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Base balance and other such matters

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Base balance and other such matters
Offline Hidamari
04-16-2012, 01:38 PM,
#11
Member
Posts: 2,100
Threads: 217
Joined: Jul 2009

' Wrote:Hidamari, the shield turns off automatically after 1-16 minutes. It should be fine.

have you ever had a transport under attack by a cloud of fighters for an entire 16 minutes without exploding? 16 minutes is a long time when you are waiting for it to pass.

and what then? the shield goes down and comes immediately back up when they shoot it again, thats another 16 minutes?

even looking at the not under seige cenario, somebody at random comes and shoots the base, and goes away, ok you come along and want to dock with your cargo, you now have to sit and wait because there is nobody around to turn it off.. how annoying is that.

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Offline mwerte
04-16-2012, 01:40 PM,
#12
Old Man
Posts: 4,049
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Joined: Nov 2007

' Wrote:It didn't feel right for weapons platforms at 5000 meters from the base to be covered by the shield. Also given that they respawn, it doesn't really matter - and if the shield is up, the base can't take damage.
Ah, i interpreted that at "weapons platforms take auto-damage when the shield is up". My bad.


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Offline Cannon
04-16-2012, 01:40 PM,
#13
Ex-server monkey
Posts: 4,530
Threads: 1,161
Joined: Mar 2008

' Wrote:For clarity, how does one access the Shop Management UI?
/shop

For the record, the UI breaks after about 45 items..up from the previous broken limit of 30. This will be a job for tomorrow.

Proud member of "the most paranoid group of people in the community"
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Offline Disco
04-16-2012, 01:55 PM,
#14
Member
Posts: 543
Threads: 32
Joined: Nov 2010

The fuel usage rates are:
Deuterium - 5 units per 16 seconds.
H-Fuel - 4 units per 16 seconds
MOX - 3 units per 16 seconds
Gallic Fuel - 3 units per 16 seconds.

Promethene?


You should make it so a base admin can set how long until the shield automatically goes down, or at least keep it up. The shield goes down far too quickly. People could just heavy mortar a base, and it would do 500k damage. After a little while, they can attack again, with ANOTHER 500k damage. It's possible (although unlikely) that they could destroy the base in 1-2 hours, while the base owners could all be sleeping. That's a rough (rough) minimum of 4 heavy mortars an hour. That's 2 million damage. Without a doubt, they would be able to get more attack than that in. 'Oh but what about Weapon platforms?' All the battleship would have to do is go out of range, and return in 1-16 minutes, and attack again.

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Offline William Frederick Cody
04-16-2012, 02:09 PM,
#15
Member
Posts: 1,852
Threads: 180
Joined: Sep 2007

About the "only-one-price-for-sell-and-buy":

Is it possible perhaps to set a factor then, instead of set 2 different prices?

So, if the base owner set a factor 0.8 for example, the buy price will become automatically 80% of the sell price.

Is that impossible too?



Edit: Well done, dear dev team. Thanks!

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Offline Lumik
04-16-2012, 02:13 PM, (This post was last modified: 04-16-2012, 02:19 PM by Lumik.)
#16
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Posts: 366
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Joined: Sep 2011

As Hidamari said, blocking docking during shield turned on is problem. I agree on one side that it makes sieging/blocking base easier. On the other hand, the one´s who will suffer most will be bases near trade lanes. I´m thinking about making trading base (miners-haulers ore depot) so it will be fine for them to build it near trade lanes. But if they come there and will be blocked for long minutes because some lolwut few minutes before shot the base to make himself happy, they will not be fine with it. Can´t here be some shorter time? Or for example like delay - you request docking when shield is up, so you have to wait for example 30 seconds. This is enough time for attackers to destroy supply/trader ship if the base is under siege, but also acceptable waiting time for traders if the shield is on just because of lolwut.


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Offline Narcotic
04-16-2012, 02:18 PM,
#17
Member
Posts: 3,407
Threads: 151
Joined: Oct 2010

' Wrote:Update 5

It's in progress and will be released before the end of this month.

That's all for now. Have fun.

:yahoo:

Great! This is going so fast. Thanks!



I'm looking forward to the cloak rebalance.
Hopefully, they'll be more useful on fighters then.

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Offline silithus
04-16-2012, 02:22 PM, (This post was last modified: 04-16-2012, 02:22 PM by silithus.)
#18
Member
Posts: 6
Threads: 2
Joined: Mar 2012

' Wrote:As Hidamari said, blocking docking during shield turned on is problem. I agree on one side that it makes sieging/blocking base easier. On the other hand, the one´s who will suffer most will be bases near trade lanes. I´m thinking about making trading base (miners-haulers ore depot) so it will be fine for them to build it near trade lanes. But if they come there and will be blocked for long minutes because some lolwut few minutes before shot the base to make himself happy, they will not be fine with it. Can´t here be some shorter time? Or for example like delay - you request docking when shield is up, so you have to wait for example 30 seconds. This is enough time for attackers to destroy supply/trader ship if the base is under siege, but also acceptable waiting time for traders if the shield is on just because of lolwut.

+1
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Offline (ツ)
04-16-2012, 02:22 PM,
#19
Member
Posts: 523
Threads: 19
Joined: Sep 2011

I see, TZ has been switched off again for fighters.

That biplane just shot down my jet!
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Offline Jim.Solo
04-16-2012, 02:33 PM,
#20
Member
Posts: 194
Threads: 3
Joined: Jul 2011

' Wrote:The shield will automatically deactivate after a random period of time in the range 1-16 minutes and docking whilst the shield is up is blocked to all ships. A base administrator can manually activate or deactivate the shield using the /base shieldmod [on/off] command. A manually activated shield will remain up for one hour as long as there is sufficient fuel.

I see the logic for not being able to dock whilst the shield is up, but I agree that 16 minutes is a hell of a long time ! Can this not be reduced to say 3 mins max? Even 3 mins for a Transport is an eternity!

As for the "manually activated shield will remain up for one hour" I don't see the logic to this. Why?

Why would I want to manually activate the shield for one hour ?

Finally; what is the problem with the Buy / Sell prices? Why can't this been done? Is it a limitation of the source code, only 1 price per base?

Otherwise, I'm really impressed with what you guys have done, kudos to the Dev' Team !!!

Cheers.

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