(03-04-2021, 12:49 PM)Connor Wrote: Honestly something like this could be made into a decent idea and potentially be worked into the contested territories system but certainly not in this state. I also think this could involve A LOT of work with very little gain and it'd most likely cause more issues then good.
Exactly as Mr. Connor said and I would like to add that I love the idea
Oh but if we work it out right I think it would be worth it just to jump start the economy alone.
There are definitely people who'd be willing to do the forum side of things. As to activating a siege, now that we have custom POB models, is it possible to yank a station temporarily to replace it with a POB of the same base model? and be like a POB in having a shield, and the ability to repair by using the repair materials already used for POB's. That way each siege would literally be the exact same mechanics of a POB siege, and automatically each time it happens, it creates a high priority supply run for repair materials and shield fuel. If that could be done then each siege would always give the defending side a chance to enlist anyone to help contribute to defense even just by supplying the base using a transport, as well as those looking to fight.
And really the point will not be to destroy these places, but be able to fight over [some] places that are permanent fixtures. For planets just use a model of the mooring fixture. Or set up a duplicate, set up as a POB next to the normal one. But as far as keeping it to only certain zones, I feel that will only keep the horse in the gate. Instead lets just designate some bases as off limits (almost back to guard systems or bases) and keep small safe zones, leaving most the in game world included. This means at worst, if a faction takes losses it can only go so far. They'll always have a place to build back up if players see them as an underdog in need of investment (like forming a new OF to go try retaking its old territory).
That would be perfect really since a siege would have 7 days to bring the HP down to 0, and in that time people could supply it to repair and keep its shield fueled. That seems pretty fair and balanced, giving defenders the ability to repair intead of just slowing down an inevitable loss in some cases. That is why at worst if one side succeeds, the other can counter challenge right away if they have the data to spend and keep a base in contest for a while. And the HP would be reset each time.
I know people will love to hear me say this but I play this RTS Rise of Nations, and in that the cities are like town centers from AOE2, but if you reduce them to destroy them, they don't go away, they change control to the player who has the most military units within the city's zone. If its 0 then it can change back and forth. To actually remove a city you must control it for some time and choose to delete it yourself. You can do that if you fear losing a city to another player and want to prevent its capture. (that game is the real AOE3 by the way). The lesson is the system lets you fight over these places instead of just destroying them. It keeps the game going though, and makes it much more interesting.
In our case this will put the economy on steroids and combined with other changes that should being up every form of activity.