Discovery Gaming Community
POB Siege Balance - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7)
+--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37)
+---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31)
+---- Thread: POB Siege Balance (/showthread.php?tid=180317)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12


RE: POB Siege Balance - Shiki - 06-01-2020

(06-01-2020, 02:57 PM)Haste Wrote: By not using the same ridiculously flawed mechanics of requiring Battleships to kill a platform

Means there well be quite easy to kill with battleships, if they can be killed with gunboats? Or you want to use magic to amplify and reduce damage from each gun?

(06-01-2020, 03:01 PM)Sava Wrote:
(06-01-2020, 02:49 PM)Shiki Wrote: Its about player balance and not balance dev as I see it.
When defenders and attackers mainly live in different timezones, it becomes very one-sided, don't you think so?
Attackers can do their thing unopposed, while the defenders don't even have stuff to shoot at by the time they log.
Platforms or siege factories could solve this issue.

Dev balance is considering basic mechanics and numbers in parameters. Players involved in each and every interaction and their timezones cannot be considered by the balance team. Not with the metric tools that are available

Id love to hit play button wait for 2 mins of matchmaking and get my 10 v 10 balanced freelancer snubfight. Haste Please do.


RE: POB Siege Balance - Haste - 06-01-2020

You can try to pick apart any concept different from the status quo as much as you like by stating it's very hard to get something perfectly balanced for Discovery. You'll probably even make some valid points.

I strongly believe it would still be a dramatic improvement compared to the current system, and we're not aiming for perfection here, but improvement. Trying to brainstorm and discuss until we hit perfection will just result in nothing ever changing.


RE: POB Siege Balance - Sava - 06-01-2020

(06-01-2020, 03:04 PM)Shiki Wrote: Dev balance is considering basic mechanics and numbers in parameters. Players involved in each and every interaction and their timezones cannot be considered by the balance team. Not with the metric tools that are available
Timezones is a thing, and they affect base sieges big time, favoring one side over the other. Unlike the regular pvp.
Some changes could negate/minimize timezone impact on who's going to win, making it the numbers/skill/activity/incentive challenge you so seem to emphasize, and they can be considered by anyone really interested in promoting a fair play.


RE: POB Siege Balance - Shiki - 06-01-2020

@Haste
I just dont think you improve situation with pobs by adding more of them. I aslo asked the question on how defending parties without battleships would be able to kill sieging platforms. You basically flip the Coin from factions who dont have battleships cannot attack into factions who dont have battleships cannot defend. Say Outcasts attack GMG Pob.

Im also interested if you deploy the same platform against core 1 and core 5 or platforms will also have cores?

Im trying to discuss it from more practical point of view rather than "yeah it sounds cool /not cool". But ye, I generally dont believe that we can fix pob plugin problems by writing down much more mechanics tied to it.


RE: POB Siege Balance - LaWey - 06-01-2020

Entire POB economy should be redone along with it, i just repost what i did posted



Specialised ammo-based siege weapon should be available for battleships, battlecruisers and cruisers. No, ammo shouldn't be related to POB. This is should be the PROPER money sink instead. Placing it on POB won't create proper money sink. Ammo should cost ass-high, and the gun should do the job well. If we about force them do something, they should farm either by missions, either by regular trade, which will promote additional interactions.

The current state of POB-production economy should be fixed as well, but things like that overall better make as direct money-waste. We should not link additional mechanic to POB instead of just fixing existing. This is doomed way.

If we can edit plugin to make weapon platforms consume ammo, they should consume. But if we can edit plugin, we should just make so:


As St.Denis said, there a lot of "smoke and mirrors" in efforts comparison and etc. Truth way simpler. Both sides fucked with current siege mechanic, and repair rates won't help with it. The reason why they fucked - no gameplay determined end for defenders. If attackers don't ready to lose, they can attack infinity, so defenders should either live in the game, either overgank constantly, like in Liberty. This gameplay unhealthy for both sides, and amount of hypocrisy which I did read in all those threads just confirms it.

"POB EFFORT" - no, those efforts not justified, POB economy should be finally considered and changed. Instead of blaming way how POB dies, blame way how it built, non-justified masochism.
"DEFENDERS DONT READY TO LOSE THEIR CASTLES" - and siegers don't ready to lose. When they do, siege going in scenery described by St.Denis:
Now compare it with common sieges.


RE: POB Siege Balance - Sava - 06-01-2020

I agree on most points with you. I suggested making vulnerability time windows at some point, too. Didn't know it was a feature in other games.

