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So, bases - Printable Version

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RE: So, bases - Govedo13 - 06-27-2013

(06-27-2013, 01:17 PM)Hasteric Wrote: What we need is a way to destroy bases that involves about as much time and risk as building one in the first place.
This- it is simple and doable. I explained this 100 times already.

1. POB build Capital ship heavy gun that takes as much resource as 2 base cores in order to be produced.
2. Give it:
- short range
- slow speed
- no arc
- long projective life time
- very slow refire rate.
- one shot should cost 7m BS powercore

3. Give it enough DPS to kill level 4 base in 4-5 hours shooting if there are no platforms and no resistance.

4. Make sure that the gun is lost if the battleship that mounts it dies.

5. The gun needs fuel to shot and I mean a LOT of fuel to successfully gun down a base.

6. So you got the full element of the siege including all types of ships both from defenders and attackers side. As result he base killing gun investment should cost as much time and should have the same risk and same benefits as base building.





7. Notes TL:TR:

You can include also small amounts from more different kind of materials to make the gun harder to make, or even nomad powercell as well.

Also all of the suggested stats and shapes are quite possible to be done with just modifying the existing base products without new code, except may be the fueling but in the fuel case Cannon can make it to work with FLHook magic using the existing code from the cloaks.

Note it cannot kill base alone or in team of 1-2 because of the gun platforms. At least 5-6 people team should be required to enable to gun base down that fast and this in case that there are no defenders presented.
If there are defenders presented they could just smite the gun bearer Battleship and destroy your siege gun if you do night actions with smaller crew.

Other prevention of the smaller fast night action team is that the smaller range would require the siege gun ship to come into the weapon platforms scope and that the gun would need proper fuel support- let say 100 000 units of H-fuel to keep it shooting for the needed 4-5 hours.

The huge fuel usage would also prevent the fast base killing by multiple siege guns.Also battleships does not have much cargo space so they must be fed with dropped or transferred fuel- quite hard under the platforms fire and defenders fire.

The transport fuelers are as fragile as the base suppler transports- this would force the both parties to launch multiple types of ships because only capspam is worthless in such situation.


RE: So, bases - Bootsiuv - 06-27-2013

(06-27-2013, 05:41 PM)Strannox Wrote:
(06-27-2013, 04:42 PM)Jack_Henderson Wrote: Let's see...

Q: Which type of bases have caused massive problems?
A: Mainly the "hole/gate blocking" type

I would say, let's start there.
The rest of the bases do hardly harm anybody.

What to do?

Make a base rule. No PoB closer than 5k near any NPC object.
=> good visibility
=> good access
=> far enough to not allow insta-turrets
=> close enough to do some damage and cause a nice firework that tells you "They do not like you!"


For more rule suggestions, see this thread: http://discoverygc.com/forums/showthread.php?tid=99630

I like this idea. It makes sense. Also, any base that adversely affects the game (ie plonking a level 4 base with platforms set to kill everything right on top of the NL/Leed jump gate) should be removed.

Then the player base i.e. community should have removed it before it became an issue.

My only qualm is the fact that a core 4 base is kept alive because of a game mechanic issue (too many collisions I assume)....if there is a way to fix this, then it should be done.

Reduce repair rates and lower overall hitpoints. It's not like they're hard to build anyways. An hour of time and a few million credits and you have a fully loaded base construction platform.

EDIT: If that is done, then lower the amount of resources required to build the base up to core 4 as well.

Basically, make pobs blowupable at the cost of reducing the amount of resources needed to build them up.

Your welcome. (bow)


RE: So, bases - Veygaar - 06-27-2013

(06-27-2013, 12:35 PM)Omicron Wrote: So... what will happen with bases? Questions to both players and devs alike.

Whatever you are your pals are able to do inRP/ingame...

Are you looking for oorp change to help you out in-game???

[Image: tumblr_m82xk1zjQR1qiys6jo1_500.gif]



RE: So, bases - belarusich - 06-27-2013

(06-27-2013, 05:41 PM)Strannox Wrote:
(06-27-2013, 04:42 PM)Jack_Henderson Wrote: Let's see...

