• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General News and Announcements
« Previous 1 … 30 31 32 33 34 … 46 Next »
A little bit of an update - repairs and damage

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (7): 1 2 3 4 5 … 7 Next »
A little bit of an update - repairs and damage
Offline Cannon
04-21-2012, 12:03 PM, (This post was last modified: 04-21-2012, 12:18 PM by Cannon.)
#1
Ex-server monkey
Posts: 4,530
Threads: 1,161
Joined: Mar 2008

Repairs and Damage
If the shield is up, bases take damage at 1% of the normal rate. The first hit before the shield is up will still be attenuated to 1% of the normal rate. Many ships are required to successfully attack and destroy a shielded base with a high level and sufficient repair commodities. Small bases are rather vulnerable and effort is required to upgrade the base as quickly as possible. Individual ships cannot kill any properly supplied base.

Every 16 seconds, bases repair the amount of damage equal to:
  • damage to repair = base level x number of types of repair commodities x 60000
Every 16 seconds, bases take 'wear-and-tear' damage equal to:
  • wear and tear = 300 + (base level x 300)
For example, if a level 1 base with 1 repair commodity and no shield is attacked by 5 ships each carrying two heavy mortars, the ships are capable of delivering the amount of damage equal to:
  • delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec = 520000 hitpoints/sec
  • damage to repair = 1 x 1 x 60000 hp/repair x 0.0625 repair/sec = 3750 hitpoints/sec
  • the base is dead meat in very very little time
If the shield is active
  • delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec x 1% = 5200 hitpoints/sec
  • damage to repair = 1 x 1 x 60000 hp/repair x 0.0625 repair/sec = 3750 hitpoints/sec
  • the base will die but it will take at least an hour to kill it
If the base has three repair commodities and the shield is active
  • delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec x 1% = 5200 hitpoints/sec
  • damage to repair = 1 x 3 x 60000 hp/repair x 0.0625 repair/sec = 11250 hitpoints/sec
  • the base won't die
Repair Commodity Usage
To make the operation of the base a little easier, the order in which repair commodities are consumed has been changed. Basic alloy will be used before robotics and ship hull panels and so you can afford to stock all three on the base and the cheaper basic alloy will be used in preference of the others.

Shields and Docking
The shield docking situation remains the same although the shield will deactivate within 9 minutes now, reduced from 16 minutes.

A manually activated shield stays up for at least 8 hours although this serves no real purpose now.

Shop Management and Help
The shop management screen has been fixed. The number of items that can be displayed on a page is limited to 40 and you must now type /shop [page] to view anything but the first page.

Limited online help for base operation is available by typing /base when docked at a base.

Proud member of "the most paranoid group of people in the community"
Old Avatar #2 | Old Avatar #3



Reply  
Offline Snak5
04-21-2012, 12:28 PM,
#2
Banned
Posts: 1,165
Threads: 60
Joined: Aug 2011

I suggest that these sort of things would be announced before changes are made, because people, who are not present, might lose their stations. If heads up were given, they could have prepared for all this.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=128275
Time left: (Permanent)
Reply  
Offline (ツ)
04-21-2012, 01:25 PM, (This post was last modified: 04-21-2012, 01:26 PM by (ツ).)
#3
Member
Posts: 523
Threads: 19
Joined: Sep 2011

Looks interesting to me. It's possible but difficult to do damage.
Good solution.
Let's wait and see how this turnes out.

That biplane just shot down my jet!
  Reply  
Offline JayDee Kasane
04-21-2012, 01:25 PM,
#4
Member
Posts: 2,023
Threads: 51
Joined: Apr 2011

as it wroten here: very good defended base with repairs/shields wont die too quick, but can die if its not protected. so people will keep an eye from now on on their bases, to prevent its loss.
good that shields now not so strong, so only fuel will be not enough... good. and bad...

