Gotta say, this is probably some of the best ideas you've come up with so far (and you've put out some damn good ideas), I really hope CIG incorporates some of these.
I like the idea of a contract to call in some large tractors to turn the lands on all your plots, slowly subtracting what is undesireable and extracting what you want to keep. In the end you would definitely want it to be attractive, and to not distract from the surrounding beauty. You should be able to gain some solid traction when going from start to finish, lest you change your mind and want to retract your ownership. God willing, the subcontractors should be very tractable and not argue about any last minute changes, however abstract they might be. The last thing you would want to worry about is a protracted battle over your huge tract.
I know you said we wont need the same degree of ground-based infrastructure but an 8x8km plot of land, or even a 24x24km plot, are huge tracks of land. I know we can just use our spaceships to traverse, but it would be nice to have the tools to create our own roads. Either walking paths or full-on roads. Other than that, I like what you presented in this video.
Kings and Queens and Tops and Bottoms, oh my! This is a late night Ray's video for sure. I'm really hoping we don't have end up with too many large orgs having large tracts of land that nobody can contest though. As you pointed out before, some land will always be better. It needs a 'value' of some sort.
Thanks for taking the time to make these detailed videos that are well thought out with great suggestions. This is exactly the kind of community engagement we need. I've been wanting to engage with the developers like this on Spectrum but life is still a little too overwhelming to put another thing on my mind. Your time, thought and effort are deeply appreciated.
I lije most of your ideas for protecting our huge tracts of land. However, I prefer that we leave the defense and rebuild to players creating mission beacons to lawful or unlawful (depends on how your rep swings which groups you are affiliated with) players, to help you " maybe for a price" defend/rebuild your base. We should be able to craft all parts and types of the habs/defences. I don't mind if it is an option to hire the NPC Orgs. I just don't want it to be mandatory. The main idea being to keep the player base interactive, to much automation, can kill a community.
These are the discussions that really need to be fleshed out before they start implementing, otherwise it will totally turn into a pay to win, one-org-to-rule-them-all fiasco. I truly hope they listen to this. Excellent series of episodes regarding this and the tracts of land. It makes me even more eager to see how this will play out as it's developed, since I think this will be one of the major plot points for the game going forward.
The outline you propose is a good one. I would add only that all attackers get a debuff of some sort or a time limit before authorities of some kind counterattack. That would also include contracts for bounty hunter to come in and assist.
there are games with similar concepts: one thing i see, is there is a facility or facility that generate revenue when operating at base if they are on/generating the base is open to attack if they are off [no revenue/resources being generated] the base in totality is immune to attack to prevent toggle chese, the toggle itself has a real life time cooldown
That is a possibility, but Todd did talk about there being three levels of security on each planet, and does not having production turned on switch your planet from nulsec to fulsec? Doesn't seem logical.
I have watched your videos because of your insight, suggestions, and ideas. You put together some fine work. This one, however, caught me off guard. I spit out some of my drink as I read through the captions as you were talking about tops and bottoms. I did not see that coming. Well played, sir, well played.😂
Low Sec I agree with most of what was said. In no security zones all bets are bets are off. Tracts of land are interesting to be able to acquire but the rules of each security zone seem clear to me. Thanks for insights!
I really hope conversations like these happen inside CiG because they need to get this one right. I mean I hope they don't forget that if there's full loot pvp and permanent destruction of bases then no one will build them.
That's why we will have security states of star systems...if you don't want to get raided, then build in high security. You're not going to get a lot of natural resources BUT you'll be safe and people can't raid you EVER. But yeah, for low security and zero security there does need to be good defensive options, else some idiot with an A2 is going to always ruin the day and it'll be dumb and imbalanced gameplay that no one will want to participate in apart from griefers
That's not true though. There are very successful games where this happens, and it works. CIG already stated what will happen. In lawless areas, there is no buffer period while building, no safety, and no limit on what you can destroy or steal, including the claim itself. That's what lawless means.
I'll really be interested to see how we manage these huge tracts of land once they're available. The smaller 16 km2 might be manageable, but the 64 km2 plot is slightly bigger than San Marino, and two plots would be bigger than Manchester.
My plan is to find an out of the way spot to pop down a small resource op. Gather resources till someone has noticed my little operation then pick up shop and move. I am guessing we will be able to recover the resources we used to build a base to start with.
The one thing I wished they do is make bases have insane air defense which forces an attacking force to land outside of said defenses range and assault using ground vehicles, tanks to bust through ground defenses and ballistas to defend the ground force from any air defenders
I dont mean just having a bunch of defenses cause then we get ark level spams, currently ships are the OP vehicles compared to ground so i think air defense should be OP enough forcing attackers to use ground vehicles to assault, not to mention ground vehicles are easier to get compared to ships which helps prevent one side showing up with a bunch of overpriced irl owned ships against defenders with ingame bought ships which will most likely have less of, forcing ground vs ground would help of course ground attackers could always knock out aa defense of course
Really good video Danny, in an upcoming video could you give us your ideas on how crafting and blueprints for ships/componants could potentially work. I'm interested to know your take on it.
Some bases will likely need huge tracts of land to build depending on their nature. One thing building wise I'd wonder if we'll see is stages of building, where you need to use the small hover pad or ground vehicle to prepare the initial landing area so that the Galaxies and Pioneers can safely land to do their jobs.
I think that old Tropey Star Wars nailed a good concept for Balanced and engaging gameplay in Empire Strikes Back: Base has a big ol shield powered by a big ol generator. Projectile and aerial attacks don't penetrate it. But you can fly a ship through it and land troops. Get your Valkyries and your Prowlers and your M2s. Fly under the shield, droop off troops and tanks, tell troops to blow up the shield generator. Once that's blown up, nuke from orbit. This pushes both Ground gameplay, and Air defense is important for stopping landing craft.
I truly hope that GIG will listen to what you suggest in this video. I´ve actually dismissed the idea to get a piece of land just because the thought of getting my efforts on my tracts of land wiped from time to time have discouraged me. But as you say - if it stings but is not overwhelming, I could live with it.
The game is absolutely massive and will only get bigger. People are treating this whole topic as if someone coming across your bases as you're building it isn't going to be a one in a million chance.
Actually I do see orgs amassing huge tracks of land, the bigger orgs could be coordinated enough. Having said that, I really like your suggestions - a great balance.
I think a bit strategy for bases will be security through obscurity. You have a base somewhere you never expect another player to visit, and it becomes very secure. Of course then you need to make sure no one can ever track you to your base or otherwise find it's location.
