Forums » General
Conq Station talk
I haven't played in a long time, but attempted to start building a trident again. Gathering building etc.
Then it occured to me that I have no keys and need a conq station to do this.
A group of 3 made the attempt, but that was quickly defended by A trident, Goliath, guards and turrets and at least 2 other defenders.
It makes me wonder if I can find enough participants to achieve this goal with such defense.
Perhaps more of a burglar approach might be needed when no one is home etc.
I know we have only tried once, but makes me curious. Can it be done while such defenses are persistant ?
I don't really see a path if monitored all the time, and the burglar approach would be the only way.
However, it might be short lived without more participants etc.
With such a player count is building at conq stations really a good idea ?
I would think each nation would have a ship building station of their own. Just a thought not suggesting to build such a massive undertaking of code etc. but just a thought given the participation levels needing to be online all at the same time.
Then it occured to me that I have no keys and need a conq station to do this.
A group of 3 made the attempt, but that was quickly defended by A trident, Goliath, guards and turrets and at least 2 other defenders.
It makes me wonder if I can find enough participants to achieve this goal with such defense.
Perhaps more of a burglar approach might be needed when no one is home etc.
I know we have only tried once, but makes me curious. Can it be done while such defenses are persistant ?
I don't really see a path if monitored all the time, and the burglar approach would be the only way.
However, it might be short lived without more participants etc.
With such a player count is building at conq stations really a good idea ?
I would think each nation would have a ship building station of their own. Just a thought not suggesting to build such a massive undertaking of code etc. but just a thought given the participation levels needing to be online all at the same time.
first of all, props to the defenders for mounting such a quick response, if the situation happened as described.
Secondly, Captain86; i read 2 separate questions and one suggestion into your original post; them being as follows:
1. "Can it be done while such defenses are persistant ?" (3 attackers vs 2 defenders with capship support, if I read that correctly)
-> Short answer, yes! As with most things in VO, success and failure are divided by skill and strategy with a pinch of luck
2. "With such a player count is building at conq stations really a good idea ?"
-> I don't see the player count being relevant to a pilot wanting to build a capship. Either you want it or you don't. Also what would an increase in active players do to this situation, as forecasted by Incarnate in these posts:
https://www.vendetta-online.com/x/msgboard/3/37502
-and-
https://www.vendetta-online.com/x/msgboard/1/39103
besides bringing more guns to each side?
3. "I would think each nation would have a ship building station of their own (...) just a thought given the participation levels needing to be online all at the same time."
-> Building a capship, especially a Trident, is a resource and time intensive undertaking, but most of the work can be done without conq station access, whether it be by a single pilot or a group.
That being said; if I remember the VO lore correctly, player capships would never get a go-ahead from any nation, as all player owned capships are basically illicitly built by the Corvus Syndicate, with possibly some help from other independent factions, by looking at the locations of the different stations needed to manufacture capships.
Secondly, Captain86; i read 2 separate questions and one suggestion into your original post; them being as follows:
1. "Can it be done while such defenses are persistant ?" (3 attackers vs 2 defenders with capship support, if I read that correctly)
-> Short answer, yes! As with most things in VO, success and failure are divided by skill and strategy with a pinch of luck
2. "With such a player count is building at conq stations really a good idea ?"
-> I don't see the player count being relevant to a pilot wanting to build a capship. Either you want it or you don't. Also what would an increase in active players do to this situation, as forecasted by Incarnate in these posts:
https://www.vendetta-online.com/x/msgboard/3/37502
-and-
https://www.vendetta-online.com/x/msgboard/1/39103
besides bringing more guns to each side?
3. "I would think each nation would have a ship building station of their own (...) just a thought given the participation levels needing to be online all at the same time."
-> Building a capship, especially a Trident, is a resource and time intensive undertaking, but most of the work can be done without conq station access, whether it be by a single pilot or a group.
That being said; if I remember the VO lore correctly, player capships would never get a go-ahead from any nation, as all player owned capships are basically illicitly built by the Corvus Syndicate, with possibly some help from other independent factions, by looking at the locations of the different stations needed to manufacture capships.
I may not have outline the premise of the questions very well judging by this response.
I guess I should ask first if a Trident and Goliath are unpiloted support ?
