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PSA: Mass POB Migration, other POB info

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Pages (8): « Previous 1 2 3 4 5 … 8 Next »
PSA: Mass POB Migration, other POB info
Offline St.Denis
10-10-2023, 03:43 PM,
#21
Member
Posts: 100,606
Threads: 1,347
Joined: Dec 2011

Just for clarification, what is wrong with 2 POBs, nicely stacked 1 above the other, that are positioned half way down a TL (so not interfering with anything)?

They provide a service for the Miners and Haulers who have to come out of the TLs to dock with them. They more than meet the minimum requirement, of distance, from the Mining Field.

They have no Weapon Platforms (not that they are any use even if they had them).

'I would like to be half as clever as some people like to believe they are'
Life is full of disappointments, it is how we handle them that helps to define us, as a person
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Offline Antonio
10-10-2023, 03:51 PM,
#22
PvP = RP
Posts: 3,194
Threads: 196
Joined: Nov 2009
Staff roles: Systems Lead

(10-10-2023, 02:50 PM)TheSauron Wrote:
(10-10-2023, 02:20 PM)Sombs Wrote:
(10-10-2023, 01:54 PM)RaumDeuter Wrote: Personally I find the 10k from other dockable stations too harsh. The point of some PoB's is to close to stations to act as a kind of hub.

Not only that, but if PoBs are literally littered all over the systems because they can't be close to stations, it just means that pirating will get even harder if there is always a PoB in range to escape to.

That's a good point, actually. The proximity limitations are going to cover some systems (Omega-3) in a lattice of PoB docking points.

That's my fear as well. For example instead of all the POBs being cluttered around New London orbit, we'll get something like this:

[Image: apBCwpV.png]

All these red spots are potential fight/piracy-denial spots for the hostile IDs, on top of another change I think is coming back which is POBs shooting hostile IFFs by default. If anything, it's way more immersion breaking to see a POB every 20k than the status quo.

The rest of the changes look fine.

[Image: BMdBL0j.png]
SNAC Montage Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Thruster SNAC
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Offline St.Denis
10-10-2023, 04:03 PM,
#23
Member
Posts: 100,606
Threads: 1,347
Joined: Dec 2011

Keep in mind that most POBs don't have Weapon Platforms as they are, realistically, useless and can easily be fooled.

'I would like to be half as clever as some people like to believe they are'
Life is full of disappointments, it is how we handle them that helps to define us, as a person
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Offline pillow
10-10-2023, 04:05 PM,
#24
Probation
Posts: 1,564
Threads: 27
Joined: May 2014
Staff roles:
Balance Developer

(10-10-2023, 03:51 PM)Antonio Wrote:
(10-10-2023, 02:50 PM)TheSauron Wrote:
(10-10-2023, 02:20 PM)Sombs Wrote:
(10-10-2023, 01:54 PM)RaumDeuter Wrote: Personally I find the 10k from other dockable stations too harsh. The point of some PoB's is to close to stations to act as a kind of hub.

Not only that, but if PoBs are literally littered all over the systems because they can't be close to stations, it just means that pirating will get even harder if there is always a PoB in range to escape to.

That's a good point, actually. The proximity limitations are going to cover some systems (Omega-3) in a lattice of PoB docking points.

That's my fear as well. For example instead of all the POBs being cluttered around New London orbit, we'll get something like this:

[Image: apBCwpV.png]

All these red spots are potential fight/piracy-denial spots for the hostile IDs, on top of another change I think is coming back which is POBs shooting hostile IFFs by default. If anything, it's way more immersion breaking to see a POB every 20k than the status quo.

The rest of the changes look fine.

This really makes me feel like we should just have a limit on how many PoBs are allowed in a system. This is ridiculous. With the new PoB changes I'm starting to like them, but man. Let's be fair, here. Nevermind the fact that we used to (hopefully not anymore) offer PoB model changes so people could slam Newark Station into debris fields.
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Offline TheSauron
10-10-2023, 04:12 PM,
#25
Local Gaian
Posts: 2,423
Threads: 340
Joined: Aug 2013

(10-10-2023, 04:05 PM)pillow Wrote: Nevermind the fact that we used to (hopefully not anymore) offer PoB model changes so people could slam Newark Station into debris fields.