(06-01-2020, 04:14 PM)Anton Okunev Wrote: No, ammo shouldn't be related to POB. This is should be the PROPER money sink instead.
Making siege POB-related means that defenders can shoot stuff, too, partially solve the timezone issue, remove the basis for complaints about "incomparable efforts", and on its own could be an improvement to what we have now.
An inherent irony of this proposition is what makes it particularly attractive to me Smile


RE: POB Siege Balance - LaWey - 06-01-2020

Quote:Making siege POB-related means that defenders can shoot stuff, too, partially solve the timezone issue, and on its own could be an improvement to what we have now.
An inherent irony of this proposition is what makes it particularly attractive to me Smile
Castle to siege another castle, of course, is a thing, and now I remember those proposals about building doomsday machines to siege POB, but if we can change plugin, imo better push players in more healthy gameplays.

But well, in case it can be done by some easier hack than POB plugin remake - this one will be better.

So then we need different POB core commodity, cost high-ass money (same as normal POB should cost) which will spawn some siege deathstar. It should spawn with full HP, have the possibility for maintenance, cell for shield upgrade, and deal sufficient damage to enemy POB. Cost, repair rates of both POB and siege tower, damage dealt by it in an hour, amount of its full HP - all become just matter of balance.



RE: POB Siege Balance - Binski - 06-01-2020

(06-01-2020, 01:10 PM)Sava Wrote:
(06-01-2020, 01:04 PM)Groshyr Wrote: I had and still have pobs. Few of them were sieged but we managed to defend it without whining about "reee, make battleships destructible" or "reee, add rules to protect pobs from any siege". Maybe the problem is not sieges but pobs plugin itself? The only good thought came from LaWey in one of your 100500 threads, full of tears.
This is my 1st POB thread, it's flooding with bile, not tears.
The suggestion is to force attackers to use POBs, making them vulnerable to the very treatment they offer. Making it more similar to regular PvP.
To kill a ship, you need a ship. To kill a base, you need a base. Simple as that.

I dont mind that suggestion at all. It is easy for a faction to just capship up and go sieging. On an RP server, if they really cared, they'd wouldn't mind? So you can build a fleet but to go on the offensive against POB's, you have to have your own POB. That way both sides have need to defend something, and to maintain the ability to fully function. But, most players would say its not worth it to play anymore if they have to do all that just go go sieging. That would separate the hardcore RP'ers from the those just here for pvp.

OR at the same time, in the same way...

Each faction could be given mortal solars like capships that would be like POB's. Instead of needing to have or run a POB to make sieges, designate an existing NPC base. So perhaps for a faction to siege they should have one command base or a shipyard be made siegeable, and if they lost that base, either lose the right to siege, or lose the base and the ships available to it.

Remember folks, this all goes on because factions don't need to prioritize on military targets. Enclave should have to siege BAF capship bases that should be NEXT TO the Dublin jumphole, making them at least need to fight to get that open, or rely on cloaks or jumpships (which is a perk of the investment). In Aquintaine, you'd assume you'd seen Enclave cruisers at least on thier side by the jumphole, and battleships up by Issoudun. Imagine if they were all also siegeable?

But then people will ask, whats fair to decide how often ship bases get replaced after being taken out of play? Almost like a system would be good to determine how fast new ships get sent from the shipyard to the battle zone. I worked out such a system last year as a Faction Battle System.

The entire time, siegeable static caps in 24/7, not just events, would have changed everything. They could keep the pvp priority away from POB's in many cases, and be used to keep activity going, propel story between major events.


RE: POB Siege Balance - Grumblesaur - 06-01-2020

(06-01-2020, 05:01 PM)Binski Wrote: I dont mind that suggestion at all. It is easy for a faction to just capship up and go sieging. On an RP server, if they really cared, they'd wouldn't mind? So you can build a fleet but to go on the offensive against POB's, you have to have your own POB. That way both sides have need to defend something, and to maintain the ability to fully function. But, most players would say its not worth it to play anymore if they have to do all that just go go sieging. That would separate the hardcore RP'ers from the those just here for pvp.

If "hardcore RPers" need to be separated from the PVP environment, perhaps they should just stay on the forums. Wanna RP without losing pixel bases? Write fanfiction. That's a single-player activity. Nobody is entitled to keep their established status quo unchallenged.

Attacking a POB is not just an act of PVP, it is an act of RP. The characters captaining those capships have reasons for commencing their assault. Roleplay is not just pages of long-winded babbling on the forums or hours of verbal sniping in system or local chat.


RE: POB Siege Balance - Dark.Star - 06-01-2020

(06-01-2020, 05:25 PM)Grumblesaur Wrote: If "hardcore RPers" need to be separated from the PVP environment, perhaps they should just stay on the forums. Wanna RP without losing pixel bases? Write fanfiction. That's a single-player activity. Nobody is entitled to keep their established status quo unchallenged.
Sorry for breaking into a POB discussion. Considering i dont care about pobs

Over forum RP you dont know with who you are going to RP. What surprised might happen or anything. What if people want to just do ingame RP? You can tell EVERY hardcore RPer to stay on forums. A lot of people stay on forums, but dont even play the game. We need players to PLAY the game not stay over its forums and talk.
Yes I cant log because surprised im temp banned til friday.