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No just No

O7

I’m sure some would be made invulnerable, but the game has so many bases and stations that nobody would even notice they were gone if they could be destroyed or put out of commission. The ability would be there of course to have them rebuilt as well.
 
I’m sure some would be made invulnerable, but the game has so many bases and stations that nobody would even notice they were gone if they could be destroyed or put out of commission. The ability would be there of course to have them rebuilt as well.
The issue is you would have to make certain stations immune (such as faction HQs) so it would make it difficult, not to mention trying to control griefing.
Its bad enough trying to stop muppets blocking mail slots, imagine what those silly individuals would do if they had the option to disable stations for a complete cycle.

O7
 
Well to make PP better you need to remove the crap bits, which is quite a lot. CC, merits, decay, tasks, gov type allegiance, perks.....I'd be surprised that a whole year was changing a font and buffing Aislings portrait.

That's exactly what i was saying - you know what changes you'd do to PP1.0 to make it PP2.0.
But you're not a game designer at FDev and you - we - don't know what "a full rework" actually means in FDev's terms
 
I wouldn't. I've seen your fan art. They have the original.
If ever a Surprised_Aisling.png was required, its now

SuprisedAislingDuvalFace.png
 
The issue is you would have to make certain stations immune (such as faction HQs) so it would make it difficult, not to mention trying to control griefing.
Its bad enough trying to stop muppets blocking mail slots, imagine what those silly individuals would do if they had the option to disable stations for a complete cycle.

O7

According to EDSM there are over 70,000 stations, outposts, bases, etc. How many of those can they really affect in one cycle? Especially if they don’t make it trivial to do so.
 
According to EDSM there are over 70,000 stations, outposts, bases, etc. How many of those can they really affect in one cycle? Especially if they don’t make it trivial to do so.
Given how fleet carriers litter the universe (mine included), if ever we get base building, I would be strongly in favour of applying mechanics like these to remove those bases when they are abandoned where they are not wanted e.g. the Fed aligned stockade called "Imperial ********s" on Cemiess 6c, the Imperial aligned "Federal *******s" on Mercury).

For stations, just assume that the thousands/millions/billions of souls who live there are working against you. I would if you were messing with my house.
 
Given how fleet carriers litter the universe (mine included), if ever we get base building, I would be strongly in favour of applying mechanics like these to remove those bases when they are abandoned where they are not wanted e.g. the Fed aligned stockade called "Imperial ********s" on Cemiess 6c, the Imperial aligned "Federal *******s" on Mercury).

For stations, just assume that the thousands/millions/billions of souls who live there are working against you. I would if you were messing with my house.

Exactly, and situations like that could be made a requirement for the bases to become vulnerable to attack. When you have one lowly station aligned with a different power in the middle of a rival power’s space, that should become vulnerable to such attacks and forcefully taken over or destroyed. Imagine on foot combat inside such a station for missions to take it over.
 
On a different note, my feelings of hope/hype continue. I spent my brief play session acquiring an exploration/mining Krait Phantom, the appropriately named Krait Expectations


I’ll need to do visit a few Engineers, and material brokers, to get finish the outfitting. I wasted far too much materials on my racing ships. :). After that, it’s off into the Black in search of 50 tons of Bromelite… though it’s more of an excuse just to explore. I’m tired of waiting for Frontier do add the “obviously missing” on-foot content, and this gives me an excuse. ;)

edit: fixed a typo
 
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On a different note, my feelings of hope/hype continue. I spent my brief play session acquiring an exploration/mining Krait Phantom, the appropriately named Krait Expectations


I’ll need to do visit a few Engineers, and material brokers, to get finish the outfitting. I wasted far too much materials on my racing ships. :). After that, it’s off into the Black in search of 50 tons of Bromelite… though it’s more of an excuse just to explore. I’m tired of waiting for Frontier do add the “obviously missing” on-foot content, and this gives men an excuse. ;)