Tracts of land- When I was in an org on Eve, they had a system where you have X amount of time every day your base was invulnerable and the reminder you could be attacked. I like this idea as you can be attacked but you can set it to where you can get some sleep and not get a 3am alert that your base is under attack, and you have to get up. They also had war decks. This worked on size of the org. It would keep same size orgs attacking each other and not solo players. It also did not stop groups of solo persons from joining together and raiding a base. Now as to loot I think much like with hard death you would get a percentage of what is in the warehouse.
@@rayfighter First of all, Eve lore is actually based on players actions. Big battle happened over some system? It's now part of the lore (Look up the Blood Bath of B-R5RB, they even placed a permanent monument in the game to solidify it in Eve history/lore.) The reason for the invulnerability period is because Eve is still a GAME, and we real life people can't be on 24/7, sleep, work, etc. When Eve removed indestructible stations (In player owned space) that were only captured and replaced with player built and placed citadels that can be destroyed, they implemented an invulnerability period chosen by the owner so they can be active during the vulnerable time and not wake up the next morning and everything be destroyed. They also implemented asset safety, so if an ACTIVE citadel is destroyed, everyone who has items/ships inside the station doesn't lose their stuff, it moved to a NPC station where the owner can get it at a huge fee. (Citadels in an abandoned state are loot pinatas). Lore or not, SC is going to need to implement GAME systems to protect the solo or small group players from the eventual Goonswarm of SC otherwise the massive orgs are just going to go through and grief everyone because they get off ruining other people's game. And if I wanted a to play a game where everything I do can go up in smoke because I cant play 8 hours a day or a member of some massive group of people, Id just go play Eve.
i don't think i had anyone care enough to ask. everyone took it as it is the way it works. much like asking the lore behind the not walking around the space stations@@rayfighter
I do like the fact you're pointing out CIG need "prey" to cooperate to keep "predators" happy. For a very long time it seems like they haven't done much along those lines tho. Though the trespass system that allows you to defend yourself without getting crimestat was a HUGE leap in the right direction. Honestly I didn't think we'd see that sort of play field leveling for years and years. Things are improving slowly, but there's not much incentive still to play the "prey" role. Oligatory "huge tracts of land" comment here.
Whats great is, we all know Ray is the type of guy to scream and cry inchat whenever he dies. Wouldn't be surprised if he drops N bombs inchat too. Its always the big ego'd "PvE" players that are the most toxic.
@@sorincaladera936 *"we all know Ray is the type of guy to scream and cry inchat whenever he dies."* - You may know that, I don't. I keep chat off for the most part and just chat in party or to people in discord. If you have some sort of evidence of Ray behaving poorly please share it, otherwise it's just base slander. Cheers!
@@sorincaladera936 - Every accusation from you is a confession, isn't it dear? Maybe when you're out of primary school you'll be able to understand where you went wrong. Maybe. Feel free to update the thread, if and when that happens. Cheers!
Looking forward to the challenge of taking combined arms forces over the huge tracts of land in pyro to assault a well defended player base. I feel like that'll really kick the game into high gear
Thanks for another great breakdown. Unless there are limits on purchasing, then the bigger orgs could end up with full planets and not just tracts of land.
I think something people don't realize is that the 4km and 8km plots are absolutely huge tracts of land. Think about how far out you can from a mining outpost and still not see it. And if the aerial space is high enough to not allow A2s from bombing it outside of the landclaim zone, then there's so much space to play with and "stay safe". In theory you can fit multiple Hurston Dynamics headquarters within an 8km landclaim.
i think a pioneer should be the exception for the hangar/medbay buildable rule because it was built to handle huge tracts of land, but an off grid “kraken privateer bazaar”, “pop up 890j beachside pleasure resort” or “carrack research station” sounds pretty cool. even with procedural generation i imagine each one would feel wholly unique.
There are some genuinely good ideas for the maintenance of tracks of land in game in the long term. Now wondering if a turret can take another turret en passant!?!
An alternative game mechanic might be that adjacent/contiguous tracts of land confer additional defense bonuses that must be captured sequentially. These strongly encourages communities rather than isolated bases, and layered defenses with a clear center objective. It also lends itself to the many ways that Capture The Flag game mechanics can be balanced. Though this would be a one-sided sequence of captures, with major consequences only for a losing defense, there could be reputation losses for starting an attack but then being repelled.
Huge Tracks of land will help us build "death star" type bases for our ORGs. We also need a way for individual people to toggle org/party allowed inside their tracks of land. When I played EVE online we lived in a WH with "death star" player stations and I don't want to have to defend myself from players on the other side of the world again when I am at work or sleeping.
I'm looking forward to having bases, but the only place I want any tracks of land would be MicroTech. I hate to think how expensive that's going to be. My only concern is that selling tracks for real money instead of UEC would cause a stir. I like the outline of what you offered here. Using the hanger/warehouse as the goal of the raid would allow for some serious defense/offense gameplay.
Great video about the topic. I think you are missing how huge the tracts of available land will be, so most planets and moons will still be rather empty especially in lawless nullsec space. I agree with you that decent protection should be available in midsec space and kind of perfect protection in highsec space, but in nullsec its free for grabs whoever can. Gamemechanics should allow for some sneaky stealth high risk player(s) being able to set up a temporary base in quiet nullsec space to reap some profits and then either tear it down or loose it sometimes to the first to come and get it.
We might be slightly over thinking the subject, or perhaps under thinking? Or perhaps I want them to add in a spec. For our huge tracks of land, on that high sec area we have to do something "more" for that high security. Being in good standing with that planets (areas) owner for instance. It has a high cost, can be more then money, perhaps we have to sell our goods to them, or make certain goods? Or if they ask something of us we have to aid them? Thus in an area of high sec, you can end up getting low security because you aren't greasing the wheels properly. This could make a low sec expected area like Pyro a high security area if you choose to pay it forward. This would solve the problem of people camping bases, or hitting bases in certain areas expecting a certain amount of security. Might also be good as a mission from certain organizations to sabotage the enemy. And imagine if they did random spot checks to make sure you aren't skimping! Or perhaps they will have a permanent presence (you build them a base)? As your base could be attacked while afk, they need something to alert from. This would also affect response time and size. Could affect cost as well, perhaps you have to feed them. I think insurance will be a part of this. Also no bases can be cratered like we think (want) and repair cost/time should be at an inverse of security level hopefully. (angry rant about maelstrom) Also, I think the King of a base will be the Power plant. The queen, comms. Without power, you can't "summon" land vehicles, power defenses or revive, without comms you can't summon ships? Or get backup. But...perhaps I am over thinking but what manifests your ships and bodies? That is unless we have backup/separate power for med and pads! I think the real issue though is the cost of raiding a base needs to be under scrutiny. At this moment, the cost of reviving, guns and armor, ship return, and jail are minuscule (one system, 4 sub systems i get it). If they make a negative rep system to the point of, if you are seen within the planet system where you have hunted their subjects repeatedly, if you are detected, security will hunt you even if you served time, then we might have a okay deterrent. This would make big ships easier to find, smaller stealth have amazing uses! Abuse is possible for someone with multiple accounts or large orgs/sub orgs. Some abuse can be curved easily. I wouldn't want someone permabaned of course from a system, so some form of fixing should be inserted. Or perhaps we should have a fine system where you have to make reparations to the one you attacked 😋
Knockers? She has huge knockers? I love your videos Man! Part of me doesn’t want to upvote cuz I want to wins ship, but I have to upvote. The world must know about your videos!