Curious if you leave your own Trident and Cap ship with another ship in your hold and defend ?
I had assumed that there were 2 pilots on the Trident and Goliath and 2 separate pilots for defenders that would make 4 players/pilots.
However, if this is wrong then there are 2 pilots which can leave their Trident and/or Goliath with other ships in their hold that they can use to defend.
I don't know how it works so I only assumed there were 4 pilots.
We didn't even know how to take the station and were undecided on what to even do.
The uncertainty of this was because I thought in the past that they just respawn if you don't take them quick enough. Or if they are partially down then it's easier to take them all down before they can respawn or something.
This could be totally wrong since it's been so long but there was little strategy at all since I didn't even remember how it works or if something has changed since then.
I am also unaware if certain parts can be build at any other stations such as FFSA which according to the mission list says Pelatus C-12.
This would mean you must take everything to the conq station to build those. If I'm wrong about this then again it's my lack of knowledge and assumption for the question.
My question is based on the speculation or "what if" senerios for example.
How many players defending would be a point of no return where no strategy or skill would ever overcome this with a fixed known number of attackers ? Would it be 8 vs 2 or 5 vs 3 with support etc. I don't know but curious about the max out senerio.
So let me further articulate this question regarding player counts.
If there are only (x)players online and (y) number of players are defending and (z)players are required to take the station for (y) players then (x) players available must be greater then (y)players + (z)player
So player counts would make a difference without any gaurantee that those available players would help the attack. However, if they are not available to begin with then there is NO hope to attack the station without the required number of players.
However, (x)players online is unknown to us so only speculation of "what if" is reasonable.
I don't know a minimum requirement for this since I've only tried it one time, but as far as I know without being able to take the station to build ffsa's there is no building at all. Unless someone can confirm that there is another way to build those items outside of the conq station then building, hauling, mining, gathering goods for the build is sort of useless unless someone is with keys is going to give these items to you at the ship building station.
I have only assumed and speculated about a lot and this could be completely all wrong.
It was only at a glance of defenses that I pondered this idea and wondered if it can be done in the way I'm thinking or if it is not possible. The question wasn't really about the 2 or 4 defenders necessarily but more curiously about how many is too many and what is required at that point. Which instantly brings me to the question. "Is there anyone else to recruite to attack" ? If they don't talk on 100 and I don't see them then I assume their not there.
I guess I should ask first if a Trident and Goliath are unpiloted support ?
Curious if you leave your own Trident and Cap ship with another ship in your hold and defend ?
I had assumed that there were 2 pilots on the Trident and Goliath and 2 separate pilots for defenders that would make 4 players/pilots.
However, if this is wrong then there are 2 pilots which can leave their Trident and/or Goliath with other ships in their hold that they can use to defend.
I don't know how it works so I only assumed there were 4 pilots.
We didn't even know how to take the station and were undecided on what to even do.
The uncertainty of this was because I thought in the past that they just respawn if you don't take them quick enough. Or if they are partially down then it's easier to take them all down before they can respawn or something.
This could be totally wrong since it's been so long but there was little strategy at all since I didn't even remember how it works or if something has changed since then.
I am also unaware if certain parts can be build at any other stations such as FFSA which according to the mission list says Pelatus C-12.
This would mean you must take everything to the conq station to build those. If I'm wrong about this then again it's my lack of knowledge and assumption for the question.
My question is based on the speculation or "what if" senerios for example.
How many players defending would be a point of no return where no strategy or skill would ever overcome this with a fixed known number of attackers ? Would it be 8 vs 2 or 5 vs 3 with support etc. I don't know but curious about the max out senerio.
So let me further articulate this question regarding player counts.
If there are only (x)players online and (y) number of players are defending and (z)players are required to take the station for (y) players then (x) players available must be greater then (y)players + (z)player
So player counts would make a difference without any gaurantee that those available players would help the attack. However, if they are not available to begin with then there is NO hope to attack the station without the required number of players.
However, (x)players online is unknown to us so only speculation of "what if" is reasonable.
I don't know a minimum requirement for this since I've only tried it one time, but as far as I know without being able to take the station to build ffsa's there is no building at all. Unless someone can confirm that there is another way to build those items outside of the conq station then building, hauling, mining, gathering goods for the build is sort of useless unless someone is with keys is going to give these items to you at the ship building station.
