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An Extensive Post on Guild-Owned Stations

Mar 12, 2005 tboyz007 link
I was listening on channel 100, and I found that some players were discussing a possible aspect of the game I hadn’t heard before: player-owned stations. At first, I though it was ridiculous- everyone would have a station, and sectors would be packed with stations. But as I though about it, I found that, with a little idea-tweaking and some more thinking, player-owned (or guild-owned, as I decided would be best) stations would make the game extremely dynamic.



The following is my extremely extensive plan for guild-owned stations. I put in so many details so that, if the devs decided to use this, they’d have a foundation and wouldn’t have to start up from scratch.



On Creating the Station:



Guilds may have a maximum of 2 stations. Stations can be created only by the commander. A commander may create a station by:



Dock at a capital station of any of the 3 major factions.
Clicking on their “Character Info” tab.
3. Clicking “Create Station”



There would be another button under the Character Info tab that said “Create Station.”



4. Choosing the station sector.



The commander would then be prompted with the response on screen:



“Choose the station sector”



The commander would be given a list of 5 empty sectors in each system. These empty sectors cannot have another station in them, and can not have any asteroids. It only lists 5 for each system to avoid the commander’s ability to find where other stations may be, by looking at which sectors aren’t listed.



5. Choosing the station type.



“Choose the station type: 1. Mining 10,000,000 credits 2. Barracks 30,000,000 credits 3. Capitol 40,000,000 credits 4. Commercial 20,000,000 credits”



Each station type would have a description under it. The descriptions would be as follows:



Mining- This station has a low armor range. It sells some combat ships, and all versions of transport ships. It sells some weapons, most mining related goods, and sells all mining beams.



Barracks- This station has a relatively high armor range. It sells most combat ships, and some versions of transport ships. It sells most weapons, but few goods.



Capitol- This station has a very high armor range. It sells some combat ships, and some versions of transport ships. It sells some weapons, and some goods.



Commercial- This station has a mediocre armor range. It sells very few combat ships, and all versions of transport ships. It sells some weapons and most goods.



The exact things that each type of station will sell will be listed later in the post.



6. Choosing the station format.



The commander would then be prompted with the response:



“Choose the station format: 1. Format A- 1 Docking Port, 1 Exit Port, 6,000,000 credits. 2. Format B- 3 Docking Ports, 3 Exit Ports, 13,000,000 credits. 3. Format C- 5 Docking Ports, 5 Exit Ports, 20,000,000 credits.”



The two responses given will determine the appearance of the station. A 1,1 type will look like www.vendetta-online.com/h/image_display.html?http://images.vendetta-online.com/screenshots/dump0092. A 1,2 type will look like www.vendetta-online.com/h/image_display.html?http://images.vendetta-online.com/screenshots/dump0092. A 1,3 type will look like http://www.vendetta-online.com/h/image_display.html?http://images.vendetta-online.com/screenshots/dump0060. These are just some examples. The other stations will resemble similarly, with the Format A ones being small and rectangular, Format B ones being slightly larger, and Format C ones being giant and complex.



7. Choosing the station armor.



The commander will then be prompted with the response:



“Choose the station armor”



There will be a counter with up and down arrows on the side for the commander to choose the station’s armor. The armor ranges, and price ranges, will be as follows (Armor::Price):





120,000::400,000

130,000::500,000

140,000::650,000

150,000::800,000

160,000::1,000,000

170,000::1,200,000

180,000::1,450,000

190,000::1,700,000

200,000::2,000,000

210,000::2,300,000

220,000::2,600,000

230,000::2,900,000

240,000::3,300,000

250,000::3,700,000

260,000::4,200,000

270,000::4,700,000

280,000::5,200,000

290,000::5,700,000

300,000::6,200,000

310,000::7,000,000

320,000::7,800,000



The armor ranges for the different types of stations are as follows:



Mining- 120,000-200,000

Commercial- 160,000-240,000

Barracks- 200,000-280,000

Capitol- 240,000-320,000



8. Provided raw materials



The commander will then be prompted with the response:



“Collect ___ cu’s of Premium Aquean, Ferric, Carbonic, and Silicate Ore, ___ cu’s of Premium Xithricite Ore, and ____ cu’s of Heliocene and Pentric Ore.”



Each time the commander returns with ore of one of these types, they will be responded in their mission tab:



“You have ___ cu’s of *The Type of Ore they Delivered* remaining.”