Are we going back to every player base having the same triple box design?


One MD Admiral
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Offline TonyB
10-10-2023, 04:34 PM,
#26
Member
Posts: 122
Threads: 12
Joined: Jan 2016

(10-10-2023, 03:29 PM)Aingar Wrote:
(10-10-2023, 02:34 PM)TonyB Wrote: What should be done first, is to give priority to POB's not able to function anymore because of the patch.

This was not their decision, so relocation to another system of their choice should be done free of costs.
For some of them, it completely destroyed their gameplay.

Decisions of the admins should never victimise the players.

All those moves will be free, if that wasn't clear enough. As for the distances, we're discussing the possibility of lowering them, we should have an answer by tomorrow, but the very idea was not to have bases stacked on top of existing solars like Leicester, Freeport1, or Manhattan currently do.

Not on top, i got what you mean, but this seems very harsh...Added to the patch.
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Offline TonyB
10-10-2023, 04:38 PM,
#27
Member
Posts: 122
Threads: 12
Joined: Jan 2016

(10-10-2023, 03:43 PM)St.Denis Wrote: Just for clarification, what is wrong with 2 POBs, nicely stacked 1 above the other, that are positioned half way down a TL (so not interfering with anything)?

They provide a service for the Miners and Haulers who have to come out of the TLs to dock with them. They more than meet the minimum requirement, of distance, from the Mining Field.

They have no Weapon Platforms (not that they are any use even if they had them).

Completely agreed.
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Online Kauket
10-10-2023, 04:42 PM, (This post was last modified: 10-10-2023, 05:50 PM by Kauket.)
#28
Dark Lord of the Birbs
Posts: 6,548
Threads: 506
Joined: Nov 2014
Staff roles:
Art Developer

(10-10-2023, 04:38 PM)TonyB Wrote:
(10-10-2023, 03:43 PM)St.Denis Wrote: Just for clarification, what is wrong with 2 POBs, nicely stacked 1 above the other, that are positioned half way down a TL (so not interfering with anything)?

They provide a service for the Miners and Haulers who have to come out of the TLs to dock with them. They more than meet the minimum requirement, of distance, from the Mining Field.

They have no Weapon Platforms (not that they are any use even if they had them).

Completely agreed.

Agreed.


This just seems like really weird nitpicking with people who have weird obsessions.

I think it's cool to place a pob and make it feel like it's in the trading area. Default pob model sucks.

The distance from npc base is way too high. What's even wrong with placing near another base? As long as you're not blocking it or badly placing, who cares.

[Image: kauket.gif]
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Offline LuckyOne
10-10-2023, 05:00 PM, (This post was last modified: 10-10-2023, 05:01 PM by LuckyOne.)
#29
Armed to the Teeth
Posts: 490
Threads: 13
Joined: Apr 2020

Welcome change but should be lowered to 1k from other dockable solars that are not POBs / JHs / JGs (provided they don't block the exit points).

Some people like to RP their POBs as NPC base extensions, storage depots and similar stuff.

Multiple POB stacking should not be allowed though, so that limit is fine.
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Offline Dr. Richard Batsbak
10-10-2023, 06:49 PM,
#30
Member
Posts: 228
Threads: 63
Joined: Mar 2022

Perhaps we should consider some exceptions for specific POBs, such as Military/Police Bases. For instance, while AESIR may be too close to a JH and a Base, its placement within Sector 7 is simply ideal.

Why not strategically position faction bases near significant Tradelane intersections?

Imagine if we were to only permit bases that harmonize visually. For instance, allowing PoBs exclusively near stations that have acquired the SciData design. This way, we can avoid an overabundance of the standard, utilitarian core 1 storage bases dominating the scenery. Instead, we'd have PoBs near other stations that blend in.

Indeed, if you were to construct a PoB and then a second one for Storage/Defense, it would be counterintuitive to place them 10k units apart.
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