I have only assumed and speculated about a lot and this could be completely all wrong.
It was only at a glance of defenses that I pondered this idea and wondered if it can be done in the way I'm thinking or if it is not possible. The question wasn't really about the 2 or 4 defenders necessarily but more curiously about how many is too many and what is required at that point. Which instantly brings me to the question. "Is there anyone else to recruite to attack" ? If they don't talk on 100 and I don't see them then I assume their not there.
After further thought about this, Mining is mining right ? So should it be for manufacturing ?
I totally forgot about this requirements so I guess I'll ditch that because it's non fun regardless of how many required to take a station etc.
I thought it might be a simple task like sneak in and take it so I can get some work done but this is not the case.
It's like trying to go to work but having to beat up some idiot protestors standing at the door of your work building just to go to work. At some point it's not worth it and not enjoyable.
Oh well, have fun.
I totally forgot about this requirements so I guess I'll ditch that because it's non fun regardless of how many required to take a station etc.
I thought it might be a simple task like sneak in and take it so I can get some work done but this is not the case.
It's like trying to go to work but having to beat up some idiot protestors standing at the door of your work building just to go to work. At some point it's not worth it and not enjoyable.
Oh well, have fun.
Captain86 from my understanding of your question which is "Does the activity of the defenders and quick response (in numbers) nullify the attackers want to build a capship therefore keeping that player from achieving endgame rewards?" Yes and no
As storm titty stated skill is also a factor for example ONE held stations roughly from 2021 to about 2022(irrc possibly 2023) and we had stations locked down as if someone hit the station we had responses of 4-5 people bring 2-4 capships to the fray. And as much as i hate to admit it, yes sometimes we lost everything capships destroyed station taken. But we retook it either later that night when out enemies logged off or were preoccupied.
There have also been times when I showed up to take a station solo and haven been meet with a 3 player response however i remember taking the station yes it cost me my capship but i completed my mission.
As a piece of advice just remember capship support is slow to move but players can move around fast and are prone to error learn your opponent and exploit their mistakes.
To tie it all together no a large player response to taking a station does not mean you cant take the station it just means you've got to get creative with your positioning and/or your positioning of your alts.
Also is a way yes a guild holding a station does kind of does lock a player from getting end game rewards but with enough time and learning the mechanics you can push past this.
You can also ask said guild that owns the station to get a key.
As storm titty stated skill is also a factor for example ONE held stations roughly from 2021 to about 2022(irrc possibly 2023) and we had stations locked down as if someone hit the station we had responses of 4-5 people bring 2-4 capships to the fray. And as much as i hate to admit it, yes sometimes we lost everything capships destroyed station taken. But we retook it either later that night when out enemies logged off or were preoccupied.
There have also been times when I showed up to take a station solo and haven been meet with a 3 player response however i remember taking the station yes it cost me my capship but i completed my mission.
As a piece of advice just remember capship support is slow to move but players can move around fast and are prone to error learn your opponent and exploit their mistakes.
To tie it all together no a large player response to taking a station does not mean you cant take the station it just means you've got to get creative with your positioning and/or your positioning of your alts.
Also is a way yes a guild holding a station does kind of does lock a player from getting end game rewards but with enough time and learning the mechanics you can push past this.
You can also ask said guild that owns the station to get a key.
1. "I guess I should ask first if a Trident and Goliath are unpiloted support ?"
-> They can be unpiloted support, in a limited capacity, as well as piloted more diverse tools of game play; interchangeable in a moments notice or however long it physically takes you to dock with your capship
2. "Curious if you leave your own Trident and Cap ship with another ship in your hold and defend ?"
-> While docked at a station with Capital Docking Facilities you can load your capship with either "crates" of stuff, whole ships; and/or a mix of both. I you have 1 or more ships in your capship's cargo hold, you may undock with those "subcapital" class ships and switch between them by accessing the "Hangar" menu
3."I had assumed that there were 2 pilots on the Trident and Goliath and 2 separate pilots for defenders that would make 4 players/pilots.
However, if this is wrong then there are 2 pilots which can leave their Trident and/or Goliath with other ships in their hold that they can use to defend."