I wonder how hard and bothersome it will be to defend and operate facilities on huge tracts of land in a 24/7 environment. Will it be possible to draw enough players interest in doing so.
Great Vid as usual good sir. Even though i agree that orgs or whales taking up huge tracks of land would be bothersome, it would be something to see if an org was big enough to build out an entire player run planet.
Yeah, it's going to be a real challenge balancing between orgs trying to put together tracts of land with individual needs and having space available for new players entering the game. Even games that had something as simple as instanced housing had major issues with it, let alone something as complex as Eve's Sov system. It's possible to have something balanced that fits the desired gameplay well, but it requires a lot of thoughtful design work focusing on all levels of play. That makes me a little worried since CIG doesn't tend to do design at all levels of play well, they instead focus on a single level and then hope they can kludge something together for those who aren't flying a -Mole- -Caterpillar- -Light fighter- specific ship or otherwise doing things based on the single user story CIG designed around.
Tracts of Land will be the next desirable thing. Everyone's going to want to get their hands on them. Most won't know what to do with them, except fondle them around. Some will find that idea titillating, but will quickly tire from it and move on to milking the next big thing.
my only issue is for a small org or solo player getting constantly hammered by a larger org every time they rebuild, and the hangar/medical repair crews leave. This becomes an endless time and resource sync, leaving the player little time to do anything else but to rebuild. And what about, using your chess analogy, we do not want our pieces on the board. For example, stealth, hidden or simply a to hazardous to attack base?
So that why outlaws shantytowns don’t have medical facilities or hangers . :) to your final point means they’ll have to be a long period beforehand when certain tracks of land are entered when the hanger warehouse goes on a early shutdown . So they the defenders can’t just throw everything in a sealed vault the moment the battle turns .(maybe why a2 is important makes the moment sudden - but by then too late imo)
I applaud your creativity/ideas and agree on the balance. BUTT, I have no idea what she has that is so huge. It would take me 80085 tries to figure it out 😉
Inbound friendly A2. Also taking out A2 missiles will be impossible at 100% efficiency. Anything dropped under 1k meters will destroy your base, even if shot as soon as it releases from ship. There would need to be some sort of base shield in place.
i liked you a lot before Ray but the Monty Python Holy Grail nod puts you up there with my favs now...great content ty...."they said i was daft to build a castle in a swamp..I built it anyways" huge tracks of land
Can't wait to see how they prevent cheeszing, most games use offline protectection. How would all this work when I build a base the same plot as Ray. If we are on the sever at the same time, what happens to our bases. This leads me to think bases might be laid out by the sever each time around the same area. Like there would be residential zones. Bottoms
The question is if CIG intends to make it even possible to have a permanent base in systems without any security. I could see them go for an approach where you can make really good credits at no-sec system bases for as long as you can manage to keep them working, but you have to be extremely concious about whatever you put there, because if it's gone, it's gone. Basically making these locations not suitable for anything other than quick resource exploitations. You can try to make a homestead on a moon of a fringe system, but it's neither recommended nor can you blame anyone for any losses that are inflicted upon you other than yourself. Basically, if you want to have a home where you can display all the nice stuff you managed to gather throughout the verse, you need to pay taxes in order for your base to be invulnerable. If you want to engage in raid-style events, you need to create a base in a low-sec system where you pay protection money to an overlord. And if you don't want to pay anything at all, you will have to constantly protect what's yours around the clock, or it's potentially gone.
Great commentary, as usual. My only criticism is that NPC mercenaries would be much better than automated defense turrets. More fun for the defender to recruit and manage, but also more fun for the attacker to fight. Autoturrets are stationary, and kinda bland. I'm not saying there shouldn't be turrets, just that they should be manned turrets. When the server can handle fps missions on planetary surfaces, it'll be able to handle this too.
Land claims should be square (or at least rectangular) and orientated North/South, so that abutments are aligned. I’m happy for there to not be roads, but common paths could be visually obvious, in wilderness areas. However, there should be roads and highways throughout the cities and between major infrastructure sites that are in close proximity to each other. I would also like to see (and I believe I have suggested this to you in previous comments) holographic highways around the upper parts of the cityscape, where hover vehicles are able to join and leave the highways from ‘on-ramps’ connecting the rooftops and ‘fly’ at altitudes and speeds not possible when they are at ground level. You would be essentially on rails, but could break free and free fall to ground level … assuming the distance was not so great to destroy the hover vehicle.
I dont see it as a bad thing that orgs would be able to amass huge tracks of land.The idea certain services require a valid claim is good though, because taxes alone would limit how big those areas would actually get.
tracts of land. Some nice ideas there, but my concern with all the game at present is that crime attracts zero or minimal consequence. In base terms this suggests that a "bored kid" with an Eclipse or A2 may simply attack a base with no thought of gain, simply mindless destruction, and as the game currently stands, there will be no adverse consequenxes, save for the base owner who now has cost of repairs and losses. Using the rsik reward balance, the base owner is shouldering the risk and the bored kid has access to the reward.
Why would you not? Simple tax/maintenance cost changes will keep people from buying up every plot. You can also make unused plots get reclaimed etc etc. The planets are so stupidly large its silly. As long as you dont expect to have your own personal safe space in lawless space you will probably not have to worry. Its more of a worry short term if you do not believe SC will get many more systems. But if you believe they will add more systems then free space will never really be a problem.
