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Admin Notice: Rules regarding Player Owned Bases - Printable Version

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RE: Admin Notice: Rules regarding Player Owned Bases - Zen_Mechanics - 02-01-2014

No, official factions have a responsibility to allow others contribute the generic faction, indies outnumber official factions and they themselves are by far bigger. Official factions cannot live without indies, so I don't think that bullying them with new toys is a good way.


RE: Admin Notice: Rules regarding Player Owned Bases - Fifty. - 02-01-2014

Okay, I'll bite.
How is this bullying?


RE: Admin Notice: Rules regarding Player Owned Bases - Lythrilux - 02-01-2014

(02-01-2014, 02:07 PM)Tel-Aviv Wrote: No, official factions have a responsibility to allow others contribute the generic faction, indies outnumber official factions and they themselves are by far bigger. Official factions cannot live without indies, so I don't think that bullying them with new toys is a good way.

You basically said the problems of the indie vs official debate.
I can agree, bullying them may not be the best suggestion, but official factions DO die off because of indies.

Edit: just gonna say that I belive the Op is bullying indies at all.


RE: Admin Notice: Rules regarding Player Owned Bases - Remnant - 02-01-2014

Tel, i'm quite sure that 'anything' can be done through SRP if you have a good enough background. I'm sure that perhaps even an exception for a core 5 base can be made if you have good enough content.

The issue is, that Indies are quite rare to pull out enough 'high quality' content to aim for such a upgrade. I have a feeling it 'is' possible. Indies have plenty of power, they merely need to prove they are responsible enough.


RE: Admin Notice: Rules regarding Player Owned Bases - St.Denis - 02-01-2014

Just a thought about making Bases a bit more balanced.

A Level 1 Base at initial start up has 30k of Storage. If a Storage up grade is built then it now has 70k of storage.

A level 4 Base has the potential to have 470 k of Storage.

Now Shield Fuel, Repair Materials all take up Cargo Space. Reinforced Alloy and Robotic Hardware take up 1 slot per unit whereas Hull Segments take up 2 slots per unit.

The normal wear and tear on a Base uses 2 units of Reinforced Alloy be 20 seconds. This equates to 360 per hour or 8640 per 24 hours.
At the moment a Level 1 Base that is sieged the most materials used for repairs would be 2*3*60 = 360 Reinforced Alloy, Robotic Hardway and Hull segments per hour. This equates to 1440 storage capacity used every hour.

Add the fuel usage (Mox). If it uses 3 units per 20 seconds then each hour a Base would use 540 units of Fuel.

The total of Fuel and Repair Materials Storage used per hour would be 1980 units.

This is why a siege takes such a long time even on a Core 1 Base.

My idea is, and i don't if it can be done, is to increase the Repair Material usage during a siege ie when the Shield is active.

At the moment the most Repair Materials used by a sieged Level 4 Base is 4*2*3*60 = 1440 units of each Repair Material per hour. This is 5760 units of Storage. A well supplied base with just 28800 units of each material (115200 Storage) could quite easily last 20 hours of continuous bombardment before worrying about the damage.

If we increased the usage by a factor of 2 then that time would be reduced to 10 hours. This suggestion is if the Shield is put up to 98% effectiveness. It is put back to 99% effectiveness then possible increasing the usage by a factor of 4.

So this way a trade off would have to be used by Base Builders. Build Weapon Platforms (less Storage) - WPs act as a deterrent but can be bypassed quite easily. Or build more Storage - No deterrent and Base becomes a sitting duck for a protracted siege.

This way low level Bases are easier to kill but higher level Bases are not impossible but are not too easy either.

And the final part is that a badly maintained Base becomes an easy Target for the Attackers. A well maintained Base that is sieged for a few hours will need a lot of supplies to restock it after that siege and the suppliers will be easy to prey on.


RE: Admin Notice: Rules regarding Player Owned Bases - Zen_Mechanics - 02-01-2014

(02-01-2014, 02:14 PM)Moveit56 Wrote: Tel, i'm quite sure that 'anything' can be done through SRP if you have a good enough background. I'm sure that perhaps even an exception for a core 5 base can be made if you have good enough content.