-> I wasn't there but the way you described it, in my experience, it would probably have been 2 pilots with their capships as separate entities; non-player-controlled ships (NPC for short) have an * shown in front of their name, but when a player is taking control of their capship, the capship's name is replaced by the player name
4."We didn't even know how to take the station and were undecided on what to even do."
->the "how to take a conquerable station" manual currently only has two steps:
STEP 1: Kill all the turrets before they respawn
STEP 2: Wait for the cooldown timer to expire and be the first pilot in the docking area for currently 30sec uninterrupted
After which you can either put the station on an existing key or create a new one. I wont go into key chain management details here, as it would be too long but for a quick answer. 1 key is actually split into an "owner key" & a "user key"; "owner keys" have the ability to control/share/edit the key, whereas "user key" is just is what it is, a user access
5."I am also unaware if certain parts can be build at any other stations such as FFSA which according to the mission list says Pelatus C-12."
-> Each of the many manufactured components needed to build any capship are only manufacturable in one station, except the "Reinforced Bulkhead" (RB), which can be produced either in Nyruis F-6 or in Bractus M-14 with the difference of the manufacturing recipe in Bractus requires more "Fused Composite Platings" (FCP), so yes, it is highly advised to first ship all ingredients for at least one part to a station before clicking on that manufacturing mission button
P.S.: check the VO discord #general -> "Pinned Messages" for an example of a manufacturing spreadsheet of a Goliath
6. "How many players defending would be a point of no return where no strategy or skill would ever overcome this with a fixed known number of attackers ?"
-> That is completely up to the reaction time, skill level, ingenuity, reserves and available time of both parties. Too late to arrive, lack of coordination or having no situational awareness combined with a lack of PvP experience are also some of the many factors that come into play here. I see no X > Y + Z kind of simple formula of relevance.
e.g. i have seen 1 attacker conquering the station against 3 defenders as well as 1 pilot successfully holding off 3 attackers over an extended amount of time.
But generally said: if more people are involved, numbers balanced equally, then strategy becomes more important and individual skill matters less, assuming that all participants know STEP 1+2 of the "how to take a conquerable station" manual
7. "(...) but as far as I know without being able to take the station to build ffsa's there is no building at all. Unless someone can confirm that there is another way to build those items outside of the conq station then building, hauling, mining, gathering goods for the build is sort of useless unless someone is with keys is going to give these items to you at the ship building station."
-> There are multiple ways of getting you hands on capship components; e.g.:
- conquering the stations and manufacturing yourself,
- gathering the raw materials and having another player do the manufacturing for you, (a 10% fee was commonplace at one point)
- trading for an entire kit or single parts with credits/rare items/Synthetic Silksteel (sss),
- killing the unaligned NPC pirates flagship in a hidden sector has a chance of dropping various capship components,
- destroying other player ships while they are hauling capship parts between stations and retrieving the loot,
- or asking the current station owner for a key and manufacturing yourself
8. "Is there anyone else to recruite to attack" ?
-> That depends on who holds the conquerable stations at the given time and the politics involved; and no, this game does not currently have a guild or NPC faction of mercenaries acquirable for credits. most conflicts are carried out close and personal, like the name "Vendetta Online" suggests.
9. " If they don't talk on 100 and I don't see them then I assume their not there."
-> A considerable portion of players for whatever reasons rarely or never talk on 100. If you log into the VO website, you can usually find a relative graph of online activity under the section "ACTIVE PLAYERS"
10. "After further thought about this, Mining is mining right ? So should it be for manufacturing ?"
->There are more things to manufacture in this game than capships and all of them, if i recall correctly, require some sort of ore or multiple, but as with the examples given in (7.) there are multiple ways of getting your hands on ores, e.g.:
- by trading on the player market
- or killing hive collector bots
11. "I thought it might be a simple task like sneak in and take it so I can get some work done but this is not the case."
-> "Life is really simple, but we insist on making it hard" - Confucius (Kǒngzǐ)
12. "It's like trying to go to work but having to beat up some idiot protestors standing at the door of your work building just to go to work. At some point it's not worth it and not enjoyable."
-> Have you tried showing the security guards the correct worker ID? No wonder they are kicking you out again.
Sorry for my attempt at a bit of comic relief there at the end... safe travels, pilot!
