Factions are the best way to build a base, but are also the best way to destroy a base.
You need to take that into account when building a Core One POB, because doing so can make the difference between your base making it to Core 2 or blowing up.
Other than that, the rules regarding Core One POBs is fine.
How about constructing them where they survive better? I mean, setting up a Libby Rogue PoB right in front of Manhattan won't live a long life for sure (just an example).
Yours is a good example to picture another scenario Thyr. What if I dunno... LPI want to build a base in front of Houston? They'll also get pewed away before core 2 if the critical mass of caps "happens". Trust me, Karst proved it. As one of his guinea pigs, I know that research is thorough...
(01-24-2015, 04:50 AM)Tonto1911 Wrote:
(01-23-2015, 08:05 PM)Thyrzul Wrote:
, setting up a Libby Rogue PoB right in front of Manhattan won't live a long life for sure (just an example).
Hell's Gate survived for quite some time.
Wait, are you guys trying to tell me that a Rogue PoB in Manhattan orbit survived longer than an LPI PoB in Houston orbit? Can you guys explain me how that can happen?
How about constructing them where they survive better? I mean, setting up a Libby Rogue PoB right in front of Manhattan won't live a long life for sure (just an example).
Yours is a good example to picture another scenario Thyr. What if I dunno... LPI want to build a base in front of Houston? They'll also get pewed away before core 2 if the critical mass of caps "happens". Trust me, Karst proved it. As one of his guinea pigs, I know that research is thorough...
(01-24-2015, 04:50 AM)Tonto1911 Wrote:
(01-23-2015, 08:05 PM)Thyrzul Wrote:
, setting up a Libby Rogue PoB right in front of Manhattan won't live a long life for sure (just an example).
Hell's Gate survived for quite some time.
Wait, are you guys trying to tell me that a Rogue PoB in Manhattan orbit survived longer than an LPI PoB in Houston orbit? Can you guys explain me how that can happen?
Hell's Gate sat about....I want to say anywhere from 7-10k from Newark on the plane, survived almost a week of constant siege, but this was back before the base rebalancing.
(01-24-2015, 08:14 AM)SWD Wrote: My suggestion is to set the rule like Siege on core 1 base only valid after 2-3 days after construction, gives people the fighting chance to get mods in place, after that base is fair game.
So if Hessians make base right in front of New Berlin (or Rogues right in front of Manhattan etc.), we should give them 2-3 days to get fightining chance despite the placement of the base is totally ooRP?
How about constructing them where they survive better? I mean, setting up a Libby Rogue PoB right in front of Manhattan won't live a long life for sure (just an example).
Yours is a good example to picture another scenario Thyr. What if I dunno... LPI want to build a base in front of Houston? They'll also get pewed away before core 2 if the critical mass of caps "happens". Trust me, Karst proved it. As one of his guinea pigs, I know that research is thorough...
Sounds like an interesting idea for an event. Though when we built Adirondack Station we had the shield operational and the base at core 2 within 24 hours. But we did it the right way and had lots of people to help.
Recently some freelancers built a base in Liberty. They spent alot of time rping with LibGov and also asked for protection from LPI during initial construction. I logged the Leavenworth to guard the base and I was surprised to see just one ship making supply runs. I even went so far to help as to log a transport to make some runs to get fusion Diodes for him. Unfortunately my efforts to assist were in vain and the base was destroyed a few hours later.
Long story short. Don't try to build a base by yourself, it's a group effort. If you're short on players to help contract with the corporations to supply base commodities. Or else find a really good hiding spot or build it way off plane so it won't be spotted.
The aforementioned (and ill-fated) freelancer base would have been mine, thanks for trying to help by the way!
I admit I didn't really know what I was letting myself in for there, was a good experience though, I actually have an idea of what's involved for next time...
As far as the thread topic goes though, I agree, if someone can take the base down while the scaffolding is still on, well fair enough.
But it really would be nice to know who took it out, I'd suggest that a post should go up on the forums simply to state the intention, and as soon as it's up, fire away!
It would be nice to know if it got taken down for no reason, or for a reason, then I might have some sort of appropriate response, depending on who did it.
(01-23-2015, 10:07 PM)|nfrared Wrote: I'm gonna go out on a limb and guess that your base was Swellendam Inc., removed by the Xeno Alliance yesterday? It will probably go down in history as the only base the Xenos ever successfully siege.
If so, we thought carefully before removing it, and decided that because it was on the end of the main lane highway and given its affiliation that you were planning to export Liberty ore from it.