@@RasakBlood fair points, but I meant that it depends on what the play is like and if I'd enjoy it over just having a hangar at a city of station location. When you have limited time to apply against a game you have to pick the game play you most enjoy. 🙂
@@RasakBlood seeing this quite late. I didn't mean to question my ability to get any tracts of land, I was questioning my desire to do so. And that is what would depend on the implementation. 🙂
First let me say Great Video and new subscriber. Very well thought out and great ideas. However, i do have a couple thoughts on this subject that you should consider as well. I might have missed it but I didn't hear what would cause the attacker to attack in the first place. If you do not get the base or any valuable loot, then what is the point? I think that some high value loot should remain like ores, drugs, fuels or anything else stored in a scu type container. Also, perhaps shielding to force the attacker into a ground assault to take out a certain number of shield gens before the shield drops and only then can they attempt to take out the anti-ordinance and anti-air defenses. Going further, I think that the property should be vulnerable to loss if you cannot take it back within a certain time frame...say 3 to 5 days with a much more limited infrastructure and no safe time. For instance, if you destroy all of the defenses while taking the base you'll have to rebuild those defenses to defend the base taking time and credits. However, when you re-take your base back you'll have some leeway to rebuild and refortify before you can be attacked again. With that you should see a rise of contractors for hire to help defend or attack bases and large orgs can begin to get a foothold on profitable planets or moons. Then the owner of the system (NPC entity) can tax the shit out of the land making the more you hold exponentially more expensive so that owning a whole planet or moon just isn't lucrative. This would allow raiders the ability to turn a profit on a quick smash and grab and larger outfits the ability to expand their borders within reason and with great cost. Subsequently, similar rules should apply for medium security space, but with caveats. You should have to declare war, costing the org a declaration fee and an ongoing fee making long drawn out wars less than profitable. Say 10 mil for declaration and 1 mil a day to continue. Then, stretch the holding time out to say 10 days and add a transfer of ownership fee, making the org that wants the plot spend a large amount (20 mil in my example) up front, but allowing the raids to maybe turn a small profit depending on what you're holding in storage. Obviously, these numbers are just my thoughts and would vary based on the current economy in the game plus the amount of loot that can be stolen. We need risk for it to be rewarding. I feel I've rambled on long enough, but in the chance that some dev from cig reads this, I thought i would toss my thoughts into the mix.
I am curious to know how we will know when people are on these huge tracts of land. Still unsure as to the point of these bases. Protected by defeatable game objects. VS my personal hangar which cannot ever be accessed by other players. You say warehouses cannot be taken, so everything would just be stored in there. So what is the point of attacking a base?
Even the smallest land claims are rather huge tracts of land… I don’t think most people truly understand how big a 12x12 km plot is going to be. Just as a reference, the maximum range of the turrets at bunker currently is 1.6 km… meaning a firing arc of 3.2km diameter…. Now ad one more roughly the same diameter to either side of that and you have a 12x12…. If you need more than that for your base then you’re clearly a decent sized org. No individual will need or necessarily want to traverse that big of a facility/base. More likely it will be a diffuse settlement of multiple hab units surrounding the central facilities.
I can imagine orgs buying up huge tracts of land all at once and creating their 'main base' in the middle, but then we'd just end up learning how many AA guns you can fit on each plot and keeping the important buildings in the central plots.
As someone with a measly ship, and is tired of apartment life, having a tract of land to settle into peacefully without having my claim to it being taken sounds nice.
My solution to not having to defend huge tracts of land is to simply live a nomadic lifestyle on my big ship. Someone else can be a farmer. In fact I know someone, a non-backer, who has a peripheral interest in Star Citizen, but won't get involved until base building becomes a thing. The idea of being a transporter who visits the bases of such people makes me wonder if CIG might implement some kind of whitelist system whereby trusted friends can visit friend's bases at any time without being automatically trespassed. That could potentially skew the defence dynamic quite a bit if such a whitelist was player-configurable and extensive orgs could have players covering each other's assets. Taken a step further, players might conceivably form regional defence pacts.
Huge tracks of land will be a thing if there isn't enough systems opened up at the beginning. Otherwise, they may need to limit the number of land claims per account.
i wonder if it would actually be possible to buy out hzge tracts of land and if this would impact anything. Planets are pretty huge so i wonder if some kind of limitation would be needed anyway. I can imagine that there will be a regular tax that would bankrupt even the largest orgs if they overdo.
Problem I see is people just bombing huge tracts of land from people just not connected right now, or even connected but not there. Back in the day, other MMOs had castles you could sign up to siege, and a time was set for attackers and defenders to connect and play the event. I guess that would be too gamey for most in SC. But maybe we could have base shields like they said high sec will have. If you want to destroy the base, need to first sabotage main power. That notifies the defenders and give them some time to connect while backup power keeps it up for a bit.
Buying a relatively huge track of land to make your home would be a ton of fun. I just hope that you can decorate it in fun ways so it looks unique.
I would hope that decorating your house couldn't just just smashed up and snagged by some raider.
Gotta say, this is probably some of the best ideas you've come up with so far (and you've put out some damn good ideas), I really hope CIG incorporates some of these.
I like the idea of a contract to call in some large tractors to turn the lands on all your plots, slowly subtracting what is undesireable and extracting what you want to keep. In the end you would definitely want it to be attractive, and to not distract from the surrounding beauty. You should be able to gain some solid traction when going from start to finish, lest you change your mind and want to retract your ownership. God willing, the subcontractors should be very tractable and not argue about any last minute changes, however abstract they might be. The last thing you would want to worry about is a protracted battle over your huge tract.
I know you said we wont need the same degree of ground-based infrastructure but an 8x8km plot of land, or even a 24x24km plot, are huge tracks of land. I know we can just use our spaceships to traverse, but it would be nice to have the tools to create our own roads. Either walking paths or full-on roads. Other than that, I like what you presented in this video.
Kings and Queens and Tops and Bottoms, oh my! This is a late night Ray's video for sure. I'm really hoping we don't have end up with too many large orgs having large tracts of land that nobody can contest though. As you pointed out before, some land will always be better. It needs a 'value' of some sort.
Thanks for taking the time to make these detailed videos that are well thought out with great suggestions. This is exactly the kind of community engagement we need. I've been wanting to engage with the developers like this on Spectrum but life is still a little too overwhelming to put another thing on my mind. Your time, thought and effort are deeply appreciated.
Thank you for the candid video with tongue in cheek but useful info! Have blessed year and keep up the good work!
I lije most of your ideas for protecting our huge tracts of land. However, I prefer that we leave the defense and rebuild to players creating mission beacons to lawful or unlawful (depends on how your rep swings which groups you are affiliated with) players, to help you " maybe for a price" defend/rebuild your base. We should be able to craft all parts and types of the habs/defences. I don't mind if it is an option to hire the NPC Orgs. I just don't want it to be mandatory. The main idea being to keep the player base interactive, to much automation, can kill a community.
