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POBs near mining fields - Printable Version

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+--- Thread: POBs near mining fields (/showthread.php?tid=144389)

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RE: POBs near mining fields - GamerGirl - 10-19-2016

(05-28-2015, 09:36 PM)Garrett Jax Wrote: The following rule regarding POBs in mining fields will be enforced upon all future POB builds:

Quote:Core Two
- Players are required to post the name, IFF, system and purpose of their base in this subforum prior to becoming Core 2. These posts remain invisible and are only accessible by the server staff.
- Upon posting their existence, base owners will receive, from the admins, a set of 'blueprints' which is required for their upgrade. Blueprints are non transferable and will be absorbed in the upgrade of the base.
- Before a player/faction attacks a Core 2 base (or higher), they must role play either in game or on the forums and provide the link to this RP in the Attack Declaration thread.
- Bases located in mining within 15k of mining fields will not be permitted to advance beyond Core 2.

This will not apply to Player owned bases already above Core 2 that currently lie in mining fields.

There has been much debate regarding miner/pirate activity surrounding POBs. From the miner's standpoint, pirates log out in space, watch the player list and then log in to nab their target. The other side has miners insta-docking the moment that a pirate shows up on their scanner. Both create a no win/no fun scenario for both sides of the interaction.

We wanted to create a game mechanic that would enforce this rule, but the dev workload is high and priorities have placed it nowhere near the top. Admittedly, this does not solve the problem of POB's that have been grandfathered in, however it prevents the problem from becoming exacerbated. The devs have promised us that they are continuing to look at the issues concerning POBs on many levels. For now, the Admins will tweak the rules here and there and try to maintain a fair balance.

This rule does not apply to jumpholes/jumpgates. If you feel that a particular POB is disruptive to server gameplay, due to its proximity to these solar objects, then state your case in a Player Request and we will investigate it.

(10-19-2016, 08:56 PM)GamerGirl Wrote:
(10-19-2016, 08:54 PM)Venkman Wrote: Times change and so should your POB location.
If it is moved to the open, its just being targeted. And please tell me where should we move it? Where is there more influence for kruger to put it? RP wise there is none. O wait next to the gate to Stuttgart? because it is on the route to sell ores.

Also here:
http://discoverygc.com/forums/showthread.php?tid=129952

this was an admin decision. it states:
(05-28-2015, 09:36 PM)Garrett Jax Wrote: The following rule regarding POBs in mining fields will be enforced upon all future POB builds:

Quote:Core Two
- Players are required to post the name, IFF, system and purpose of their base in this subforum prior to becoming Core 2. These posts remain invisible and are only accessible by the server staff.
- Upon posting their existence, base owners will receive, from the admins, a set of 'blueprints' which is required for their upgrade. Blueprints are non transferable and will be absorbed in the upgrade of the base.
- Before a player/faction attacks a Core 2 base (or higher), they must role play either in game or on the forums and provide the link to this RP in the Attack Declaration thread.
- Bases located in mining within 15k of mining fields will not be permitted to advance beyond Core 2.

[color=#33FF00]This will not apply to Player owned bases already above Core 2 that currently lie in mining fields.
End of discussion from my end..



RE: POBs near mining fields - Jack_Henderson - 10-19-2016

Just... for hell's sake... move it.
Look for a nice place.
Request the relocation.
I am very sure that this would also stop the siege.

And we would all be able to go back to enjoying this game again.
Seriously... wow. How stubborn can you be?!


RE: POBs near mining fields - Venkman - 10-19-2016

If I were you I would move that base away from the mining field. But hey...


RE: POBs near mining fields - Corile - 10-19-2016

hey
guys
guys
hey


how about instead of whining about pobs on the forums you like spend some of that ludicrious amount of money you got to make rh battleships

to like stop the siege...

nah that will never work.


RE: POBs near mining fields - JunkerTown - 10-19-2016

(10-19-2016, 09:03 PM)Jack_Henderson Wrote: Just... for hell's sake... move it.
Look for a nice place.
Request the relocation.
I am very sure that this would also stop the siege.

And we would all be able to go back to enjoying this game again.

