Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.
Comment: added a missing condition to zone capture

...

  1. An owning faction must have no ships or stations in the zone (zones can be bigger than Skunk radar or visible ranges).
  2. Either the zone is ownerless or the current owner is hostile to you.
  3. No other faction may have a military capital ship in the zone.
  4. You must have an owned capital ship in the zone.
  5. You must build within the zone either a regular station or have enough credits (10-20 million) to order an outpost CV, which are fast and convenient but takes up a build spot (The outpost is called by bringing up the universe map. Then pick a zone and hit plot course. The option is there to build an outpost along with other things).
  6. Outpost CV's use up a build spot so be warned! Even when an NPC builds one!

...

Some ships that spawn will drain resources from a shipyard but not all. Ships built at a shipyard will have a job to do. Military ships will patrol and can help a faction turn the tide of battle. Ships you self sell to a faction shipyard will also be used by that faction. Trade ships will trade and miners will mine. The shipyard will still produce ships at the same pace as it does in vanilla.

With all that being said, a war of attrition is possible but it is done by controlling zones rather than destroying an economy. Of course stopping a shipyard from producing ships will also help your war cause but it isn't a huge impact since most fleets are spawned by zone ownership. This could be changed, we have the code in place and capability to flesh this system out in a more complex fashion but that is not a goal at this time.

...