Can't wait to get a nice tract of land on Crusader! It's got a bridge and everything!!!
"Bottoms" mistreated by "Tops"...
😂😂😂😂😂😂😂
Not if yer a passive/aggressive bottom!!
I enjoy the recommendations. This is truly a missing feature that I look forward to seeing, and building on. Thanks so much.
These are the discussions that really need to be fleshed out before they start implementing, otherwise it will totally turn into a pay to win, one-org-to-rule-them-all fiasco. I truly hope they listen to this. Excellent series of episodes regarding this and the tracts of land. It makes me even more eager to see how this will play out as it's developed, since I think this will be one of the major plot points for the game going forward.
The outline you propose is a good one. I would add only that all attackers get a debuff of some sort or a time limit before authorities of some kind counterattack. That would also include contracts for bounty hunter to come in and assist.
there are games with similar concepts:
one thing i see, is there is a facility or facility that generate revenue when operating at base
if they are on/generating the base is open to attack
if they are off [no revenue/resources being generated] the base in totality is immune to attack
to prevent toggle chese, the toggle itself has a real life time cooldown
That is a possibility, but Todd did talk about there being three levels of security on each planet, and does not having production turned on switch your planet from nulsec to fulsec? Doesn't seem logical.
I have watched your videos because of your insight, suggestions, and ideas. You put together some fine work.
This one, however, caught me off guard. I spit out some of my drink as I read through the captions as you were talking about tops and bottoms. I did not see that coming. Well played, sir, well played.😂
I need a huge track of land just to store all your amazing ideas. What a great video! I hope CIG is watching...
This (meaning your speculation) is brilliant!! The Holy Grail with the huge tracks of land - just epic!!!
Definitely looking forward to those tracts of land... I really want to have a base of my own.
Low Sec I agree with most of what was said. In no security zones all bets are bets are off. Tracts of land are interesting to be able to acquire but the rules of each security zone seem clear to me. Thanks for insights!
I really hope conversations like these happen inside CiG because they need to get this one right. I mean I hope they don't forget that if there's full loot pvp and permanent destruction of bases then no one will build them.
That's why we will have security states of star systems...if you don't want to get raided, then build in high security. You're not going to get a lot of natural resources BUT you'll be safe and people can't raid you EVER.
But yeah, for low security and zero security there does need to be good defensive options, else some idiot with an A2 is going to always ruin the day and it'll be dumb and imbalanced gameplay that no one will want to participate in apart from griefers
That's not true though. There are very successful games where this happens, and it works. CIG already stated what will happen. In lawless areas, there is no buffer period while building, no safety, and no limit on what you can destroy or steal, including the claim itself. That's what lawless means.
I'll really be interested to see how we manage these huge tracts of land once they're available. The smaller 16 km2 might be manageable, but the 64 km2 plot is slightly bigger than San Marino, and two plots would be bigger than Manchester.
Great video, nice about the hangers and the Huge Tracks of Land.
My plan is to find an out of the way spot to pop down a small resource op. Gather resources till someone has noticed my little operation then pick up shop and move. I am guessing we will be able to recover the resources we used to build a base to start with.
The one thing I wished they do is make bases have insane air defense which forces an attacking force to land outside of said defenses range and assault using ground vehicles, tanks to bust through ground defenses and ballistas to defend the ground force from any air defenders
I imagine we can place as many guns as we want.
I dont mean just having a bunch of defenses cause then we get ark level spams, currently ships are the OP vehicles compared to ground so i think air defense should be OP enough forcing attackers to use ground vehicles to assault, not to mention ground vehicles are easier to get compared to ships which helps prevent one side showing up with a bunch of overpriced irl owned ships against defenders with ingame bought ships which will most likely have less of, forcing ground vs ground would help of course ground attackers could always knock out aa defense of course
Really good video Danny, in an upcoming video could you give us your ideas on how crafting and blueprints for ships/componants could potentially work. I'm interested to know your take on it.
Some bases will likely need huge tracts of land to build depending on their nature. One thing building wise I'd wonder if we'll see is stages of building, where you need to use the small hover pad or ground vehicle to prepare the initial landing area so that the Galaxies and Pioneers can safely land to do their jobs.
tracts not tracks, but good point... my guess is that it'll be auto cleared to accommodate up to a Pioneer at least
you could be right about the auto clearing but seeing how detailed SC tries to make things who knows@@jwonyoutube
@@jwonyoutube thanks for the correction, got to love quickly typing something and autowrong.
I think that old Tropey Star Wars nailed a good concept for Balanced and engaging gameplay in Empire Strikes Back:
Base has a big ol shield powered by a big ol generator. Projectile and aerial attacks don't penetrate it.
But you can fly a ship through it and land troops.
Get your Valkyries and your Prowlers and your M2s. Fly under the shield, droop off troops and tanks, tell troops to blow up the shield generator. Once that's blown up, nuke from orbit.
This pushes both Ground gameplay, and Air defense is important for stopping landing craft.
I truly hope that GIG will listen to what you suggest in this video. I´ve actually dismissed the idea to get a piece of land just because the thought of getting my efforts on my tracts of land wiped from time to time have discouraged me. But as you say - if it stings but is not overwhelming, I could live with it.
The game is absolutely massive and will only get bigger. People are treating this whole topic as if someone coming across your bases as you're building it isn't going to be a one in a million chance.
Actually I do see orgs amassing huge tracks of land, the bigger orgs could be coordinated enough. Having said that, I really like your suggestions - a great balance.
I can't wait till I can be the princess with huge.... tracks.. of land lol great video love the suggestions! I gotta keep my bottoms safe!
Lets go part 3! Love me some big, beautiful tracks of land!
One day my son, this will all be yours! 'The curtains?'......not sure that lad could appreciate the huge tracks of land being offered to him...
I think a bit strategy for bases will be security through obscurity. You have a base somewhere you never expect another player to visit, and it becomes very secure. Of course then you need to make sure no one can ever track you to your base or otherwise find it's location.
Huge Tracks of land to build on are going to be nice, cant wait for the Org to be able to get together for 'base building parties'
I've got to get my hands on those tracts of land!
I like the idea of not grabbing huge tracks of land by an org or individual with a ton of cash. it makes it more fair for sure. Thanks as always Ray!
Tracts of land- When I was in an org on Eve, they had a system where you have X amount of time every day your base was invulnerable and the reminder you could be attacked.
I like this idea as you can be attacked but you can set it to where you can get some sleep and not get a 3am alert that your base is under attack, and you have to get up.
