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POB changes

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POB changes
Offline Thyrzul
04-19-2018, 08:58 PM,
#51
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The wear and tear damage frequency was decreased, not the repair frequency.

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Offline LaWey
04-19-2018, 08:58 PM,
#52
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As far i understand this is only W&T changes. When base check repair this just didnt notice damage and not start repair. So afaik rep check still 20 s tick.
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Offline Kazinsal
04-19-2018, 08:59 PM,
#53
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The repair rate and amount has not changed. Damage of wear per unit of time has not changed. Damage calculation formulas have not been changed. The only thing that has changed is the time between damage ticks.

I'm on the edge of making an hour long PowerPoint presentation about this.

Retired, permanently.
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Offline Karlotta
04-19-2018, 09:24 PM,
#54
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Would be cool if the food water oxygen consumption could be reduce by reducing number of crew per core level. 200 crew seems like an awful lot for 3 hangar bays. Maybe make crew service factories. Or make more crew able to repair damage faster, with less crew repairing it slower.

(core level)x10 crew: repair fast enough to repair exactly wear and repair using reinforced allow
(core level)x20 crew: add another repair cycle with robotics (could repair more damage than RA for seige balancing)
(core level)x30 crew: add another repair cycle with hull panels (could also repair more damage)

Every factory module added will "subtract" crew from the crew available as repair crew. The number subtracted depends on the type of module

So a core 4 base:
-has 40 skeleton crew for regular maintenance
-in case of attack can use up to 120 crew to repair 3 times as fast (80 crew can be added for sieges)
-uses 30 crew to build cloaks
-30 to build cloak disruptors
-uses 5 crew per defense module (10 for 2 platforms)
-10 to service the shield

So it would need 40+30+30+10+10=120 crew for day to day operations.
And 200 crew during a siege to repair at max speed.

That's what I would see as a "realistic" and "immersive" base management.

Probably a bit harder to program and harder to understand though.

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Offline ronillon
04-19-2018, 09:25 PM,
#55
Copper Storage Depot
Posts: 563
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Joined: Oct 2012

(04-19-2018, 08:59 PM)Kazinsal Wrote: The repair rate and amount has not changed. Damage of wear per unit of time has not changed. Damage calculation formulas have not been changed. The only thing that has changed is the time between damage ticks.

I'm on the edge of making an hour long PowerPoint presentation about this.

I think you should. Because although I thought I understood it correctly on previous page, Im not so sure now.

(04-19-2018, 08:59 PM)Kazinsal Wrote: Damage of wear per unit of time has not changed. Damage calculation formulas have not been changed.
This does not appear to be true. I have just checked my POBs, it is roughly 48 hours after I did test on them.
I then repaired them to full health and recalled the repair crews. (That took less than 30 minutes.)
Over those 48 hours, they both went from 8M to 6,3M. So roughly 1,7M damage taken.

That is somewhat different, compared to Player Base Guide [4.90.1]
Code:
• Wear and Tear Damage every 20 seconds = 200 + (base level x 200)

200 + (1 x 200) = 200 + 200 = 400dmg/20seconds
400 x 3 = 1200dmg/minute
1200 x 2880 = 3.456.000dmg/48hours
3.456.000 x 50% = 1.728.000dmg

So I would say, that "Damage of wear per unit of time" has been decreased to 50%.
Not that I mind this at all. It is beyond great! Thank you very very much!





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Offline Kazinsal
04-19-2018, 09:29 PM,
#56
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The Player Base Guide has been wrong on damage/tick for exactly way too long. It previously was at damage_per_tick = 100 and tick_time = 20. It is now at damage_per_tick = 600, with damage_tick_time = 120.

I will go fire up PowerPoint.

Retired, permanently.
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Offline ronillon
04-19-2018, 09:36 PM,
#57
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(04-19-2018, 09:29 PM)Kazinsal Wrote: The Player Base Guide has been wrong on damage/tick for exactly way too long. It previously was at damage_per_tick = 100 and tick_time = 20. It is now at damage_per_tick = 600, with damage_tick_time = 120.

I will go fire up PowerPoint.

Still, it seems to me, that after implementation of this change, my POBs take 50% damage from W&T, compared to before.
They used to last 4,5days, so I knew I had to check up on them 2 times a week. Now it is more than 9 days.
Maybe this was changed "recently" and I did not notice?





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Offline Kazinsal
04-19-2018, 09:53 PM,
#58
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@ronillon: It was reduced in January from 200/20 sec to 100/20 sec for some reason. That's an admin configured thing, so something they can explain.

@Karlotta: Oops, missed your post, sorry. That idea is very much in line with what I'd like to see. It would be difficult to accomplish with the existing plugin (not impossible, but not particularly quick to build and test and would be a fairly lengthy development/testing/approval/implementation cycle due to it being more or less an overhaul of POB commodity usage) but I'll bring it up to the folks working on the rewrite. It'll be easier to work into a fresh start than the current system.

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Offline ronillon
04-19-2018, 10:16 PM,
#59
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(04-19-2018, 09:53 PM)Kazinsal Wrote: @ronillon: It was reduced in January from 200/20 sec to 100/20 sec for some reason. That's an admin configured thing, so something they can explain.

That explains it, thanks for sharing that info.





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Offline SnakThree
04-20-2018, 09:59 AM,
#60
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So POBs are made easier to maintain now? If so, let's get rid of those evil Weapon Platforms or make them sustained too.

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