-> They can be unpiloted support, in a limited capacity, as well as piloted more diverse tools of game play; interchangeable in a moments notice or however long it physically takes you to dock with your capship
2. "Curious if you leave your own Trident and Cap ship with another ship in your hold and defend ?"
-> While docked at a station with Capital Docking Facilities you can load your capship with either "crates" of stuff, whole ships; and/or a mix of both. I you have 1 or more ships in your capship's cargo hold, you may undock with those "subcapital" class ships and switch between them by accessing the "Hangar" menu
3."I had assumed that there were 2 pilots on the Trident and Goliath and 2 separate pilots for defenders that would make 4 players/pilots.
However, if this is wrong then there are 2 pilots which can leave their Trident and/or Goliath with other ships in their hold that they can use to defend."
-> I wasn't there but the way you described it, in my experience, it would probably have been 2 pilots with their capships as separate entities; non-player-controlled ships (NPC for short) have an * shown in front of their name, but when a player is taking control of their capship, the capship's name is replaced by the player name
4."We didn't even know how to take the station and were undecided on what to even do."
->the "how to take a conquerable station" manual currently only has two steps:
STEP 1: Kill all the turrets before they respawn
STEP 2: Wait for the cooldown timer to expire and be the first pilot in the docking area for currently 30sec uninterrupted
After which you can either put the station on an existing key or create a new one. I wont go into key chain management details here, as it would be too long but for a quick answer. 1 key is actually split into an "owner key" & a "user key"; "owner keys" have the ability to control/share/edit the key, whereas "user key" is just is what it is, a user access
5."I am also unaware if certain parts can be build at any other stations such as FFSA which according to the mission list says Pelatus C-12."
-> Each of the many manufactured components needed to build any capship are only manufacturable in one station, except the "Reinforced Bulkhead" (RB), which can be produced either in Nyruis F-6 or in Bractus M-14 with the difference of the manufacturing recipe in Bractus requires more "Fused Composite Platings" (FCP), so yes, it is highly advised to first ship all ingredients for at least one part to a station before clicking on that manufacturing mission button
P.S.: check the VO discord #general -> "Pinned Messages" for an example of a manufacturing spreadsheet of a Goliath
6. "How many players defending would be a point of no return where no strategy or skill would ever overcome this with a fixed known number of attackers ?"
-> That is completely up to the reaction time, skill level, ingenuity, reserves and available time of both parties. Too late to arrive, lack of coordination or having no situational awareness combined with a lack of PvP experience are also some of the many factors that come into play here. I see no X > Y + Z kind of simple formula of relevance.
e.g. i have seen 1 attacker conquering the station against 3 defenders as well as 1 pilot successfully holding off 3 attackers over an extended amount of time.
But generally said: if more people are involved, numbers balanced equally, then strategy becomes more important and individual skill matters less, assuming that all participants know STEP 1+2 of the "how to take a conquerable station" manual
7. "(...) but as far as I know without being able to take the station to build ffsa's there is no building at all. Unless someone can confirm that there is another way to build those items outside of the conq station then building, hauling, mining, gathering goods for the build is sort of useless unless someone is with keys is going to give these items to you at the ship building station."
-> There are multiple ways of getting you hands on capship components; e.g.:
- conquering the stations and manufacturing yourself,
- gathering the raw materials and having another player do the manufacturing for you, (a 10% fee was commonplace at one point)
- trading for an entire kit or single parts with credits/rare items/Synthetic Silksteel (sss),
- killing the unaligned NPC pirates flagship in a hidden sector has a chance of dropping various capship components,
- destroying other player ships while they are hauling capship parts between stations and retrieving the loot,
- or asking the current station owner for a key and manufacturing yourself
8. "Is there anyone else to recruite to attack" ?
-> That depends on who holds the conquerable stations at the given time and the politics involved; and no, this game does not currently have a guild or NPC faction of mercenaries acquirable for credits. most conflicts are carried out close and personal, like the name "Vendetta Online" suggests.
9. " If they don't talk on 100 and I don't see them then I assume their not there."
-> A considerable portion of players for whatever reasons rarely or never talk on 100. If you log into the VO website, you can usually find a relative graph of online activity under the section "ACTIVE PLAYERS"
10. "After further thought about this, Mining is mining right ? So should it be for manufacturing ?"