They also had war decks. This worked on size of the org. It would keep same size orgs attacking each other and not solo players. It also did not stop groups of solo persons from joining together and raiding a base. Now as to loot I think much like with hard death you would get a percentage of what is in the warehouse.
and how was invulnerable period every day explained in lore in Eve?
@@rayfighter First of all, Eve lore is actually based on players actions. Big battle happened over some system? It's now part of the lore (Look up the Blood Bath of B-R5RB, they even placed a permanent monument in the game to solidify it in Eve history/lore.) The reason for the invulnerability period is because Eve is still a GAME, and we real life people can't be on 24/7, sleep, work, etc. When Eve removed indestructible stations (In player owned space) that were only captured and replaced with player built and placed citadels that can be destroyed, they implemented an invulnerability period chosen by the owner so they can be active during the vulnerable time and not wake up the next morning and everything be destroyed. They also implemented asset safety, so if an ACTIVE citadel is destroyed, everyone who has items/ships inside the station doesn't lose their stuff, it moved to a NPC station where the owner can get it at a huge fee. (Citadels in an abandoned state are loot pinatas). Lore or not, SC is going to need to implement GAME systems to protect the solo or small group players from the eventual Goonswarm of SC otherwise the massive orgs are just going to go through and grief everyone because they get off ruining other people's game. And if I wanted a to play a game where everything I do can go up in smoke because I cant play 8 hours a day or a member of some massive group of people, Id just go play Eve.
i don't think i had anyone care enough to ask. everyone took it as it is the way it works. much like asking the lore behind the not walking around the space stations@@rayfighter
@@wildcard328 thought so.
I do like the fact you're pointing out CIG need "prey" to cooperate to keep "predators" happy. For a very long time it seems like they haven't done much along those lines tho. Though the trespass system that allows you to defend yourself without getting crimestat was a HUGE leap in the right direction. Honestly I didn't think we'd see that sort of play field leveling for years and years. Things are improving slowly, but there's not much incentive still to play the "prey" role.
Oligatory "huge tracts of land" comment here.
Whats great is, we all know Ray is the type of guy to scream and cry inchat whenever he dies. Wouldn't be surprised if he drops N bombs inchat too. Its always the big ego'd "PvE" players that are the most toxic.
@@sorincaladera936 *"we all know Ray is the type of guy to scream and cry inchat whenever he dies."* - You may know that, I don't. I keep chat off for the most part and just chat in party or to people in discord.
If you have some sort of evidence of Ray behaving poorly please share it, otherwise it's just base slander.
Cheers!
@@ajmeyers5661 Keep crying 🤣🤣
@@sorincaladera936 - Every accusation from you is a confession, isn't it dear?
Maybe when you're out of primary school you'll be able to understand where you went wrong. Maybe. Feel free to update the thread, if and when that happens.
Cheers!
@@ajmeyers5661 screenshot, because you told me to 👍🤏
Looking forward to the challenge of taking combined arms forces over the huge tracts of land in pyro to assault a well defended player base. I feel like that'll really kick the game into high gear
Thanks for another great breakdown. Unless there are limits on purchasing, then the bigger orgs could end up with full planets and not just tracts of land.
I think something people don't realize is that the 4km and 8km plots are absolutely huge tracts of land. Think about how far out you can from a mining outpost and still not see it. And if the aerial space is high enough to not allow A2s from bombing it outside of the landclaim zone, then there's so much space to play with and "stay safe". In theory you can fit multiple Hurston Dynamics headquarters within an 8km landclaim.
I hope game tracks of the land of the player bases, so there is QT-markers for team members / friends to find the base.
i think a pioneer should be the exception for the hangar/medbay buildable rule because it was built to handle huge tracts of land, but an off grid “kraken privateer bazaar”, “pop up 890j beachside pleasure resort” or “carrack research station” sounds pretty cool. even with procedural generation i imagine each one would feel wholly unique.
Thanks for the insightful video and the Tops and Bottoms ;-).
Thanks for putting this out there, some okay ideas
Looking forward to the huge tracts of land!
I’m planning to get a track of land next to a space pizza joint, haha . You have to think about weekly take out
There are some genuinely good ideas for the maintenance of tracks of land in game in the long term. Now wondering if a turret can take another turret en passant!?!
They had already made concrete statements on the lawless area that will not change, which counter quite a bit of what you said.
I can't wait to settle on my own huge tracts of land!
An alternative game mechanic might be that adjacent/contiguous tracts of land confer additional defense bonuses that must be captured sequentially. These strongly encourages communities rather than isolated bases, and layered defenses with a clear center objective. It also lends itself to the many ways that Capture The Flag game mechanics can be balanced. Though this would be a one-sided sequence of captures, with major consequences only for a losing defense, there could be reputation losses for starting an attack but then being repelled.
Bottoms and Tops. Finally Star Citizen is speaking in a language I understand!
Huge Tracks of land will help us build "death star" type bases for our ORGs. We also need a way for individual people to toggle org/party allowed inside their tracks of land.
When I played EVE online we lived in a WH with "death star" player stations and I don't want to have to defend myself from players on the other side of the world again when I am at work or sleeping.
Waiting to build those huge tracts of lands.
I'm looking forward to having bases, but the only place I want any tracks of land would be MicroTech. I hate to think how expensive that's going to be. My only concern is that selling tracks for real money instead of UEC would cause a stir.
I like the outline of what you offered here. Using the hanger/warehouse as the goal of the raid would allow for some serious defense/offense gameplay.
Great video about the topic. I think you are missing how huge the tracts of available land will be, so most planets and moons will still be rather empty especially in lawless nullsec space. I agree with you that decent protection should be available in midsec space and kind of perfect protection in highsec space, but in nullsec its free for grabs whoever can. Gamemechanics should allow for some sneaky stealth high risk player(s) being able to set up a temporary base in quiet nullsec space to reap some profits and then either tear it down or loose it sometimes to the first to come and get it.
Tracts of land? Interesting ideas. I am very curious to see how they balance the tops and bottoms.
I like your ideas about protecting the precious tracts of land. As ever, hope CIG is listening to your suggestions.
This is bad speculation on rays part
@@arcadealchemist bad speculation is just good ideas ignored.
@@morgandyoung not in this case, but faction bunkers might become a thing which will cover PvP
Interesting thoughts, as usual. Thank you.
We might be slightly over thinking the subject, or perhaps under thinking? Or perhaps I want them to add in a spec. For our huge tracks of land, on that high sec area we have to do something "more" for that high security. Being in good standing with that planets (areas) owner for instance. It has a high cost, can be more then money, perhaps we have to sell our goods to them, or make certain goods? Or if they ask something of us we have to aid them? Thus in an area of high sec, you can end up getting low security because you aren't greasing the wheels properly. This could make a low sec expected area like Pyro a high security area if you choose to pay it forward.
