Forums » Suggestions
More efficient crafting missions in different station
Incarnate, you recently unveiled a more efficient crafting mission for one of the capital ship components. It was placed in a non-conquerable station. I would like to suggest that this more efficient mission be moved to a conquerable station, and the less efficient mission put in it's place. This would help raise incentive to hold the station that has the efficient missions, but not completely block players/guilds who either don't want to deal with trying to hold a station or can't muster the forces necessary.
+1
+1
+1
This stuff is too centered on having all 3 of the conquerable stations.
This stuff is too centered on having all 3 of the conquerable stations.
Actually the opposite could also be said. The efficient mission requires UIT access. Perhaps a serco and Itani mission could also be introduced.
Rhamus - Fluidic Formable Silksteel
Jallick - Fused Plates
Or something similar.
Actually Holding the stations is not all that important. Gathering all the materials and transporting them to the system in quantity is.
Besides Itan has had lots of opportunity in the past and wasted it.
Rhamus - Fluidic Formable Silksteel
Jallick - Fused Plates
Or something similar.
Actually Holding the stations is not all that important. Gathering all the materials and transporting them to the system in quantity is.
Besides Itan has had lots of opportunity in the past and wasted it.
I like the idea of having the lower level manufacturing items like fluid formable silksteel and fused composite plating available exclusively at the conquerable stations, and the higher assembly manufacturing items available at both conq. stations as well as elsewhere. That way, whoever owns the conq. stations still has control over the basic manufactured goods but has the option to sell the manufactured items to those without station access in order to complete the higher level assemblies.
Perhaps a decent compromise is to have the upper level assembly missions at the conq. stations use fewer manufactured goods (FFS & FCP) but more raw goods, and at non-conq stations use fewer raw goods but more manufactured goods. That's sort of what is being proposed in the OP anyway.
Perhaps a decent compromise is to have the upper level assembly missions at the conq. stations use fewer manufactured goods (FFS & FCP) but more raw goods, and at non-conq stations use fewer raw goods but more manufactured goods. That's sort of what is being proposed in the OP anyway.
I think I follow you, meridian. I'm not opposed to having the crafting missions for the various parts being accessible outside of the conq.stations. What bothers me is having a more efficient means available outside of the conq. stations, especially for a major building component. Once you get the large items like the reactor, optical sensors, and computing systems out of the way, it makes sense to be able to get the rest of the parts elsewhere. However, the ability to get your parts outside of a conq. station should come at a price. That price should be a higher cost, in one form or another. The conq. stations should be where the efficiencies are to be found. Mostly this is because the entire thing has centered around the conq. stations from the beginning. Additionally, we have a solid means of limiting access to the efficient missions by removing access to these stations from those who would use them, if such is someone's goal.
Having the efficient missions and controlling access to them is a bit more difficult when they're in nation space at non-conq. stations. I feel this is largely due to the current state of the faction system. While I do like the idea of having certain crafting missions additionally available in all three nation spaces, the horrendous faction loss potential for attacking someone within monitored space and the large number of turrets guarding inner nation space makes this less desirable. Especially with it being possible for someone to be a Pillar of Society with all three nations.
Having the efficient missions and controlling access to them is a bit more difficult when they're in nation space at non-conq. stations. I feel this is largely due to the current state of the faction system. While I do like the idea of having certain crafting missions additionally available in all three nation spaces, the horrendous faction loss potential for attacking someone within monitored space and the large number of turrets guarding inner nation space makes this less desirable. Especially with it being possible for someone to be a Pillar of Society with all three nations.
I think we are really saying the same thing draugath. When I proposed one variant of the mission requiring more raw goods and the other variant requiring more manufactured goods, I didn't mean for them to be of equal difficulty. Obviously the one requiring fewer manufactured goods would still be more efficient since you have to do a manufacturing mission for each of the manufactured goods (I should have said slightly more raw goods). I guess in my mind, I can't reconcile how two missions for the same end product can be identical except for one having fewer ingredients.
I think having the crafting missions available in nation space can work (and it would be interesting with the war convoys once the faction redux hits). Regardless of whether you'd take a faction hit in nation space, the goods still would have to be transported across grey space at least twice (once to get the manufactured goods from the conq stations to the crafting station in nation space, and once more to get them to the cappie station for the final assembly).
I think having the crafting missions available in nation space can work (and it would be interesting with the war convoys once the faction redux hits). Regardless of whether you'd take a faction hit in nation space, the goods still would have to be transported across grey space at least twice (once to get the manufactured goods from the conq stations to the crafting station in nation space, and once more to get them to the cappie station for the final assembly).
PaKettle, I'm not talking about [Itan]. I'm talking about whoever might want to make these things but is considered otherwise "undesireable" by the owners of the stations. Moving all of those in quantity takes uninterrupted access for a long period of time.
Try not to drag guild politics into the suggestion board.
+1 to the basic parts being available elsewhere. You'd figure that stuff was made all over the galaxy for making capship and station parts. Especially since capships are regularly shredded on the Deneb front...
Try not to drag guild politics into the suggestion board.
+1 to the basic parts being available elsewhere. You'd figure that stuff was made all over the galaxy for making capship and station parts. Especially since capships are regularly shredded on the Deneb front...
-1, pointless suggestion
This would help raise incentive to hold the station that has the efficient missions, but not completely block players/guilds who either don't want to deal with trying to hold a station or can't muster the forces necessary.
lol
This would help raise incentive to hold the station that has the efficient missions, but not completely block players/guilds who either don't want to deal with trying to hold a station or can't muster the forces necessary.
lol
The faction system should be fixed a bit before too much more nation specific stuff is introduced.
@Abort - I was only using Itan as a convenient example and no Most of the material can be staged locally and then moved when access is availible.
@Abort - I was only using Itan as a convenient example and no Most of the material can be staged locally and then moved when access is availible.
The way I see, regular tridents should be sold by TPG, while modified versions should be manufacturable from conquerable stations.
But it would also make sense that a smaller faction in grayspace, as Orion or Tunguska, to build some Trident version too, with much higher prices but lower requirements.
As a quick reference, owning a Trident would depend on where you go:
-TPG: 100,000,000c and nothing else
-Tunguska and Orion: 50,000,000c and 2,000cu of materials in a single manufacture order.
-ConqStations: 100,000c and 10,000cu of materials, many levels of manufacturing (use A to build B, require B to assemble C...).
But it would also make sense that a smaller faction in grayspace, as Orion or Tunguska, to build some Trident version too, with much higher prices but lower requirements.
As a quick reference, owning a Trident would depend on where you go:
-TPG: 100,000,000c and nothing else
-Tunguska and Orion: 50,000,000c and 2,000cu of materials in a single manufacture order.
-ConqStations: 100,000c and 10,000cu of materials, many levels of manufacturing (use A to build B, require B to assemble C...).