[Image: 6FadQ6bTk_g.jpg]
Reply  
Offline Shardphoenix
04-21-2012, 01:37 PM,
#5
Member
Posts: 190
Threads: 2
Joined: Aug 2010

' Wrote:Repair Commodity Usage
To make the operation of the base a little easier, the order in which repair commodities are consumed has been changed. Basic alloy will be used before robotics and ship hull panels and so you can afford to stock all three on the base and the cheaper basic alloy will be used in preference of the others.
What if base starts taking real damage? Will it use all commodities, or only basic alloy?

There is NO problem that can`t be solved by the use of high explosives.
  Reply  
Offline Disco
04-21-2012, 01:55 PM,
#6
Member
Posts: 543
Threads: 32
Joined: Nov 2010

Brimstone still needs to be blown up. =/

http://discoverygc.com/forums/index.php?sh...23565&st=80

[Image: 36732.png]
  Reply  
Offline Ursus
04-21-2012, 02:00 PM, (This post was last modified: 04-21-2012, 02:01 PM by Ursus.)
#7
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

Commodity consumption rates are unchanged?

I see your example uses 5 battleships with 2 HMs each. That is outlier, since only the house forces will be able to mount that kind of assault. Somebdoy work up an example with 3 dual-NOVA bombers?

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
Reply  
Offline Prysin
04-21-2012, 02:04 PM,
#8
Apex Predator
Posts: 3,099
Threads: 165
Joined: Jul 2009

' Wrote:\For example, if a level 1 base with 1 repair commodity and no shield is attacked by 5 ships each carrying two heavy mortars, the ships are capable of delivering the amount of damage equal to:
  • delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec = 520000 hitpoints/sec
  • damage to repair = 1 x 1 x 60000 hp/repair x 0.0625 repair/sec = 3750 hitpoints/sec
  • the base is dead meat in very very little time
If the shield is active
  • delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec x 1% = 5200 hitpoints/sec
  • damage to repair = 1 x 1 x 60000 hp/repair x 0.0625 repair/sec = 3750 hitpoints/sec
  • the base will die but it will take at least an hour to kill it
If the base has three repair commodities and the shield is active
  • delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec x 1% = 5200 hitpoints/sec
  • damage to repair = 1 x 3 x 60000 hp/repair x 0.0625 repair/sec = 11250 hitpoints/sec
  • the base won't die
Once again, the update only help those with alot of "manpower" on their side....

In other words, this makes it even harder to keep a station alive, and nearly impossible to keep it running more then a few hours after being spotted.



[Image: v1zVWKX.png]
DHC Discord
Reply  
Offline Prysin
04-21-2012, 02:09 PM,
#9
Apex Predator
Posts: 3,099
Threads: 165
Joined: Jul 2009

' Wrote:Commodity consumption rates are unchanged?

I see your example uses 5 battleships with 2 HMs each. That is outlier, since only the house forces will be able to mount that kind of assault. Somebdoy work up an example with 3 dual-NOVA bombers?

That would be the equivalent of 3 Corsair cruisers

delivered damage/sec = 150000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec = 150000 hitpoints/sec

but if we make this a bit more realistic; 150000hp/gun x 2 guns/ship x 5 ships x 0.25 shots/sec / 3 sec travel time = 125 000 dmg/sec

Since its highly unlikely any attacker will sit 20m from the station, travel time makes difference. This is by the estimation of a cruiser firing LM at around 2~3k range

[Image: v1zVWKX.png]
DHC Discord
Reply  
Offline Savvy ?
04-21-2012, 02:17 PM,
#10
Member
Posts: 547
Threads: 11
Joined: Apr 2011

' Wrote:If the shield is active
  • delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec x 1% = 5200 hitpoints/sec
  • damage to repair = 1 x 1 x 60000 hp/repair x 0.0625 repair/sec = 3750 hitpoints/sec
  • the base will die but it will take at least an hour to kill it

So base shield is vulnerable now ?

[Image: Tommore.png]
Reply  
Pages (7): 1 2 3 4 5 … 7 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode