[Suggestion] Planetary base assault rework

Attacking planetary bases could be a lot of fun, but now is generally just more tedious than fun.

1) Adding some scanning mechanic or mini-map or similar way to study the layout of the base/ where/what the scannable targets are. The current mk1 eye ball method is tedious. The non-old timers are probably not wiling to break out the graph paper (like the we had to in the olden days), and will just give up instead.

2) Allowing a heat mechanic method to avoid/minimize the size of the trespass zone. (low heat = not easily detected until right on top of the scanner.

3) The trespass zone can be totally broken when more than one player is present. ( i was able to park my corvette right on top of a high sec base with a 2km + keep out for 15+ minutes with out getting getting attacked or the base going hostile.) Reworking the code so multiple players both in wings, and operating without a wing (to avoid both ships getting attacked.) is less broken would be a great thing. (the other player was in a krait, and the no go zone was enforced for that account, but not the corvette. Only the Krait could see the timer when the scannables were scanned also )

4) Allow mechanics related to players working together to draw of the system sec ships. Currently this is bugged for ships landed at the base/outpost. (they sort of agro, but stay basically on top of the pad with weapons deployed).

5) Allow the turret to be used near ships other than the player's own. Having a ship on a base's lading pad can be a real pain (or even make a scan point all but impossible to scan at present due to the enemy ship landed at a nearby pad.).

6) It should be easier for ships to see/attack anti-ship defense emplacements. (detectable at longer range, etc)

7) The Regen mechanics of defenses is not that much fun. Ideally the base should be calling in more ships rather than just magically regenerating smoldering piles of metal. Spawning more skimmer is fine. Mines, or sub-surface (non-attackable) missile silos of a sort might also be a better way to spice things up rather than just regenerating the defenses.

8) Adding mission variants such as canyon runs could be fun also. Possibly flying your ship from a start location to an end location attacking enemy facilities along the way, and dodging their defenses. Flying above the canyon would bring down some very strong ships (possibly elite wings, or an insane number of anti-ship turrets just beyond the canyon edges without line of sight into the canyon proper.) on one's head. Far away from bases this could be 'disrupt heavily defended mining operation of such and such faction.' Near bases it could be something like 'Fly under the radar and access secure such and such.' or 'Destroy anti-ship planetary defense platform' (like a huge PA or cannon intended to attack ships both near the surface, and in orbit.) .

Canyon running is fun, and having a mission way to introduce newer players to it might be a good idea. They main issue (other than dev time) would be making sure players understand that they need to be doing a trench run to avoid defenses rather than simply try to tank them above the canyon.
 
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