Let me address the points I see in that reply.
At certain scales of production everything is frivolous, cost isn't a control.
I see this as being a bit reductionist. Are you saying that the economy won't matter in the end? If the economy has no purpose and resources have no value, why even build bases and secure territory (and thus, resources) in the first place? Seeing as the cost of an inhibitor can be tweaked and balanced, and it could scale with the "tier" of the target station core, I think the game will have much bigger problems if the economy is indeed this meaningless.
There's no assurance it won't be abused by large factions and alliances.
Well of course, everything will be abused by everyone trying to get an upper hand in the PvP meta. The exploit you pointed out, regarding keep trading or handing off a captured core to a buddy, is addressed by making the core destructible only, not capturable. What other exploits do you anticipate?
If [the attacker] comes out victorious in the fight, you're just left with an unanchored station that anyone can claim with a new core.
This depends on the size of the core explosion which, like a ship's generator exploding, could be catastrophic to the station. Because neutralizing the core requires the attackers be near it for some time, an attacker who does so has most likely won the battle and "controls the field", so to speak. This gives them the freedom to do as they like with the remaining bits of the now unprotected station -- salvage, steal from storage, etc. They could choose to anchor a new core as well, but remember that anchoring a core requires that it be built at a nearby station, be towed to the target deployment site, and protected for three hours. Given that this immediately follows a large conflict in the area, that's a less-than-safe thing to do, but it's left as an option to consider. If this turns out to be a problem, a destroyed station core could prevent another from being placed in its vicinity for some time as well. Say the core explosion leaves behind unsafe levels of core radiation, or something contextually appropriate. From a design perspective, there's plenty of knobs to tweak there for balance and meta.
"Sieges" will be the domain of the rich and powerful.
All indications so far are that stations are no small investment and require at least some amount of collective force as a faction. Territory control in every PvP MMO requires faction power, and so yes, to play that part of the game, you will need some amount of it no matter what the station safe zone rules are. The advantage of a deferred fight window, like this inhibitor system, is that even if your faction isn't the biggest, you have enough advance notice of the fight time to make sure everyone logs on and you fight at full strength despite your smaller size. Think your smaller faction is better bot-for-bot than the other side? Prove it by bringing your best at the same time they do. You aren't at the mercy of larger factions who have the manpower to play in every timezone around the clock (something only the biggest factions will have the wherewithal to do). Additionally, the open nature of inhibitors is well suited for coalitions of factions, unlikely allies and all, to all work together to target an enemy station, since the inhibitor has no allegiance to any particular faction and the destruction of that station could benefit them all.
Claim/dismantle the station without worrying about another fleet moving in to steal what's left after the hard work is done.
I see this as a feature, not a bug. Scavenging someone else's battlefield for useful supplies after the dust has settled sounds to me like it's going to pretty core to the Starbase ethos. It's certainly part of the
announcement trailer. By this point you've accomplished your
main goal, which is to destroy your enemy's station and kick their foothold back out of your rightful space. If someone else comes in to eat up the scraps, that's interesting emergent gameplay.
The goals of this system are self-contradictory and aren't supported by the suggested mechanics.
The goals of the system are pretty clear:
- Make sure the hundreds/thousands of man-hours invested in a station don't disappear overnight
ᅠᅠᅠᅠ- Hence, the safe zone and 36-59 hour lead up time to a siege
- Make sure that when the fight happens, it's big, it's fun, and it doesn't overstay its welcome and become boring
ᅠᅠᅠᅠ- Hence, the 2-3 hour siege time after both sides have advance notice and time to prepare
- Allow players to engage in station building without having to log on at odd hours of the night
ᅠᅠᅠᅠ- Hence, the fact that when building a station, you pick your siege window at a time you can defend it
- Allow players to engage in station sieges without hours of boredom, waiting, or shooting inanimate objects
ᅠᅠᅠᅠ- Hence, the fact that between when the inhibitor is anchored and the siege window, nobody needs to do anything until the real fight
- Make the siege battle itself proactive, so that both sides have a goal they can work for without being forced to wait for the other
ᅠᅠᅠᅠ- Hence, the mechanic of making the inhibitor a target for the defenders, just as the core is a target for the attackers
In that I don't see how any of this is self-contradictory.