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POB changes

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POB changes
Offline Skorak
01-20-2018, 11:57 AM,
#1
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Joined: Mar 2008

In response to the suggestions made we will now test run the following changed POB settings:

Damage tick interval: 120 seconds from 20 seconds
Damage per tick: 1200 from 200

This will drastically decrease the amount of repair commodities needed to supply a base.

Please drop feedback here after you had time to observe the changes.

[Image: 4M4UTts.png]
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Offline Thyrzul
01-20-2018, 11:59 AM,
#2
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Does the "Damage per tick" part also affect the core-level-dependent factor, or just the base damage?

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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Offline Skorak
01-20-2018, 12:00 PM,
#3
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Higher core bases only need more FOW/Crew.

[Image: 4M4UTts.png]
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Offline Thyrzul
01-20-2018, 12:01 PM,
#4
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Did you remove the core-level-dependent factor from the Wear & Tear damage entirely?

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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Offline Skorak
01-20-2018, 12:03 PM,
#5
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That was never a thing.

[Image: 4M4UTts.png]
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Offline Thyrzul
01-20-2018, 12:07 PM, (This post was last modified: 01-20-2018, 12:07 PM by Thyrzul.)
#6
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(05-16-2012, 02:21 AM)Discovery Freelancer Tutorials Wrote:
Base repair rates and damage rates are:

• Wear and Tear Damage every 20 seconds = 200 + (base level x 200)
(This post was last modified: 08-23-2016, 09:50 by Discovery Freelancer Tutorials.)

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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Offline Skorak
01-20-2018, 12:15 PM,
#7
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I had to read the actual plugin. This seems to still be the case but it doesn't change anything.

[Image: 4M4UTts.png]
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Offline Lythrilux
01-20-2018, 12:15 PM,
#8
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Excellent!

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Offline Epo
01-20-2018, 12:16 PM,
#9
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That was some fast reaction time. Appreciated!
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Offline Thyrzul
01-20-2018, 12:25 PM, (This post was last modified: 01-20-2018, 12:26 PM by Thyrzul.)
#10
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(01-20-2018, 12:15 PM)Skorak Wrote: I had to read the actual plugin. This seems to still be the case but it doesn't change anything.

If you don't multiply the core-level-dependent factor with six the same way you multiplied the base w&t damage the total w&t damage will not be six times the previous value and the relation between tick interval and damage per tick won't be the same either. My concerns lie in that this way it also affects base siege balance and some related spreadsheets will require massive recalculations if this change remains the way it is now.

In order not to alter the previous ratios and current base siege balance I'd propose the following setup:

Wear and Tear Damage every 120 seconds = 1200 + (base level x 1200)

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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