' Wrote:And ignoring what happens ingame is oh so productive.
Does anyone need more stations inRP? For the record, I'm not saying that the number of bases from here on in should be static, only that player controlled stations aren't a necessitiy to the mod and are supposed to take a lot of manpower exactly because of that. Does it make sense for the lawfuls to suddenly start spawning bases like mad inRP? Does it make sense for unlawfuls?
One of the bigger perks of player-owned bases is producing state of the art equipment. Doesn't it make sense to hide that production even for the lawfuls?
Does it make sense for lawful bases to be invunerable? InRP, it nearly does. In a perfect world, lawful bases would rely on overwhelming protection and unlawful bases would rely on not being discovered. Ingame it's not a perfect world. Perfect world is an unbalanced world.
EDIT: in other words, what my poor lonely brain cell is trying to tell me is this:
Pirate RP-ing part of the braincell: Yay, I won't have to worry about the possibility of miners being invonurable any more (not a thought that would cause any sleepless nights, mind)
The part of the poor braincell that cares for a player-owned base or two: Hm, I (even though I'm just a part of a single braincell, what a burden) might have to start worrying about the base being besieged. BRING IT ON!
EDIT2: high time to eject from the thread.
1) So your problem is too many bases now? Well it's a hype as any new feature would bring. It'll die down. Unecessary bases will also die as interest vanes. But if you1re so worried about them, maybe think licencing, or something as with Caps, or admin granted access to them like with Barges in the beginning.
2) It takes a rather warped, and superhero-comic socialized brain to think high tech production facilities would be best hidden and possibly as far away as possible. In fact, supply of raw materials, access to skilled labour, know-how, and even simple cost/benefit ratios would unquestionably put high tech production facilities next to existing and preferrably large industrial centers.
3) It doesn't make sense to have any base indestructable in RP. And they aren't. Even without making certain bases undockable when you would need them. In fact, it is simply idiotic, moronic and altogether mindblowing to implement at great runtime expense a fancy gun that shoots only when you don't need it to. In fact it's the most unfair thing I can think of, since it promises protection then you fnd out, yeah, it gives protection, but only to your enemy who has the big guns anyway.
4) Finally we get to your underlying problem. "Oooh, I'm a pirate. Oooh, I wanna kill stuff. Ooooh, stupid undefended other bloke docked so i can't kill him. Waaarghh! Rage, make everything undockable. Better yet, destroy them." Idiot.
If you have a problem, solve the bloody problem. You don't need to nuke a city to make 1 bankrobber stop robbing banks.
Shields blocking docking is stupid. It should be rethought and removed.