->There are more things to manufacture in this game than capships and all of them, if i recall correctly, require some sort of ore or multiple, but as with the examples given in (7.) there are multiple ways of getting your hands on ores, e.g.:
- by trading on the player market
- or killing hive collector bots
11. "I thought it might be a simple task like sneak in and take it so I can get some work done but this is not the case."
-> "Life is really simple, but we insist on making it hard" - Confucius (Kǒngzǐ)
12. "It's like trying to go to work but having to beat up some idiot protestors standing at the door of your work building just to go to work. At some point it's not worth it and not enjoyable."
-> Have you tried showing the security guards the correct worker ID? No wonder they are kicking you out again.
Sorry for my attempt at a bit of comic relief there at the end... safe travels, pilot!
I appreciate the lengthy response, but it sounds like some sort of AI response that inadequately answers a question but not exactly what the question or subject was about.
For example and in short: #12 response in a belittling way, somehow assumes that protestors are the security forces blocking people from getting to work where they would require security badge in order to go to work.
Sadly much of the response is assumption based and not directly responding to the subject.
Mining is mining as building is building. Fighting or conquering an astroid before mining would certainly be a precursor to the work of mining needing to be done, but not actually a mining mission at that point but a combo mission requiring multiple tasks.
Bot farming for sss is certainly part of this which requires gathering and performing a combat task.
Manufacturing seems to be littered with things as well and has the added feature of not having access to a building station unless.......of course you conquer the station or team up and plot/plan and combat your way there.
Even then it depending on the situation on how long you might hold it if at all.
To assume that because it's possible to plan/plot/strategize/skill your way to that goal is a subjective sort of assumption that also assumes such skill/strategy and other things that a player might have or acheive.
However, if we assume that a player doesn't care to plot/plan have or possess these skills then the previous assumption of assuming the station can be taken is also mute.
Mining or manufacturing should not assume a player wants to engage in any of this nor speculatively be told they do want this.
They might want to manufacture but then again after finding out all this they might not. Life is indeed full of subjectiveness and speculation. Now that we have covered the many reasons why it's not truely a manufacturing mission, I think it's no longer desirable to keep hauling freight for this purpose or even collecting sss for that matter.
I'm already bored with the prospect because there are too many strings attatched. Just sayin. It's my opinion and this is how I see it.
It's true, it's real and there are strings attached.
Can it be done ? Yes with many many strings attatched is the answer and thanks for the clarification.
Now that this is covered, I think I'll pass on the whole manufacturing bit.
Thanks for the responses and I think that clears things up for me. Thanks
For example and in short: #12 response in a belittling way, somehow assumes that protestors are the security forces blocking people from getting to work where they would require security badge in order to go to work.
Sadly much of the response is assumption based and not directly responding to the subject.
Mining is mining as building is building. Fighting or conquering an astroid before mining would certainly be a precursor to the work of mining needing to be done, but not actually a mining mission at that point but a combo mission requiring multiple tasks.
Bot farming for sss is certainly part of this which requires gathering and performing a combat task.
Manufacturing seems to be littered with things as well and has the added feature of not having access to a building station unless.......of course you conquer the station or team up and plot/plan and combat your way there.
Even then it depending on the situation on how long you might hold it if at all.
To assume that because it's possible to plan/plot/strategize/skill your way to that goal is a subjective sort of assumption that also assumes such skill/strategy and other things that a player might have or acheive.
However, if we assume that a player doesn't care to plot/plan have or possess these skills then the previous assumption of assuming the station can be taken is also mute.
Mining or manufacturing should not assume a player wants to engage in any of this nor speculatively be told they do want this.
They might want to manufacture but then again after finding out all this they might not. Life is indeed full of subjectiveness and speculation. Now that we have covered the many reasons why it's not truely a manufacturing mission, I think it's no longer desirable to keep hauling freight for this purpose or even collecting sss for that matter.
I'm already bored with the prospect because there are too many strings attatched. Just sayin. It's my opinion and this is how I see it.
It's true, it's real and there are strings attached.
Can it be done ? Yes with many many strings attatched is the answer and thanks for the clarification.
Now that this is covered, I think I'll pass on the whole manufacturing bit.