The issue is, that Indies are quite rare to pull out enough 'high quality' content to aim for such a upgrade. I have a feeling it 'is' possible. Indies have plenty of power, they merely need to prove they are responsible enough.

my point exactly, but it has been denied right from the start and only given to official faction, so the early announcements is a problem, among other things.
also, if so many people are against this move, just as so many people were in favor of this move a few weeks ago, does that mean the admins will count here as well? Or will they let it run for a testing period, where eventully no one is going to be re-funded due to a possible loss of their base. It has been proven twice.


RE: Admin Notice: Rules regarding Player Owned Bases - MadMax - 02-01-2014

the end of Discovery light is shining bright


RE: Admin Notice: Rules regarding Player Owned Bases - Garrett Jax - 02-01-2014

(02-01-2014, 02:24 PM)Tel-Aviv Wrote:
(02-01-2014, 02:14 PM)Moveit56 Wrote: Tel, i'm quite sure that 'anything' can be done through SRP if you have a good enough background. I'm sure that perhaps even an exception for a core 5 base can be made if you have good enough content.

The issue is, that Indies are quite rare to pull out enough 'high quality' content to aim for such a upgrade. I have a feeling it 'is' possible. Indies have plenty of power, they merely need to prove they are responsible enough.

my point exactly, but it has been denied right from the start and only given to official faction, so the early announcements is a problem, among other things.
also, if so many people are against this move, just as so many people were in favor of this move a few weeks ago, does that mean the admins will count here as well? Or will they let it run for a testing period, where eventully no one is going to be re-funded due to a possible loss of their base. It has been proven twice.

My experience has been that it's better to withhold/limit things and the gradually upgrade/increase them. The problem we are having is that we give players OP things and then have to either take them away or nerf them. For example, the battleship scanner, OP ship loadouts and now, POB's. This results in a group of disgruntled players who focus more on their loss, and less on what is good for the server overall. Balance is a tricky thing.

For far too long, official factions have been without any substantial perks, yet they are required to meet specific standards of role play and activity to remain official. These are requirements that individual players/unofficial factions do not have, at least not to the degree that officials do. Therefore, it's only fair that they receive some sort of reward for their contributions to the server.

We chose to not take away what indies already have and added a perk to officials. Individual players and indies are out nothing.


RE: Admin Notice: Rules regarding Player Owned Bases - Zen_Mechanics - 02-01-2014

(02-01-2014, 08:15 PM)Garrett Jax Wrote:
(02-01-2014, 02:24 PM)Tel-Aviv Wrote:
(02-01-2014, 02:14 PM)Moveit56 Wrote: Tel, i'm quite sure that 'anything' can be done through SRP if you have a good enough background. I'm sure that perhaps even an exception for a core 5 base can be made if you have good enough content.

The issue is, that Indies are quite rare to pull out enough 'high quality' content to aim for such a upgrade. I have a feeling it 'is' possible. Indies have plenty of power, they merely need to prove they are responsible enough.

my point exactly, but it has been denied right from the start and only given to official faction, so the early announcements is a problem, among other things.
also, if so many people are against this move, just as so many people were in favor of this move a few weeks ago, does that mean the admins will count here as well? Or will they let it run for a testing period, where eventully no one is going to be re-funded due to a possible loss of their base. It has been proven twice.

My experience has been that it's better to withhold/limit things and the gradually upgrade/increase them. The problem we are having is that we give players OP things and then have to either take them away or nerf them. For example, the battleship scanner, OP ship loadouts and now, POB's. This results in a group of disgruntled players who focus more on their loss, and less on what is good for the server overall. Balance is a tricky thing.

For far too long, official factions have been without any substantial perks, yet they are required to meet specific standards of role play and activity to remain official. These are requirements that individual players/unofficial factions do not have, at least not to the degree that officials do. Therefore, it's only fair that they receive some sort of reward for their contributions to the server.

We chose to not take away what indies already have and added a perk to officials. Individual players and indies are out nothing.

You left the indies who have bases to die. And that should count as well, nowhere have i said that officials dont serve such things, but u carefully forgot to mention the indies in this situation. Again, are you admins going to consider the fact that 90% of the feedback here is against this shield nerf? or do they need to spam a pob thread every two hours to make that point, as happend in reverse.


RE: Admin Notice: Rules regarding Player Owned Bases - Omicron - 02-01-2014

#Slaybase

Edit: No, Really. About time they were nerfed.