So the base is being attacked because it is in the asteroid field by the hessians.
IF that base was to relocate why would it stop the siege?
Could this mean that its being attacked for oorp reasons?
Jack... say it aint so!?!

Also..
Base was there long before the ruling.
Siege it, leave it or just move on.

(10-19-2016, 09:03 PM)Jack_Henderson Wrote: Seriously... wow. How stubborn can you be?!



RE: POBs near mining fields - Jack_Henderson - 10-19-2016

@JunkerTown: Nice attempt at baiting and at insinuating that the siege is oorp. You are doing the "Junker Congress victim" racket again. It's not working.

I'll gladly explain why the siege would likely stop with a repositioning:

In order to motivate 25+ players to log Jorms and waste time of their lives in grindy, no-fun actitities like taping the mouse button down and waiting for 1 1/h hours after you had some bad battles with tons of rule violations and reengaging, in which both sides go into full "must win!" mode and pull every register... in order to make anybody sane enough say "Let's do this", you need good motivation. And the only motivation that is strong enough to do that is when a lot of people are annoyed enough about the target. Guess... that happened.

Now... let's continue the thought: If the POB in question was not annoying any more because it wasn't the 1/79, the one cancer blocking area denial base left... how ridiculously hard would it become to make people waste billions on Jorms, waste time, waste energy... on something that does not annoy you any more?

Get it?


RE: POBs near mining fields - JunkerTown - 10-19-2016

(10-19-2016, 09:21 PM)Jack_Henderson Wrote: @JunkerTown: Nice attempt at baiting and at insinuating that the siege is oorp. You are doing the "Junker Congress victim" racket again. It's not working.

I'll gladly explain why the siege would likely stop with a repositioning:

In order to motivate 25+ players to log Jorms and waste time of their lives in grindy, no-fun actitities like taping the mouse button down and waiting for 1 1/h hours after you had some bad battles with tons of rule violatiins and reengaging, in which both sides go into full "must win!" mode and pull every register... in order to make anybody sane enough to say "Let's do this", you need good motivation. And the only motivation that is strong enough to do that is when a lot of people are annoyed enough about the target.

Now... let's continue the thought: If the POB in question was not annoying any more because it would not be the 1/79, the one cancer blocking area denial base left... how ridiculously hard would it become to make people waste billions on Jorms, waste time, waste energy... on something that does not annoy you any more?

Get it?
First were not talking about Junker Congress right now in anyway.
Truth be told I have no dog in this fight what so ever.
Lots of things you said makes absolutely no sense.
Plus your contradicting yourself and making a poor point on how this isn't an oorp situation.
These Hessians should be INRP ultimately concerned about the base's existence no matter where it's located since it is Kruger.
Your argument again falls back into being oorp and more personally motivated than for anyone else's good.
Just because something is annoying to you doesn't mean it should be removed if it has valid RP and good reason to be there.


RE: POBs near mining fields - Jack_Henderson - 10-19-2016

Hessians have every reason to attack any Kruger base wherever it is within their ZoI, as written in their ID.
I do not see why there is anything oorp about the action itself. But please read the RHA feedback for more information on that. The point has been discussed already and explained pretty well.


RE: POBs near mining fields - JunkerTown - 10-19-2016

(10-19-2016, 09:31 PM)Jack_Henderson Wrote: Hessians have every reason to attack any Kruger base wherever it is within their ZoI, as written in their ID.
I do not see why there is anything oorp about the action itself. But please read the RHA feedback for more information on that. The point has been discussed already and explained pretty well.

Because that is what you had just previously stated in regards to if the base was moved.
Not really interested in checking the RHA feedback thread or why this person should remove their base because of it being considered "annoying".
Perhaps instead of trying to get it removed or destroyed roleplay a diplomatic/business proposal to appease both groups.
Probably too late for that now though.


RE: POBs near mining fields - nOmnomnOm - 10-19-2016

(10-19-2016, 09:39 PM)JunkerTown Wrote: because of it being considered "annoying".

It's not considered annoying. It's considered harmful to game-play.
Why is this concept so hard for you to swallow?
Oh wait...