We need a mechanism to starve stations to force them into abandoned state

Do you want a spool up mechanic? And a warning? Because they would be details like the OP was asking for.

I don’t want asset safety to be player-driven at all - I think that goes against the nature of asset safety and should be avoided at all costs. I outlined some bare minimums to approach making it not totally game breaking, but I still will not advocate for it.

If it were just a fuel siphon without direct impact to asset safety (only hastening fuel consumption to try and move a structure into low-power mode), even then I would say it needs alerts to the station owner that such a device was deployed against them and is spooling up (the low power warnings will alert any players with assets who want to yank their assets after it hits that stage). And probably would need to be ‘manned’ like station guns in order to keep running, though that won’t add a lot of investment - someone could fly to it in a shuttle or a pod to operate it with a clean clone, so their risk profile is still minimal. There also needs to be a way to determine how much fuel a structure has on-hand to determine if it is worth trying to deplete, and a maximum ‘theft’ rate (not a % of fuel, but a hard m3 per second or whatever).

And you still don’t really have any ‘risk’ for deploying it, beyond expense of the unit itself.

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Unless it’s going to steal fuel at an extremely quick rate (like emptying a full bay in a couple hours), requiring it to be piloted seems unnecessarily punitive. The pilot would simply be sitting in it doing exactly nothing. Moon drills don’t need to be manned in order to keep working. It would just be silly.

Notifying the owner of the station that a siphon has been set-up goes without saying. And they have to organise a response for which they’ve got 7 days at the very least. They can win by either clearing hostiles and/or fueling the structure.

As to how much fuel a structure has; ship scans are used to get a structure’s load out, perhaps a cargo scanner can tell you how much fuel is left.

Like the old siphon, d-scan inhibitors, mobile cyno jammers; it doesn’t need much extra risk.

It’s defenceless and quickly destroyed on it’s own. It needs a fleet to defend it in order to last long enough to be effective.

It’s not gonna be easy to block all attempts to fuel the structure under a siphon. But at the same time it’s not really sustainable to allow a siphon to go unanswered. So it’s a flag that says ‘come fight or we’ll loot your structure’ -A conflict driver- (Something we are in short supply of at the moment.) but the reality is that the defenders have plenty of time to respond, can even delay the process by ninja-ing fuel in or the defenders can give up and save what they can via asset safety.

As far as mechanics go, it’s a conflict driver that offers both sides a good amount of options and counterplay.

It’s only a conflict driver if it forces a conflict response. As long as you can still asset safety out (which should NOT be driven by the siphon’s presence, as previously discussed) then a siphon adds no additional conflict vs use of reinforcement stages in combat. It’s simply a way to try and circumvent having to bash the structure 3x by pushing it to low power.

Is there a conflict driver that this silly rule doesn’t apply to?

Warp disruption is a conflict driver…unless it isn’t because the target has warp stabs or 2 second align time. :man_shrugging:

In my imagination it would take significantly longer to use a siphon to get a structure into low/abandoned than it would to just destroy it.

The benefit of the siphon isn’t speed. It’s loot.

All it takes to not get loot is the owning corp deciding to trigger asset safety. And we’re back at the start of the argument where it didn’t trigger any conflict, didn’t grant any loot to anyone, and nothing changed vs a normal war engagement. Since it doesn’t cost anything to trigger asset safety (only to get assets back out of storage) you aren’t creating any new motivation to engage the attackers/siphon.

Edit:
If the corp isn’t motivated to defend the structure vs a bash assault, because hey, nothing irreplaceable is being lost, they aren’t going to mobilize vs a siphon defended by a fleet, either - they will just asset safety manually instead of automatically. That’s zero change in outcome with or without the siphon.

All a freighter pilot has to do to avoid a gank is bring a web alt. And yet…

You’re gonna honestly tell me you think 100% of players will trigger asset safety 100% of the time when faced with a siphon? And you wonder why i think you’re being occasionally dishonest?

Look at abandoned structures today. Not everything dropped is from players taking a break from the game.

I think the vast majority of loot will be safetied out, yes. You will get exceptions where a corp doesn’t care, but I do think that will be a very small population - certainly not enough to make developing this entire siphon mechanic worthwhile.

That’s ok. The vast majority of freighters pass by without getting ganked.

But the gankers still find the motivation.

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