PvP improvements, fun for both the attacker and the defender
Over the past few years, I have played tons of PvP on survival servers and while it brought some cool moments for me, I think it requires an update. I have thought for a long time about a system that would be fun for both the attacker and the defender. A system where players need to use ENGINEERING instead of sitting 1 meter beyond turret range sniping with direct weaponry or enabling ejectors 2km above enemy base. A system, where the best defense isn't sitting 2 light years away from spawn, playing "Singleplayer with chat". At the same time, the system cannot be too complicated and require too many new things or change the game too much.
Every proper base would have a shield very similiar to the Safe zone spherical area. More energy would allow you to increase the radius. Players from different factions cannot get through the shield by ramming or using standard weapons, neither could they walk through it, just like safezone they are pushed back. This shield can only be on static grid. Engineer would have the option to increase the power input to strenghten it's HP during the attack (more about that later), meaning the more energy you have, more time you will get before it breaks.
-The base turrets
A simple improvement. Turrets on all grids that are connected to voxels get +200m range (200 seems like a good buff to me) to counter gatling chair turret sniping from 1m beyond turret range.
In order to capture or destroy a base, the attacker has to get rid of it's Shield. The only weapon that can do that is The Cannon (name suggestions are welcome) . It would be very expensive, large, heavy and require extraordinary amounts of power to shoot, requiring engineering move it to the destination and having enough electricity there to power it, while providing it with defense against defender counterattacks while it charges. It would always broadcast a signal at for example 10km, while having a range of 2km (all values are just a suggestion, proper ballancing would be needed). Depleting the Shield's HP would break it and allow the attacker to attack freely for x amount of time, before the shield regenerates. Targeting energy supply would be the key.
Now would be the time for orbital strikes, torpedos, warheads and classical weaponry, except you can't just snipe the turrets now, you have to distract them too because of the longer range.
-The thermal scanner
No more hiding in a void, playing singleplayer on a multiplayer survival server. The bigger your production and activity, the more prominent energy signature you will give off. You can still have a stealthy battery powered medical room with interior turret, however building many refineries, assemblers, having large reactor or jumpdrive will give your position away to a thermal scanner. Superfactories WILL get noticed as well as jumps with jumpdrive. Small ships, small large-grid ships will not be picked up by the scanner.
As for the scanner it self, I don't know how it would look when you use it. Would it be a block? A monitor that you would enter like control station and rotate it around, seeing energy signatures looking like thermal images? Im not really sure, please post some suggestions in the comment.
The shield could be easily modified for some kind of fair offline protection, but I don't know how that would be implemented. Suggestions welcome. This PvP would also make short distance base vs base scenarios much more fun.
I think this system would be a lot of fun and bring some end-game content to the game. Even singleplayer would benefit, where large pirate headquarters and pirate Raiding stations would have shields around them, so player would have to build the cannon, transport it and power it up, while protecting it from enemy drone attacks. Attacker still has the opportunity to find and attack bases, while the defender always has an advantage because of the turret range and shield, having to mobilize and attack the incoming cannon.
What do you think? What is B.S. and what might work?