I hope you are prepared for some rather leisure mining sessions since the prospector from that mining mlc is not exactly optimal to the task
Also you did fit a PWS but no core mining tools while getting 4 mining lasers which are a bit overkill for the 3 limpets available to pick the fragments provided by the 1C prospector
All these are obviously under the implied tag of: IMO 😇
 
I hope you are prepared for some rather leisure mining sessions since the prospector from that mining mlc is not exactly optimal to the task
Also you did fit a PWS but no core mining tools while getting 4 mining lasers which are a bit overkill for the 3 limpets available to pick the fragments provided by the 1C prospector
All these are obviously under the implied tag of: IMO 😇

Fair enough, though the PWS, like the "business cabin*", is there more for roleplaying reasons than anything else. All the other mining equipment I'm carrying is in case I actually find a hotspot of the approriate type. If I don't, I'll move on to plan B once I know when update 19 is likely to be.
_________
* The "business cabin" is a place holder for the compact gym and better living quarters I have installed onboard my ship. I'm not sleeping in the cockpit while out exploring!!!
 
I know this would require some game mechanics changes but I really wish we could attack ships and stations in a way that could allow you to destroy them or put them out of commission for a while. Make use of torpedoes for bombing runs, and have real battles with capital ships. All that could be worked into power play by attacking strategic areas of manufacturing or resource extraction.

Space combat with 90s games like X-wing, tie fighter, freespace, was always great with including ships and stations of all different sizes.
That is fine for single player scripted games like Tie Fighter it isn’t where anyone can join in and blow stuff up at random.
 
I know this would require some game mechanics changes but I really wish we could attack ships and stations in a way that could allow you to destroy them or put them out of commission for a while. Make use of torpedoes for bombing runs, and have real battles with capital ships. All that could be worked into power play by attacking strategic areas of manufacturing or resource extraction.

Space combat with 90s games like X-wing, tie fighter, freespace, was always great with including ships and stations of all different sizes.
Directly attacking (as in, pew pew-ing stations) will never work just due to instancing alone.

The only mechanism that could work, and one I've floated before, would be indirectly via BGS mechanisms. Specifically, this would look like:
  • Unlocking system population to allow them to be varied (within reason), and
  • Undertaking actions which may directly or indirectly lead to variances in population.

The "lower limit" would be 1,000 people occupying the capital station. Upper limit would be however many the maximum capacity of stations can facilitate. Target states to lower population are Famine, Outbreak, Natural Disaster... target states to increase might be Investment, Civil Liberty, maybe a new "Migration" state? Happiness could also affect.

Maybe individual actions could affect in a minor way, would start to get really tricky to track and disproportionately affect controlling factions.

Whether stations are depopulated one after the other based on some ladder, for the factions which own them and are affected, dunno... but basically you would have four "states" for a station, based on their population:
Overcrowded (95-100% full): Basically has negative economic/security effects.
Normal (35-95%): Status quo
Underpopulated (1-35%): Maybe restricted services, basically a "damaged" port, but without the damage[1]
Abandoned(0%): Just like it is in the Thargoid War.

Reasons to do this are pretty simple; higher populations = more goods on the market, harder to cause BGS changes... lower population = the opposite. Depopulating wouldn't need to be a "bad" thing either... like everything else should be with the BGS, it's just different, creates new challenges and new opportunities.

There's a bunch of gotchas... but yeah, not fleshing out the entire system here. It would have to be through those mechanisms though... for the same reasons that whatever is coming for the Titans, it won't be a "Look, you destroyed a titan!" moment... it'll be "You hurt it, but <rinse-repeat> and it might have an effect at the weekly tick".... current instancing just doesn't allow for anything else.

In the context of PP, it could help or hinder systems under the influence

[1] noting Infrastructure Failure, Terror Attack, Natural Disaster should cause damaged stations, much like the Thargoid war does too.
 
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