The amount of each ore needed depends on the station format chosen. The amount of ore needed is as follows:



Format A- 50 cu’s, 25 cu’s, 10 cu’s (respectively)

Format B- 100 cu’s, 40 cu’s, 15 cu’s

Format C- 150 cu’s, 60 cu’s, 30 cu’s



This will not take as long as it seems, as the whole guild should work toward acquiring these ores.



9. Pay for the station



After delivering all the necessary ores back to the original station that the new station is being created from, the commander will be prompted with the following response:



“Thank you for your deliveries. The ores you delivered will be used in the construction of your station. Your total for the station is ___ credits”



The ___ credits will total the sum of the cost of the station type, station format, and set armor level. There will be a button which will say “Deduct from my account.” When clicked, the sum of money will deduct from the commanders total number of credits.



The station will then appear in the sector chosen. It can be docked in by any of the guild members, and by anyone who is not guild hate or KOS (this will be explained in my other “Guild Faction” post)



On the map, the sector will still appear to be empty. It will not be marked as a sector with a station. The station can only be found by jumping into the sector. On the radar, the station docking ports will appear as the normal “S”’s.



On Station Dynamics:



So what does the station sell? How much does it give for certain ores, ships, or weapons? Does it give missions?



The dynamics of the station are fairly uncomplicated.



For selling things to the station, the station’s payment will be governed by the same rules that apply to normal stations. If it is, for some reason, impossible to apply those rules to guild-created stations, I will come up with rules to tell how much stations pay for items.



What items the station sells, and for what cost, will depend on what ores the item is made out of and how many cu’s of the ore(s) it is made out of have been sold to the station.

The ores needed to make the item is directly related to what it says the item is made out of.



The price of the item, or simply it’s ability to be sold, depends on the following equation:



P=CM/O, P<M, P> (or equal to =p)S where P is the price, C is the weapon price constant, M is the maximum price for the item, S is the minimum price for an item, and O is the number of times the item could technically be made with the ores at the station. If P is greater than M, the item cannot be sold at the station until O rises. The smallest possible value of P is S. The price cannot drop below S. The constant, C, is different for all items. It is put in to make the equation more logical. For instance, without C, if the maximum price for a neutron blaster was 4,000, and the minimum 1,000, the station would only need enough ore to make 4 neutron blasters to run the price down to its minimum. However, if the constant was 10, the station would need enough ore to make 40 neutron blasters to run the price to its minimum.



You want a neutron blaster? Sell 10 ___ ore to the station. When created, the station will not sell anything except for batteries (batteries are assumed to come out of nowhere). The guild must “invest” in the station by selling ore to it, and it will begin to make goods.



This would apply not just to items, but to ships as well. Ship prices go up if there’s not enough of the ore that makes the ship. Too little ore—the station doesn’t sell the ship anymore.



Regarding what the stations have the ability to sell, ore or no ore, it depends on the type of station. Barracks would be able to sell screamer rockets, but not luxury goods. Commercial stations would be able to sell luxury goods, but not screamer rockets. Capital stations would sell most items, but, in exchange, costs a LOT more to build.



On Attacking Stations



Stations can be found and attacked. They have the amount of armor that the commander paid for.



Stations can be damaged by anyone not in the guild. However, damaging a station automatically brings the player to guild KOS (guild standing will be discussed later in the post).



Stations can also be repaired for 25 credits/armor. (This figure is slightly more than the credits/armor ratio on the highest armor station) Only the commander can do this, by going into the station, clicking on the “buy” tab, and there will be an item for “repair station.” The commander, box to place the number of items to buy, puts in the amount of armor to repair. They buy, and the station is repaired.


This is my plan for guild-owned stations. Hopefully it'll work out.
Mar 12, 2005 Bobsin link
we are still far off from this i would think. however i would like to amend you final decision about reparing stations.. i believe lieutenants and council should be able to repair the station. commanders are not always able to be online.... i'd hate to kill a station because their commander was out of town for a week and never got a chance to repair it. :)

pretty good thoughts though. :)
Mar 12, 2005 tboyz007 link
good point bobsin
Mar 13, 2005 Martin.mac.au link
How do you stop people swarm spamming your stations? With only 500k points or so you could kill one faster than you could kill a queen.
Mar 14, 2005 Veadro link
Maybe stations can only be vulnerable while a guild member is in the sector or has been in the sector within a set limit of time.

We need something though, maybe just mining operations or independant research stations. Something that gives guild members a slight edge that other guild members would be interested in destroying to eliminate that edge.