Difference between revisions of "Small anchorable structures (CSM)"
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− | * [ | + | * [http://evajobse.net/csmwiki/index.php/CSM-CCP_Meeting_1-2#0102-03-0071_Small_Anchorable_Structures CSM-CCP_Meeting_1-2#0102-03-0071_Small_Anchorable_Structures] |
Revision as of 08:00, 21 July 2009
Stats
Raised by: Ankhesentapemkah
Submission Date: 12-08-2008
Issue ID: 0102-03-0071
Summary
Current player-owned stations are too expensive and require too much maintenance for most individual players, and due to their reinforced mode, it takes a lot of concentrated effort in bringing them down. In providing small anchorable structures, individuals can own assets in space, which both provides small tactical advantages as well as non-combat experiences by providing a place to call home or hang out in.
Combat structures provide certain benefits in PVP settings, such as a limited ability to repair or restock ships with ammo. Combat structures are largely defenceless and can be taken out by opponents in a relatively short time-frame (15-30 minutes), but are on the other hand no-where near as expensive as a POS thus not a huge loss to the owner if they get destroyed.
Non-combat structures are divided in industrialist structures, which could for example provide a small boost to mining, or a limited ability to compress ore, and private facilities which features will mainly shine after the release of Ambulation. In this section we will find habitation modules, casino’s and exotic bars.
To prevent the cluttering of space, there should be a skill that allows the player to own a limited amount of small anchorables.
Relevant Forum Threads
Votes
- Ankhesentapemkah y
- Bane Glorious y
- Darius JOHNSON y
- Dierdra Vaal y
- Hardin y
- Inanna Zuni -
- Jade Constantine y
- LaVista Vista y
- Serenity Steele n