PvP is an ongoing hot topic, so I'll open my thoughts here a bit. I'm not expecting this to alleviate all of the fears, and that is fair: We need to deliver before it's reasonable to hope for such. However, please don't turn this thread to yet another shouting match, there's 1000 already existing threads for that
Reasons for Sieges to happen
A cheap argument for sieges to happen would be simply that people like to destroy stuff, but let's not go there, as that would mean just griefing of small stations, and that's not nearly as fun as the real siege wars could be.
What we need, and what we will provide, is enough reasons to build, operate and defend very large stations (think about Origin size or larger). And for that, we have a bunch of upcoming features:
Passive resource generation
Atmo pumps will produce gas, which can be turned into ore. This can be done fully passively, i.e. it doesn't require player presence. Similarly, solar also works passively. If passive generation beats the risks then people will go for it. Atmo pumps can't be installed on capital ships. Furthermore, civilian capital ships are unable to enter atmo pump regions without an expensive station to host them, and even then it's very limited where they can go.
Resource refinement
All alloys will require huge amounts of energy on a capital ship scale, so passive solar collecting is the most sane way to produce this. Furthermore, some alloys will require the presence of certain belt/atmo compositions to operate, which means they can only be produced at certain locations.
Factories
While factories can also exist on capital ships, establishing factories near the resource production may help logistics and speed up the overall production.
Ship and capital ship port
Stations will have their own ship design halls, repair halls and ship storages. A station with a capital ship dock can host capital ships, which for example makes refueling capital ships much more convenient than heading out with a miner to the belt. Combine that with atmo pumps at your station and you can just sit back and relax while cruising with your luxury capital ship all around the universe.
Taxation zones
Large stations can have very large public safe zones and they can tax mining/trade inside that (AH tax/trade fees). Public safe zone with cheap tax will draw miners, as long as the station operator can keep them safe.
Player trading
Large hubs draw people and can setup their own trading systems. Large amounts of players draw wealth, and wealth makes the opposing side want to crash the party.
Sieges and small-scale PvP
Sieges will have an in-game list where all the major upcoming sieges will be listed (once they have been initiated and the countdown has started, and they are big enough to warrant the 'major' status, which will be decided/balanced later during development). Furthermore, with small sieges, either side can choose to publish the siege time and location on said list. This is usually effective when a small station is being attacked by a big capital ship, as the publishing may attract random people who will cause additional damage to the capital ship.
Since major sieges are public knowledge beforehand, anyone can show up to do whatever they like in the warzone. Some will just shoot everyone, some will try to salvage the wrecks, some will just enjoy the chaos and excitement of the war.
It's likely that there will be a fair amount of sieges happening, thus allowing PvP happy people finding their thrills each day. And if there's holes in the siege calendar they can create a siege of their own.
Notes on capital ship docks
Capital ships entering the belt may seem like it destroys all chances for PvP, but I see it as a great alternative risk option: Instead of risking a single miner flying from outside the belt, now the player risks the entire station for the resource collecting. Capital ship docks capable of hosting returning capital ships will require quite an expensive station. Once a siege starts, stations can't be disassembled and hauled away, so the risk to lose a valuable station is there. This adds incentive to defend it rather than simply escape.
Parting words
Starbase as of right now lacks a lot of great features. As such, the uproar is understable. However, we have been working on these major features for almost a year now, and they are closing in. We believe these features will be game changers. Any balances we do before them may seem minor or like bandaids, as they are. Our sole focus is bringing the intended features to the game and not to try to make game work without them.
We know that it seems like a stretch to talk about these grand features when the the game has so many bugs even with smaller player stations right now. We are committed to fixing those bugs, and in fact we are soon getting a rather large station and factory area fix done. With less bugs and more features added every month the game is getting closer to what we want it to be. We'll get there!
Reasons for Sieges to happen
A cheap argument for sieges to happen would be simply that people like to destroy stuff, but let's not go there, as that would mean just griefing of small stations, and that's not nearly as fun as the real siege wars could be.
What we need, and what we will provide, is enough reasons to build, operate and defend very large stations (think about Origin size or larger). And for that, we have a bunch of upcoming features:
Passive resource generation
Atmo pumps will produce gas, which can be turned into ore. This can be done fully passively, i.e. it doesn't require player presence. Similarly, solar also works passively. If passive generation beats the risks then people will go for it. Atmo pumps can't be installed on capital ships. Furthermore, civilian capital ships are unable to enter atmo pump regions without an expensive station to host them, and even then it's very limited where they can go.
Resource refinement
All alloys will require huge amounts of energy on a capital ship scale, so passive solar collecting is the most sane way to produce this. Furthermore, some alloys will require the presence of certain belt/atmo compositions to operate, which means they can only be produced at certain locations.
Factories
While factories can also exist on capital ships, establishing factories near the resource production may help logistics and speed up the overall production.
Ship and capital ship port
Stations will have their own ship design halls, repair halls and ship storages. A station with a capital ship dock can host capital ships, which for example makes refueling capital ships much more convenient than heading out with a miner to the belt. Combine that with atmo pumps at your station and you can just sit back and relax while cruising with your luxury capital ship all around the universe.
Taxation zones
Large stations can have very large public safe zones and they can tax mining/trade inside that (AH tax/trade fees). Public safe zone with cheap tax will draw miners, as long as the station operator can keep them safe.
Player trading
Large hubs draw people and can setup their own trading systems. Large amounts of players draw wealth, and wealth makes the opposing side want to crash the party.
Sieges and small-scale PvP
Sieges will have an in-game list where all the major upcoming sieges will be listed (once they have been initiated and the countdown has started, and they are big enough to warrant the 'major' status, which will be decided/balanced later during development). Furthermore, with small sieges, either side can choose to publish the siege time and location on said list. This is usually effective when a small station is being attacked by a big capital ship, as the publishing may attract random people who will cause additional damage to the capital ship.
Since major sieges are public knowledge beforehand, anyone can show up to do whatever they like in the warzone. Some will just shoot everyone, some will try to salvage the wrecks, some will just enjoy the chaos and excitement of the war.
It's likely that there will be a fair amount of sieges happening, thus allowing PvP happy people finding their thrills each day. And if there's holes in the siege calendar they can create a siege of their own.
Notes on capital ship docks
Capital ships entering the belt may seem like it destroys all chances for PvP, but I see it as a great alternative risk option: Instead of risking a single miner flying from outside the belt, now the player risks the entire station for the resource collecting. Capital ship docks capable of hosting returning capital ships will require quite an expensive station. Once a siege starts, stations can't be disassembled and hauled away, so the risk to lose a valuable station is there. This adds incentive to defend it rather than simply escape.
Parting words
Starbase as of right now lacks a lot of great features. As such, the uproar is understable. However, we have been working on these major features for almost a year now, and they are closing in. We believe these features will be game changers. Any balances we do before them may seem minor or like bandaids, as they are. Our sole focus is bringing the intended features to the game and not to try to make game work without them.
We know that it seems like a stretch to talk about these grand features when the the game has so many bugs even with smaller player stations right now. We are committed to fixing those bugs, and in fact we are soon getting a rather large station and factory area fix done. With less bugs and more features added every month the game is getting closer to what we want it to be. We'll get there!