If indeed this was your base, next time make sure you have fuel for your shield generator. Our Xeno Heavy Carrier (*cough passenger liner*)made short of it and we wouldn't have had a hope if you had stored fuel there. And don't have more than 50 million or so on there maximum.
I'd suggest reading the Player Base Construction Guide thoroughly, you don't want to be making those sort of mistakes later on.
I was owner of that base (this is my second account created for Base RP) and Toris is not affiliated with me at all. My suggestion is to set the rule like Siege on core 1 base only valid after 2-3 days after construction, gives people the fighting chance to get mods in place, after that base is fair game. And by the way if i knew i would loose all my credits on base if it went boom i would have never left it there and i filled it with H-feul before i logged off. And as mentioned before send back credits lost on base to construction platform ship that built the base as i do believe the credits are electronic and not piled up in a room or gold bricks. And ships do not lose credits when thy are destroyed, i believe its similar.
And as for XA- destroying base, i would thought a Official Faction would have the decency to say something in proper RP before misusing a rule, and dont give me the "We are Pirates we do not abide by rules..." s**t. As i hope to believe Disco GC is a decent group of people and as stated...
Quote:If so, we thought carefully before removing it, and decided that because it was on the end of the main lane highway and given its affiliation that you were planning to export Liberty ore from it.
this you could have just not sent in a PM or a post?
Galaxy Group i agree with this statement completly....
Quote:After the amount of RP contact with LibGov I went through before constructing it would have been nice to at least have some minor RP about it's destruction (even if it's just "we're trashing your base in 5 mins time, just because we can").
PS: do not post a rule that i possible mist....
To address this, profanity and veiled insults aside,
You are likely angry, frustrated, or both. Welcome to the state of mind of every player that has unsuccessfully reached core 2. As we are the faction with the least amount of firepower on the server, it came as quite a surprise that we could do anything about this anyway. But to be clear, we misused no rules. Your base was in plain view on a route we regularly travel.
I didn't have to claim responsibility for it either, but I did. I did that because even though I could have remained anonomous and left you fuming at some unknown bandit, I recognise that some hours went into that base and some RP outcome should result. I didn't have to link you the Player Owned Base guide either, but I did. I'm not taking responsibility for your credits though, or the lack of H-fuel. That was your mistake. I do however genuinely wish you better luck next time.
Speaking as someone who has had many bases created, dismantled, traded away and even just like you, destroyed at Core 1, my advice is that you can't do it all on your own and location is paramount. Core 1 is the most hair-raising, nail-biting time of POB construction, and should stay how it is. Some will not make it. But even a core 1 base with a working shield still requires a concentrated effort to destroy. What is required to prevent scenarios like this one? A cooperating team of base builders, which I believe is exactly how they are intended to be built.
There are a lot of players that do not have a forum account, nor wish to have one. They simply enjoy logging on and playing the game without having to deal with forum RP. We didn't want to exclude this group from enjoying the opportunity to build a Core One base for themselves.
After building a POB, they would then be left with a choice. Either create an account in order to upgrade their base to Core Two, or be happy with the Core One base they had.
Since no RP is required to build a Core One POB, it seemed fair to not require RP in order to destroy it. This has the added benefit of allowing the community to remove ill placed bases with relative ease.
(01-25-2015, 02:18 AM)Garrett Jax Wrote: There are a lot of players that do not have a forum account, nor wish to have one. They simply enjoy logging on and playing the game without having to deal with forum RP. We didn't want to exclude this group from enjoying the opportunity to build a Core One base for themselves.
After building a POB, they would then be left with a choice. Either create an account in order to upgrade their base to Core Two, or be happy with the Core One base they had.
Since no RP is required to build a Core One POB, it seemed fair to not require RP in order to destroy it. This has the added benefit of allowing the community to remove ill placed bases with relative ease.
Guess that post wasn't aimed at me, but good points made.
From an inRP point of view though the owner of a base within say 10k of a friendly permanent planet/station should reasonably expect to be able to find out who killed it... maybe?
If it's half way up a rarely traveled trade lane, well I suppose I'd be fuming at the "Unknown.Bandit" (Someone should create him on the pirate ID to terrorize core 1 bases ).
Anyway, whoever killed my base, no hard feelings, I learned some lessons, and you helped teach me them. (my RP me is still pretty angry though)
Ah, now that's fair enough. Next time I'll hire me a spy to watch out for those pesky bandits while I sleep. Thanks for pointing out that some people don't have a forum account for whatever reason, didn't think about that in this context.