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  Discovery Gaming Community Discovery General News and Announcements
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Admin Notice: Player Owned Bases

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Admin Notice: Player Owned Bases
Offline yardworker
08-20-2013, 05:48 PM,
#241
Member
Posts: 62
Threads: 15
Joined: Jan 2013

well good idea wiht the weapon platforms but is stupit to give a tradeport no direct at the tradeöane or a base were players can buy ore or other stuff ........... millitray bases and trade bases must 2 parts
Offline Tunicle
08-20-2013, 05:57 PM,
#242
Server Administrator
Posts: 6,138
Threads: 838
Joined: Jan 2008

(08-20-2013, 05:48 PM)yardworker Wrote: well good idea wiht the weapon platforms but is stupit to give a tradeport no direct at the tradeöane or a base were players can buy ore or other stuff ........... millitray bases and trade bases must 2 parts

"extensions to existing bases" covers that

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Offline Asbestos
08-20-2013, 06:04 PM,
#243
Member
Posts: 585
Threads: 23
Joined: Sep 2008

While I strongly believe that base emplacement and construction should only be regulated by in-RP laws and restrictions (see the Kusari Legal Codex as an example for this), there could be an easier way to prevent PoB's from being (too) disruptive to general game play than some of the more drastic solutions and ideas being voiced in this thread. At the risk of my idea going unheard of or simply disappearing into the depths of this mass-posting thread, read on at your own leisure and reply as you'd like:

The idea is simple enough. PoB's wouldn't have the option of being set to hostile, initially. Instead of the three defence modes that we can currently set our bases to, we'd only have these two remaining:
Quote:defensemode 0 = Neutral to non-allied ships, docking rights for allied ships only.
defensemode 1 = Hostile to non-allied ships, docking rights for allied ships only.
defensemode 2 = Neutral to non-allied ships, unrestricted docking rights.
No existing bases would need to be moved/removed, and the base would still have the strong defensive capabilities that it currently enjoys (granted, there are weapon platforms), as it would still go hostile upon taking damage from a player. It would still require a determined foe to bring down your hard-worked base, while the same time, it wouldn't be able to 'camp' a jump hole or system as they can do today, efficiently shutting down access to whatever the base is guarding.
Opinions?


I'm wondering if popular demand would be high enough to warrant 'aggressive bases'; fragile and easily destroyed, yet strong offensive capabilities and easy enough to build and maintain without the huge effort that we currently put into our bases. A base with the sole purpose of being hostile to invaders and enemies, like many of the bases that we see today near jump holes and planets.

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Offline PeterFreelancer
08-20-2013, 07:02 PM,
#244
Member
Posts: 66
Threads: 7
Joined: Oct 2009

(08-20-2013, 06:04 PM)Asbestos Wrote: While I strongly believe that base emplacement and construction should only be regulated by in-RP laws and restrictions (see the Kusari Legal Codex as an example for this), there could be an easier way to prevent PoB's from being (too) disruptive to general game play than some of the more drastic solutions and ideas being voiced in this thread. At the risk of my idea going unheard of or simply disappearing into the depths of this mass-posting thread, read on at your own leisure and reply as you'd like:

The idea is simple enough. PoB's wouldn't have the option of being set to hostile, initially. Instead of the three defence modes that we can currently set our bases to, we'd only have these two remaining:
Quote:defensemode 0 = Neutral to non-allied ships, docking rights for allied ships only.
defensemode 1 = Hostile to non-allied ships, docking rights for allied ships only.
defensemode 2 = Neutral to non-allied ships, unrestricted docking rights.
No existing bases would need to be moved/removed, and the base would still have the strong defensive capabilities that it currently enjoys (granted, there are weapon platforms), as it would still go hostile upon taking damage from a player. It would still require a determined foe to bring down your hard-worked base, while the same time, it wouldn't be able to 'camp' a jump hole or system as they can do today, efficiently shutting down access to whatever the base is guarding.
Opinions?


I'm wondering if popular demand would be high enough to warrant 'aggressive bases'; fragile and easily destroyed, yet strong offensive capabilities and easy enough to build and maintain without the huge effort that we currently put into our bases. A base with the sole purpose of being hostile to invaders and enemies, like many of the bases that we see today near jump holes and planets.