This would solve the problem of people camping bases, or hitting bases in certain areas expecting a certain amount of security. Might also be good as a mission from certain organizations to sabotage the enemy. And imagine if they did random spot checks to make sure you aren't skimping! Or perhaps they will have a permanent presence (you build them a base)? As your base could be attacked while afk, they need something to alert from. This would also affect response time and size. Could affect cost as well, perhaps you have to feed them.
I think insurance will be a part of this. Also no bases can be cratered like we think (want) and repair cost/time should be at an inverse of security level hopefully. (angry rant about maelstrom)
Also, I think the King of a base will be the Power plant. The queen, comms. Without power, you can't "summon" land vehicles, power defenses or revive, without comms you can't summon ships? Or get backup. But...perhaps I am over thinking but what manifests your ships and bodies? That is unless we have backup/separate power for med and pads!
I think the real issue though is the cost of raiding a base needs to be under scrutiny. At this moment, the cost of reviving, guns and armor, ship return, and jail are minuscule (one system, 4 sub systems i get it). If they make a negative rep system to the point of, if you are seen within the planet system where you have hunted their subjects repeatedly, if you are detected, security will hunt you even if you served time, then we might have a okay deterrent. This would make big ships easier to find, smaller stealth have amazing uses! Abuse is possible for someone with multiple accounts or large orgs/sub orgs. Some abuse can be curved easily. I wouldn't want someone permabaned of course from a system, so some form of fixing should be inserted. Or perhaps we should have a fine system where you have to make reparations to the one you attacked 😋
We are going to need huge tracts of land, I can't wait for base building.
Knockers? She has huge knockers?
I love your videos Man! Part of me doesn’t want to upvote cuz I want to wins ship, but I have to upvote. The world must know about your videos!
It'll be interesting to see how they make use of such huge tracks of land
I wonder how hard and bothersome it will be to defend and operate facilities on huge tracts of land in a 24/7 environment. Will it be possible to draw enough players interest in doing so.
Great Vid as usual good sir. Even though i agree that orgs or whales taking up huge tracks of land would be bothersome, it would be something to see if an org was big enough to build out an entire player run planet.
Yeah, it's going to be a real challenge balancing between orgs trying to put together tracts of land with individual needs and having space available for new players entering the game. Even games that had something as simple as instanced housing had major issues with it, let alone something as complex as Eve's Sov system. It's possible to have something balanced that fits the desired gameplay well, but it requires a lot of thoughtful design work focusing on all levels of play. That makes me a little worried since CIG doesn't tend to do design at all levels of play well, they instead focus on a single level and then hope they can kludge something together for those who aren't flying a -Mole- -Caterpillar- -Light fighter- specific ship or otherwise doing things based on the single user story CIG designed around.
Tracts of Land will be the next desirable thing. Everyone's going to want to get their hands on them. Most won't know what to do with them, except fondle them around. Some will find that idea titillating, but will quickly tire from it and move on to milking the next big thing.
my only issue is for a small org or solo player getting constantly hammered by a larger org every time they rebuild, and the hangar/medical repair crews leave. This becomes an endless time and resource sync, leaving the player little time to do anything else but to rebuild. And what about, using your chess analogy, we do not want our pieces on the board. For example, stealth, hidden or simply a to hazardous to attack base?
So that why outlaws shantytowns don’t have medical facilities or hangers . :) to your final point means they’ll have to be a long period beforehand when certain tracks of land are entered when the hanger warehouse goes on a early shutdown . So they the defenders can’t just throw everything in a sealed vault the moment the battle turns .(maybe why a2 is important makes the moment sudden - but by then too late imo)
I applaud your creativity/ideas and agree on the balance. BUTT, I have no idea what she has that is so huge. It would take me 80085 tries to figure it out 😉
I'm curious how large of a tract of land you can afford as a single player without whaling
I think that in the low security regions we will need to build with guilds support to get more profitable huge tracts of land.
Inbound friendly A2.
Also taking out A2 missiles will be impossible at 100% efficiency. Anything dropped under 1k meters will destroy your base, even if shot as soon as it releases from ship. There would need to be some sort of base shield in place.
i liked you a lot before Ray but the Monty Python Holy Grail nod puts you up there with my favs now...great content ty...."they said i was daft to build a castle in a swamp..I built it anyways" huge tracks of land
Can't wait to see how they prevent cheeszing, most games use offline protectection. How would all this work when I build a base the same plot as Ray. If we are on the sever at the same time, what happens to our bases.
This leads me to think bases might be laid out by the sever each time around the same area. Like there would be residential zones.
Bottoms
The question is if CIG intends to make it even possible to have a permanent base in systems without any security. I could see them go for an approach where you can make really good credits at no-sec system bases for as long as you can manage to keep them working, but you have to be extremely concious about whatever you put there, because if it's gone, it's gone. Basically making these locations not suitable for anything other than quick resource exploitations. You can try to make a homestead on a moon of a fringe system, but it's neither recommended nor can you blame anyone for any losses that are inflicted upon you other than yourself.
Basically, if you want to have a home where you can display all the nice stuff you managed to gather throughout the verse, you need to pay taxes in order for your base to be invulnerable.
If you want to engage in raid-style events, you need to create a base in a low-sec system where you pay protection money to an overlord.
And if you don't want to pay anything at all, you will have to constantly protect what's yours around the clock, or it's potentially gone.
I’m planning on being a power bottom, capable of receiving an enormous amount of power.
Great commentary, as usual. My only criticism is that NPC mercenaries would be much better than automated defense turrets. More fun for the defender to recruit and manage, but also more fun for the attacker to fight. Autoturrets are stationary, and kinda bland. I'm not saying there shouldn't be turrets, just that they should be manned turrets. When the server can handle fps missions on planetary surfaces, it'll be able to handle this too.
Land claims should be square (or at least rectangular) and orientated North/South, so that abutments are aligned.
I’m happy for there to not be roads, but common paths could be visually obvious, in wilderness areas.
However, there should be roads and highways throughout the cities and between major infrastructure sites that are in close proximity to each other.
I would also like to see (and I believe I have suggested this to you in previous comments) holographic highways around the upper parts of the cityscape, where hover vehicles are able to join and leave the highways from ‘on-ramps’ connecting the rooftops and ‘fly’ at altitudes and speeds not possible when they are at ground level.
You would be essentially on rails, but could break free and free fall to ground level … assuming the distance was not so great to destroy the hover vehicle.
