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POBs not working out

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POBs not working out
Offline ryoken
01-17-2013, 06:02 PM, (This post was last modified: 01-17-2013, 06:06 PM by ryoken.)
#48
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Posts: 3,956
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Joined: May 2007

(01-17-2013, 09:39 AM)Coin Wrote:
(01-17-2013, 09:03 AM)Xelon Wrote:
(01-17-2013, 07:13 AM)Coin Wrote: -snip-
KC: this is a lawful-friendly base, and my trader skips past it happily. However, my corsair char has to jump around like an epileptic flea if i'm anywhere near it. unlike the base in Om3, near the gate with Om7, KC is a little too close to the jumpgate. It should be the same distance away as glasgow border station.
Why? becos pirates are the raison d'etre of police. if there are no criminals, all the policemen lose their jobs.
-snip-

Right so why don't you just use JH like you are supposed to do in the first place?
Because it's easier and faster, thats the short version of it.

We have Sair raids and Pirates in NL, they just use the JH, no harm done, it's even inRP, now how about that?

Another 2 cents on my side.
And what if over time a base was put at all the JHs, and JGs that shoot you?

go to new york, the colorado gate, there you will see plenty of xeno npcs.
go to new london, the leeds gate, there you will see plenty of corsair npcs.

should a pirate hang out there, they're merely following the normal behaviour of the npcs belonging to their faction.

the reason why you see pirates by the jump gates isnt because the gates are faster - they 're not, if you're coming from a different system - but you see pirates there so they can ambush traders.

placing KC there has diminished system activity - not your intention, i will allow - but definately the result.

oh, and this is aimed at everyone - Less hostility please. This is about how to sort out a major problem, not about taking your toys away. if one system becomes unplayable for one side of the trader-pirate-police equation, soon enough, it becomes unplayable for the othersides too. and then this spreads to more systems - and pretty soon, no-one is playing disco because some player bases were put in places where they HARMED SERVER GAMEPLAY.

Player bases are ships. players control them. If a player was shooting everything that was red, without warning - that would be a sanction.

why should it be any different for player bases?
^THIS^
(01-17-2013, 10:25 AM)Xelon Wrote: @Coin:

I was not trying to sound hostile nor come over that way.
If I did in your eyes then I am sorry.

Right it's true that there isn't any piracy anymore at the NL-Cambridge Gate, this doesn't mean that activity diminished.
I myselfe used to camp the NL-Cambridge gate on my Sair while KC wasn't there.

Now I just shifted my pirating spot to the Southamton-Leeds JG lane in NL, or to the Norfolk-Omega 3 JG lane in Cambridge.

Both of them are good pirating spots, imo even better because I can see the BPA/BAF coming from 14k which gives me enough time to ninja out.
As above. What if bases were also placed in these locations?
(01-17-2013, 10:34 AM)Duvelske Wrote:
(01-17-2013, 07:13 AM)Coin Wrote: solution two:
sensible and mature discussions leading to admin intervention of relocating the bases. This might have to be done by deleting the base and installing another slightly further away, and involve a bit of restocking, but this is a double advantage:

if the bases need restocking, this contributes to the activity.
if the bases are moved, this contributes to the activity

Why move the bases? Its quite easy i noticed it when trying on my own server, but i don't see the point of it. (max 10 min) IF the bases wich has these turrets are RP'ed well there is in my view nothing wrong with it. Also these bases the golden coin as the itabashi are in my view not badly rp'ed. i have never problems crossing em both. but well its how you can rep your chars too i think. So also its a small part of the problem wich is about yourselves. (if its not repninja'd red like maybe GMG for hogosha but am not sure about that.)

(01-17-2013, 11:51 AM)Xelon Wrote:
(01-17-2013, 11:29 AM)Kangarawrawr Wrote: -snip-
It's made worse in that it's impossible to effectively siege a base past core 2 unless you can field a hundred Russians or have the playerbase of the Corsairs - even then you'll cause the server to crash out for hours.

And here lies the whole problem with PoB, they're just too hard to take down, and to siege them until all supplies are down is just downright boring and takes at least 1.5 days.

Right now if a base goes above lvl2 it's nearly invincible, even if it's just 1 person supplying it.
And that clearly goes against what was planned.

Regards Xelon
^this^ I keep hearing people say "if you want base gone? siege it" Well no one can siege high level bases 24/7 because of time, and fact if you take shifts someone can kill 1 sieger and get 4 hours to re-supply.
Killing the base is laughable. A level 3/4 base fully turreted right now would take half the server in BSs, and the server would just crash from lagg, or become un-playable.

(01-17-2013, 01:19 PM)Tunicle Wrote: Bases themselves are not the problem, it is the way people "keep them" outside the normal server RP/rules that is causing the very few problems.
^THIS^ It is no different then sitting outside a gate/hole/planet in a dread killing all you do not like without a word of RP.
(01-17-2013, 01:40 PM)Talesin Wrote: Greetings.

I think Henderson is quite right, though i wouldn't mind having bases defense capabilities nerfed, if they would be easier to supply (using less repair commodities or something) in exchange.


When i set up my own base, i created a new ship to use it solely to supply my base.
Currently that ship has 550 hours of game-time on it, even though it is not the only ship i use to supply the base.

So yea, i wouldn't want to see something that i put so much effort into able to be easily destroyed by a bunch of people that feel like destroying bases.

Well it is not easy, it is impossible right now without killing server. You win.

(01-17-2013, 01:16 PM)Croft Wrote: And just as an added extra why not give Carriers the ability to deploy base siege platforms (by module or as standard which ever works) slow firing and slow projectiles useless against anything that isn't stood still but pack one hell of a punch.