Well man, I agree with this...

Two types of bases:
- Trade / RP hubs with great defensive power and a lot of health and high storage
These bases may not camp Jump Holes and will apply the rules above...

- Offensive posts with great offensive power but less health and storage are the exception to these rules above... They may camp intruders (but not hostile to everyone!!!). For example you have a Molly base, it may not shoot any other ships than the Mollies are at war with!!! So no pew pew insta kill of a Freelancer Trader...
Offline Zen_Mechanics
08-20-2013, 07:04 PM,
#245
Member
Posts: 2,262
Threads: 196
Joined: Oct 2012

I must say its a good idea, only thing that I think should be replaced is a "blacklist" mechanism, theres a limit of how much tags you can put ( not technicaly - humanily ) if you have an old foe, or if you own an official factions.

Were fools to make war on our brothers in arms.

Offline Jack_Henderson
08-20-2013, 11:36 PM,
#246
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

I have drawn up a proposal for base-related rules already. It never got any attention.
I'll link it again: http://discoverygc.com/forums/showthread.php?tid=99630

General observation:

Flying around in the no-base-time showed me that I really like to be able to pass the former chokepoints that were guarded by bases. A Corsair raid, that does not lose 1 ship to King's Cross bc the player was not thinking... a simple jump between Dublin and O49 and on my Nomad I could even enter Omicron 74. That felt refreshing.

As much irp sense the chokepoint blocking bases have, I think this phase has shown (at least to me) that they are not good for the gameplay. They therefore should be changed or disallowed (existing bases would need to get a special solution).

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Offline Scumbag
08-21-2013, 12:16 AM,
#247
Member
Posts: 1,010
Threads: 82
Joined: Dec 2011

This is enough.

Quote:defensemode 0 = Neutral to non-allied ships, docking rights for allied ships only.
defensemode 1 = Hostile to non-allied ships, docking rights for allied ships only.
defensemode 2 = Neutral to non-allied ships, unrestricted docking rights.

Easy, simple, efficient solution.
Offline UK1
08-21-2013, 12:21 AM,
#248
Member
Posts: 296
Threads: 66
Joined: Sep 2007

OK first off I thought this was suppose to be a topic about the temporary base plug in being disable.
But after reading on and on it seems to of turned into a point the finger debate on base locations and who has the right to do what...
Personally I believe if anyone person or faction had any problem with the Zoner Alliance O-74 bases they have lost any chance of having them removed.
As for the subject of ROLL PLAY I guess a lot of you people out there have either forgotten about the mass fleet
action thats taken place in the O-74 system or just choose to ignore how much life has been brought back into
the region by the ZA Zoners struggle to become independent.
Theirs not point in trying to get someones bases deleted or removed just because you either don't agree why there there or from past records show you can't or don't have the power to remove them your self....
Can we please get back on post topic...
If anyone has a problem with the ZA O-74 bases may I suggest you send me a personal PM rather then try and use this post as a complaints department....

OK that said I welcome a server roll back and to help and promote base functions I second the comment of removing the defense mode 1 and replacing it with a Black List which will in affect stop a lot of complaints as a base/station will
only attack preset enemy s or act in self defense after being shoot at.
Maybe a further AUTO BLACK list where a base automatically adds people to it own list of enemys after being fired
apon.
Which in turn will help base owner keep a record of who's been using there installations as target practice.
Offline Savas
08-21-2013, 12:28 AM,
#249
Banned
Posts: 594
Threads: 19
Joined: Feb 2013

(08-21-2013, 12:21 AM)UK1 Wrote: ROLL PLAY

Role*

User was banned for: https://discoverygc.com/forums/showthrea...tid=182593 Self-requested
Time left: (Permanent)
Offline UK1
08-21-2013, 12:32 AM,
#250
Member
Posts: 296
Threads: 66
Joined: Sep 2007

(08-21-2013, 12:28 AM)Savas Wrote:
(08-21-2013, 12:21 AM)UK1 Wrote: ROLL PLAY

Role*

Very funny HA Ha Ha ....
CoolCoolCool
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