Thanks for the responses and I think that clears things up for me. Thanks
Capt86,
(1). If you have no key to the station, haul the needed manufacturing materials to the nearby station so you can keep busy until you do have control of the station.
(2). Ask ch100 for a key.
Depending on who owns the station you can often be given a key for free. [ITAN]Spidey controls the stations as of late, and he is known to give away keys to stations for free.
When [ONE] owns a station they will sell you a key, (they may ask your Serco standing to be 200+ as a condition of the key sale.)
(3). If you join a guild you might have the best luck in getting and keeping station keys.
TRI & TGFT, (to name only a few), members are almost always keyed to stations.
If you join a guild ONLY to get access to a station, don’t be a CHUMP and do not tell that guild you are planning on leaving after your capship is built. Instead, tell them “up front” that you need station access and plan on leaving the guild after.
Long term – this kind of honesty is best for in game relationships. Players who join a guild, ask for help with their capship build, then leave the guild unexpectedly after capship is completed are “frowned upon” by the guild they leave.
Station taking has many strategies. One of my favorite strategies when TGFT used to take a station years ago was if the station had defenders, (let us say you want Pel C-12), we might send someone to Latos i-8 to start taking the station there. When the defenders showed up in Latos, 3 or 4 others would start on Pel. When the defenders went to pel, we would start on Latos again. Eventually the defenders would give up or split their defenders into two groups. Good times!
PS: Capship support is not needed for defending stations. A player can always go into the manu station for repairs and refills of ammunition when on defence. If I was taking a station and the defenders capship was there, you can bet your last dollar I would target it.
Galactica Actual
(1). If you have no key to the station, haul the needed manufacturing materials to the nearby station so you can keep busy until you do have control of the station.
(2). Ask ch100 for a key.
Depending on who owns the station you can often be given a key for free. [ITAN]Spidey controls the stations as of late, and he is known to give away keys to stations for free.
When [ONE] owns a station they will sell you a key, (they may ask your Serco standing to be 200+ as a condition of the key sale.)
(3). If you join a guild you might have the best luck in getting and keeping station keys.
TRI & TGFT, (to name only a few), members are almost always keyed to stations.
If you join a guild ONLY to get access to a station, don’t be a CHUMP and do not tell that guild you are planning on leaving after your capship is built. Instead, tell them “up front” that you need station access and plan on leaving the guild after.
Long term – this kind of honesty is best for in game relationships. Players who join a guild, ask for help with their capship build, then leave the guild unexpectedly after capship is completed are “frowned upon” by the guild they leave.
Station taking has many strategies. One of my favorite strategies when TGFT used to take a station years ago was if the station had defenders, (let us say you want Pel C-12), we might send someone to Latos i-8 to start taking the station there. When the defenders showed up in Latos, 3 or 4 others would start on Pel. When the defenders went to pel, we would start on Latos again. Eventually the defenders would give up or split their defenders into two groups. Good times!
PS: Capship support is not needed for defending stations. A player can always go into the manu station for repairs and refills of ammunition when on defence. If I was taking a station and the defenders capship was there, you can bet your last dollar I would target it.
Galactica Actual
Thanks, I'll consider this some more.
For now I'm bored with that prospect.
Well, sort of.
Likely because of the realization that it could be a constant ongoing combat mission instead of manufacturing. Although it's part of it, I totally forgot about that likely because ONE had it way back then. I didn't really have to consider it much back then.
I forgot all about that part and anticipated moving forward with building only to realize it could end up more combat then manufacturing at least atm.
So thanks for the response. I'll think this over some more. Maybe just gather some stocks for now or something and for a rainy day when someone has keys or something.
I don't know. I'm sort of at a stand still with this idea atm.
Thanks
For now I'm bored with that prospect.
Well, sort of.
Likely because of the realization that it could be a constant ongoing combat mission instead of manufacturing. Although it's part of it, I totally forgot about that likely because ONE had it way back then. I didn't really have to consider it much back then.
I forgot all about that part and anticipated moving forward with building only to realize it could end up more combat then manufacturing at least atm.
So thanks for the response. I'll think this over some more. Maybe just gather some stocks for now or something and for a rainy day when someone has keys or something.
I don't know. I'm sort of at a stand still with this idea atm.
Thanks