Also, if those platforms were actually NPCs that stay while your ship moves away/logs off, it would be quite overpowered, no madder how much damage they cause, simply by the fact that they would permanently trigger the bases shields.


Regards,
Talesin

Hmmm something that fires when you log off permanantly....Oh you mean like bases turrets?
So you want your bases turrets to fire when you are not there, but not something that can kill it?
Yup no bias at all here in Disco.

[Image: overdrivetruckgoblin_zps191b1277.jpg]
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Messages In This Thread
POBs not working out - by Ursus - 01-16-2013, 05:05 PM
RE: POBs not working out - by ryoken - 01-16-2013, 05:22 PM
RE: POBs not working out - by Duvelske - 01-16-2013, 06:02 PM
RE: POBs not working out - by AshHill07 - 01-16-2013, 06:31 PM
RE: POBs not working out - by GrnRaptor - 01-17-2013, 02:22 AM
RE: POBs not working out - by Amon.Cire - 01-16-2013, 05:55 PM
RE: POBs not working out - by Hone - 01-16-2013, 07:20 PM
RE: POBs not working out - by Jack_Henderson - 01-16-2013, 08:21 PM
RE: POBs not working out - by Xelon - 01-16-2013, 10:22 PM
RE: POBs not working out - by Oystein Baadsvik - 01-17-2013, 12:08 AM
RE: POBs not working out - by ryoken - 01-17-2013, 01:00 AM
RE: POBs not working out - by Duvelske - 01-17-2013, 01:10 AM
RE: POBs not working out - by Alphablood1 - 01-17-2013, 01:28 AM
RE: POBs not working out - by ryoken - 01-17-2013, 05:25 AM
RE: POBs not working out - by Cannon - 01-17-2013, 05:46 AM
RE: POBs not working out - by Alphablood1 - 01-17-2013, 05:51 AM
RE: POBs not working out - by Alphablood1 - 01-17-2013, 05:58 AM
RE: POBs not working out - by Talesin - 01-17-2013, 06:27 AM
RE: POBs not working out - by Alphablood1 - 01-17-2013, 06:42 AM
RE: POBs not working out - by Coin - 01-17-2013, 07:13 AM
RE: POBs not working out - by Duvelske - 01-17-2013, 10:34 AM
RE: POBs not working out - by Xelon - 01-17-2013, 09:03 AM
RE: POBs not working out - by Coin - 01-17-2013, 09:39 AM
RE: POBs not working out - by Jinx - 01-17-2013, 09:24 AM
RE: POBs not working out - by lw'nafh - 01-17-2013, 09:29 AM
RE: POBs not working out - by Jinx - 01-17-2013, 09:58 AM
RE: POBs not working out - by lw'nafh - 01-17-2013, 10:48 AM
RE: POBs not working out - by Xelon - 01-17-2013, 10:25 AM
RE: POBs not working out - by Hone - 01-17-2013, 10:58 AM
RE: POBs not working out - by lw'nafh - 01-17-2013, 11:29 AM
RE: POBs not working out - by Xelon - 01-17-2013, 11:51 AM
RE: POBs not working out - by monmarfori - 01-17-2013, 11:53 AM
RE: POBs not working out - by Jack_Henderson - 01-17-2013, 12:04 PM
RE: POBs not working out - by lw'nafh - 01-17-2013, 12:07 PM
RE: POBs not working out - by Jack_Henderson - 01-17-2013, 12:13 PM
RE: POBs not working out - by lw'nafh - 01-17-2013, 01:14 PM
RE: POBs not working out - by Croft - 01-17-2013, 01:16 PM
RE: POBs not working out - by Tunicle - 01-17-2013, 01:19 PM
RE: POBs not working out - by Talesin - 01-17-2013, 01:40 PM
RE: POBs not working out - by Duvelske - 01-17-2013, 01:57 PM
RE: POBs not working out - by Xelon - 01-17-2013, 02:02 PM
RE: POBs not working out - by Talesin - 01-17-2013, 02:23 PM
RE: POBs not working out - by Xelon - 01-17-2013, 02:51 PM
RE: POBs not working out - by Talesin - 01-17-2013, 03:11 PM
RE: POBs not working out - by Xelon - 01-17-2013, 03:29 PM
RE: POBs not working out - by Talesin - 01-17-2013, 04:24 PM
RE: POBs not working out - by Xelon - 01-17-2013, 04:37 PM
RE: POBs not working out - by ryoken - 01-17-2013, 06:02 PM
RE: POBs not working out - by Yaoquizque - 01-17-2013, 07:24 PM
RE: POBs not working out - by Talesin - 01-17-2013, 07:58 PM
RE: POBs not working out - by Hone - 01-17-2013, 08:00 PM
RE: POBs not working out - by Yaoquizque - 01-17-2013, 08:10 PM
RE: POBs not working out - by Hone - 01-17-2013, 08:18 PM
RE: POBs not working out - by Yaoquizque - 01-17-2013, 08:34 PM
RE: POBs not working out - by Echelon - 01-25-2013, 09:34 AM
RE: POBs not working out - by onca - 01-25-2013, 09:53 AM
RE: POBs not working out - by ryoken - 01-25-2013, 12:51 PM
RE: POBs not working out - by Croft - 01-25-2013, 04:58 PM
RE: POBs not working out - by Alphablood1 - 01-25-2013, 05:25 PM
RE: POBs not working out - by Veygaar - 01-25-2013, 08:38 PM

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