I dont see it as a bad thing that orgs would be able to amass huge tracks of land.The idea certain services require a valid claim is good though, because taxes alone would limit how big those areas would actually get.
tracts of land. Some nice ideas there, but my concern with all the game at present is that crime attracts zero or minimal consequence. In base terms this suggests that a "bored kid" with an Eclipse or A2 may simply attack a base with no thought of gain, simply mindless destruction, and as the game currently stands, there will be no adverse consequenxes, save for the base owner who now has cost of repairs and losses. Using the rsik reward balance, the base owner is shouldering the risk and the bored kid has access to the reward.
How many tracks of land owned until you own the moon? And then if you own the moon.... How much space do you have control over?
Keep up the great work
I'm still wondering if I'm going to get any tracts of land. I think it will really depend on the final implementation.
Why would you not? Simple tax/maintenance cost changes will keep people from buying up every plot. You can also make unused plots get reclaimed etc etc. The planets are so stupidly large its silly. As long as you dont expect to have your own personal safe space in lawless space you will probably not have to worry. Its more of a worry short term if you do not believe SC will get many more systems. But if you believe they will add more systems then free space will never really be a problem.
@@RasakBlood fair points, but I meant that it depends on what the play is like and if I'd enjoy it over just having a hangar at a city of station location. When you have limited time to apply against a game you have to pick the game play you most enjoy. 🙂
@@RasakBlood seeing this quite late. I didn't mean to question my ability to get any tracts of land, I was questioning my desire to do so. And that is what would depend on the implementation. 🙂
First let me say Great Video and new subscriber. Very well thought out and great ideas. However, i do have a couple thoughts on this subject that you should consider as well.
I might have missed it but I didn't hear what would cause the attacker to attack in the first place. If you do not get the base or any valuable loot, then what is the point? I think that some high value loot should remain like ores, drugs, fuels or anything else stored in a scu type container. Also, perhaps shielding to force the attacker into a ground assault to take out a certain number of shield gens before the shield drops and only then can they attempt to take out the anti-ordinance and anti-air defenses.
Going further, I think that the property should be vulnerable to loss if you cannot take it back within a certain time frame...say 3 to 5 days with a much more limited infrastructure and no safe time. For instance, if you destroy all of the defenses while taking the base you'll have to rebuild those defenses to defend the base taking time and credits. However, when you re-take your base back you'll have some leeway to rebuild and refortify before you can be attacked again. With that you should see a rise of contractors for hire to help defend or attack bases and large orgs can begin to get a foothold on profitable planets or moons. Then the owner of the system (NPC entity) can tax the shit out of the land making the more you hold exponentially more expensive so that owning a whole planet or moon just isn't lucrative. This would allow raiders the ability to turn a profit on a quick smash and grab and larger outfits the ability to expand their borders within reason and with great cost.
Subsequently, similar rules should apply for medium security space, but with caveats. You should have to declare war, costing the org a declaration fee and an ongoing fee making long drawn out wars less than profitable. Say 10 mil for declaration and 1 mil a day to continue. Then, stretch the holding time out to say 10 days and add a transfer of ownership fee, making the org that wants the plot spend a large amount (20 mil in my example) up front, but allowing the raids to maybe turn a small profit depending on what you're holding in storage. Obviously, these numbers are just my thoughts and would vary based on the current economy in the game plus the amount of loot that can be stolen. We need risk for it to be rewarding.
I feel I've rambled on long enough, but in the chance that some dev from cig reads this, I thought i would toss my thoughts into the mix.
I am curious to know how we will know when people are on these huge tracts of land.
Still unsure as to the point of these bases. Protected by defeatable game objects. VS my personal hangar which cannot ever be accessed by other players. You say warehouses cannot be taken, so everything would just be stored in there. So what is the point of attacking a base?
I will never see huge tracks of land the same way again!
Even the smallest land claims are rather huge tracts of land… I don’t think most people truly understand how big a 12x12 km plot is going to be. Just as a reference, the maximum range of the turrets at bunker currently is 1.6 km… meaning a firing arc of 3.2km diameter…. Now ad one more roughly the same diameter to either side of that and you have a 12x12…. If you need more than that for your base then you’re clearly a decent sized org. No individual will need or necessarily want to traverse that big of a facility/base. More likely it will be a diffuse settlement of multiple hab units surrounding the central facilities.
I like Big Bottoms and Tops and I cannot lie.
I can imagine orgs buying up huge tracts of land all at once and creating their 'main base' in the middle, but then we'd just end up learning how many AA guns you can fit on each plot and keeping the important buildings in the central plots.
I laughed my ass off over the subtitles! *definitely intended
What if one is not interested in huge tracts of land and just wants to sing? Does the geospike come with a karaoke mic and pa system?
…tracks of land. Will add an interesting dynamic to the verse.
Great idea about the warehouse. Tracts
If we can clear huge tracts of land around our bases, we could at least see the ground forces coming from further away.
I want my own huge tracts of land, but I hope they don't feel less secure for storing items than the future player housing. Cuz then what's the point
As someone with a measly ship, and is tired of apartment life, having a tract of land to settle into peacefully without having my claim to it being taken sounds nice.
My solution to not having to defend huge tracts of land is to simply live a nomadic lifestyle on my big ship. Someone else can be a farmer.
In fact I know someone, a non-backer, who has a peripheral interest in Star Citizen, but won't get involved until base building becomes a thing. The idea of being a transporter who visits the bases of such people makes me wonder if CIG might implement some kind of whitelist system whereby trusted friends can visit friend's bases at any time without being automatically trespassed. That could potentially skew the defence dynamic quite a bit if such a whitelist was player-configurable and extensive orgs could have players covering each other's assets. Taken a step further, players might conceivably form regional defence pacts.
Huge tracks of land will be a thing if there isn't enough systems opened up at the beginning. Otherwise, they may need to limit the number of land claims per account.
i wonder if it would actually be possible to buy out hzge tracts of land and if this would impact anything. Planets are pretty huge so i wonder if some kind of limitation would be needed anyway. I can imagine that there will be a regular tax that would bankrupt even the largest orgs if they overdo.
unless it increased faster than linearly more land means more resources to extract.
@@RaysGuide i agree - balancing this stuff could be pretty interesting.
Problem I see is people just bombing huge tracts of land from people just not connected right now, or even connected but not there.
Back in the day, other MMOs had castles you could sign up to siege, and a time was set for attackers and defenders to connect and play the event.
I guess that would be too gamey for most in SC. But maybe we could have base shields like they said high sec will have. If you want to destroy the base, need to first sabotage main power. That notifies the defenders and give them some time to connect while backup power keeps it up for a bit.