colonisation Stage, there are no more Timers.
You can then deploy Construction Beacons in a System, and there will be no Timers on those.
This means that if you are Outpost Jumping (Base Crawling) and just don't have time for the Systems in your Wake, other Players can Build them out for you.
I actually intend to do this as I Base Crawl to a System that I have my eye on, placing enough Construction Projects in my wake to then build out some Space Stations in each System.
Effectively, this would add a more Community Focussed Element to the Game.
Suggestion 6:
Add a Penalty to Outpost Jumpers (Base Crawlers).
The more Systems that a Player owns that ONLY have Outposts in them, the more Credits and other Resources it will cost for those Players to Build more Systems.
Unfortunately, the worst people for doing this have Billions of Credits, and may even own Fleet Carriers.
That said, it would make Players think about what they are Building.
These Outpost Only Systems still require things in order to run, but they can't run effectively if there is nothing backing them up.
This in turn would become more of an issue, the more times it happens.
As such, this should be reflected in Players who do it.
Suggestion 7:
System Satisfaction Rating.
Now, I'm not entirely sure how this is working as of yet, but this could be used to Impose a Limit.
Making it so that Outpost ONLY Systems generated Negative Points, would allow a means of Tracking them.
IF a Player owns too many Systems who's Satisfaction Ratings fall into the Negatives, they are Prevented from Developing New Systems.
IF that Player then goes back, fixes the Systems that they've neglected, and resolves the Satisfaction Ratings in those Systems, then System Development is restored.
I currently have ONE System with 0 Satisfaction Rating on the Last Report.
I've added something to it that should help (I hope), so upon the Next Report, that should be resolved.
That System has a Tier 2 Coriolis in it, so that could be the Baseline.
Let's assume that it Generates 0 Satisfaction, and as such, would not be able to Generate Negative Values.
This would then mean, I would still be able to Build Systems as I see fit.
How this would look:
- Tier 1 Outpost ONLY Systems, Generate -5 Satisfaction
- Tier 2 Coriolis ONLY Systems Generate 0 Satisfaction
- Tier 3 Ocellus/Orbis ONLY Systems Generate +5 Satisfaction
.
I would prefer Suggestion 1 out of that list, personally.
However, I thought that I would present multiple Ideas that I had on how to address the issue.
I know this Thread is a bit Long, sorry about that.
If you did read everything, then, thank you for your patience.