Q: Which type of bases have caused massive problems?
A: Mainly the "hole/gate blocking" type

I would say, let's start there.
The rest of the bases do hardly harm anybody.

What to do?

Make a base rule. No PoB closer than 5k near any NPC object.
=> good visibility
=> good access
=> far enough to not allow insta-turrets
=> close enough to do some damage and cause a nice firework that tells you "They do not like you!"


For more rule suggestions, see this thread: http://discoverygc.com/forums/showthread.php?tid=99630

I like this idea. It makes sense. Also, any base that adversely affects the game (ie plonking a level 4 base with platforms set to kill everything right on top of the NL/Leed jump gate) should be removed.

There is POB at NL\Leeds gates?


RE: So, bases - Thyrzul - 06-27-2013

(06-27-2013, 05:55 PM)Veygaar Wrote: Are you looking for oorp change to help you out in-game???

If the issue is an ooRP one, how could you solve it inRP? The answer is easy, you can't.



RE: So, bases - Veygaar - 06-27-2013

(06-27-2013, 06:05 PM)Thyrzul Wrote:
(06-27-2013, 05:55 PM)Veygaar Wrote: Are you looking for oorp change to help you out in-game???

If the issue is an ooRP one, how could you solve it inRP? The answer is easy, you can't.
It's not oorp, if the issue is oorp then report it as such and it will be dealt with. If this was the case there is no need for changes to bases at all, just a report and POOF. The Admins (by their inaction to do this) have made this a ROLE PLAY issue, which means deal with it as such.

Unkillable bases have been around since the game came out... what's wrong with a few new ones so long as they're not oorp.

There are some stationary Battleship Bases that I don't like, but I don't go complaining to the community that something should be done with it just because one of my factions is affected by it.

And Core 4 IS killable...

Right now all I see is: "O mer gawd! Make it easier for me to destroy this guy's really hard work cause I want RP powah and it's hard to do right nowr cause he werked hard and made tough stuffz!"


RE: So, bases - Thyrzul - 06-27-2013

(06-27-2013, 06:18 PM)Veygaar Wrote: It's not oorp, if the issue is oorp then report it as such and it will be dealt with. If this was the case there is no need for changes to bases at all, just a report and POOF. The Admins (by their inaction to do this) have made this a ROLE PLAY issue, which means deal with it as such.

You are assuming I am talking about rule violations, while not. A gameplay balance issue is pretty much an ooRP issue. The current version is a trial version, the very first one put in game to be tested. Now, we got the results. The system requires adjustment.

(06-27-2013, 06:18 PM)Veygaar Wrote: Unkillable bases have been around since the game came out... what's wrong with a few new ones so long as they're not oorp.

Unkillable bases were placed by the Dev team, who are way more responsible than any random player on the server. Now everybody and their mom can place such bases anywhere they want if they put a little effort into it. As long as they are not ooRP, there is nothing wrong, but the sad experience is that many are being used for ooRP powergaming.

(06-27-2013, 06:18 PM)Veygaar Wrote: And Core 4 IS killable...

Good luck taking down one from outside without the server collapsing and within a week.



RE: So, bases - Sava - 06-27-2013

Hours of siege(with dreads) are beaten by minutes of supplying.
How is that balanced?


RE: So, bases - Highland Laddie - 06-27-2013

@belarusich - do you mean the npc border station in Leeds? Otherwise, there's no PoB I know of at Leeds/NL gate.

@Sava - you also need to consider hours for building/upgrading. Then it's a bit more balanced. I wouldn't want a base I spent billions of credits and hours supplying to be killed overnight while I'm sleeping by a small group of players.


RE: So, bases - Veygaar - 06-27-2013

(06-27-2013, 06:27 PM)Thyrzul Wrote:
You are assuming I am talking about rule violations, while not. A gameplay balance issue is pretty much an ooRP issue.

And you are qualified to decide what is a balance issue?

The bases seem fine in my eye's (another player like yourself). Put alot of work in: get alot of lasting defense. This is how the bases work.

Get a large group of players under you banner (Order and 'sairs I'm talking to you). With such numbers you should be able to take it down without to much of a problem.

The real problem is that your groups no longer hold the numbers to counter your opponent. They have more "power" than you, and you don't like that Wink