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What is the amount of RP needed to destroy a base? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: What is the amount of RP needed to destroy a base? (/showthread.php?tid=115913) |
RE: What is the amount of RP needed to destroy a base? - FynnMcScrap - 07-15-2014 Id rather be discussing Options 1 to 3 than being quoted in an argument :-( RE: What is the amount of RP needed to destroy a base? - Thyrzul - 07-15-2014 (07-15-2014, 01:02 PM)Ponge Wrote: What about upping the hit point of each core level? Giving it 4 times the hit points, it would take 4 times the time to zero it and kill it. 1.5 hours x 4 = 6 hours; that is a more reasonable time for the destruction of a core4 than the current 1.5 hours. It depends on the number of cerbs shooting at it. Take away a BS and it repairs quicker than your DPS, add one more and that 6 hours become 10 minutes. Until you change either defense/maintenance mechanics or siege mechanics to be compatible and comparable with the other, you won't ever be able to balance the two against eachother.
RE: What is the amount of RP needed to destroy a base? - St.Denis - 07-15-2014 (07-15-2014, 11:35 AM)Thyrzul Wrote: My relationship with time to destroy the Base was on the premise of the actual building of it and not trying to include general upkeep. Quote:It depends on the number of cerbs shooting at it. Take away a BS and it repairs quicker than your DPS, add one more and that 6 hours become 10 minutes. Until you change either defense/maintenance mechanics or siege mechanics to be compatible and comparable with the other, you won't ever be able to balance the two against eachother. And your statement is quite true with the way that the mechanics works. Just for a general bit of information I have done a bit of number crunching. As the system stands a Core 4 Base, with shield (deflects 97% of the damage away from the hull) and all Repair Materials needs damage of over 36,000/second to overcome its repair rate. (A Core 4 Base, with all repair materials, repairs damage every 20 seconds of 4 x 60,000 x 3 = 720,000 or 36,000/second). 9 Battleships (each with 3 cerbs) can do damage of 135,000 x 9 x .03 = 36,450/sec it would take 14.8 hours to destroy the Base 10 BSs (as above) do damage of 40,500/second and takes 88 minutes. 11 BSs (as above) do damage of 44,550/second and takes 46 minutes. 12 BSs (as above) do damage of 48,600/second and takes 31 minutes. So adding the extra BS doesn't make that much of a drastic change other the one after you overcome the shield. So I the tweaked some figures. Each Repair Material repairs 43,0000 per 20 seconds and adjusted the Shield absorb 98% of the damage. 9 BSs wouldn't scratch the Base. 10 BSs would take 5.56 Hours (seems more reasonable) 11 BSs would take 1.71 Hours (back to the original problem) 12 BSs would take 1.3 Hours 13 BSs would take 1.01 Hours. So even tweaking the figures can increase/decrease the time taken but wouldn't please everybody. So unless the the Game Mechanics are changed this will never be resolved. A possibility is that the Base, regardless of Level, continues through the cycles (Core 1 does 1 cycle and a Core 4 does 4 cycles every 20 seconds) until the Damage done to it is repaired in a 20 second period. This would put the responsibility on the Base Owners to make sure they have plenty of Repair Materials as the more damage a Base takes the faster the RMs are used up. This way a constant ie regular attacks over a week period would require the Base Owner(s) to supply more Materials to their Base. This leaves him/them open to being attacked over that period as he/they struggle to supply it. The Lower Core Bases wouldn't have the Storage capability of the Larger ones and therefore are more vulnerable. RE: What is the amount of RP needed to destroy a base? - Highland Laddie - 07-16-2014 Quote:Id rather be discussing Options 1 to 3 than being quoted in an argument :-( Relax, Flynn. Not arguing...just discussing. ![]() @LordMacRae- Quote:Your examples with base spamming also could be solved with some RP integrated and ingame regulations. Like Bretonian law claiming no bases near a trade lanes or blocking it. Then a more or less simple RP can solve that and noone will argue against if the BAF shots that base down after some posts trying to figure out what purpose this base base has, who built it and a little deadline. Bretonia DOES have such regulations for PoBs. Part of the problem with the bases in Inverness and Ilfracombe base is that they were NOT upholding Bretonian regulations by allowing BPA and BAF ships docking access. The natural response to that would be action on part of the authorities. Quote:I am just talking about "Killing a core 2 (and more) base with 3 sentences of RP" or with unrealistic deadlines (sorry not every player can check the forum every day). That possibility has always existed since Oceana was built...but we've taken steps to help counter this. 1) Gateway is a fairly big group, and we have players spread out over multiple time zones so that someone should always be in a position to respond. 2) I keep in contact with both Bretonian and Liberty Emergency channels so that I can report the base being attacked, and the other lawfuls also look out for me. Now, also granted, I would agree with you that there should be a more decent level of RP for attacking a larger base...and that IS why we have the current regulations about attacking higher level bases. Do I think those should also apply to Core 1 bases? No, I don't. |