(04-17-2015, 05:59 PM)Garrett Jax Wrote: Xenos have rarely had strong activity. Blaming it on a POB that you, as JM- don't like, is hardly convincing.
Me as JM- don't like? Say what? How does that factor into it? From a JM perspective I really don't care about those POBs, although Congress did set them to hostile to us once and that was a very irritating afair. Regardless, as JM I couldn't care less. Personally I've actually used those POBs to buy stuff off and to dock my Rogue Cruiser in the past for repairs.
From a Xenos perspective however (I'm also in XA, joined before I made JM fyi) those POBs are harmful for gameplay. As I said earlier in this thread, if the faction in question would take out their Arbiter to defend PR instead of rely on two near-invincible POBs that'd be a lot more fun for Xenos to interact with. However, sadly that is not the case and the moment a Junker ship jumps into Puerto Rico it's absolutely pointless to pursue. Congress ships tend to loiter in Puerto Rico, so when you're searching for activity but see 5 Congress ships holed up inside Puerto Rico, there's no point logging on at all. Ask XA Garrett. We share this opinion.
So lay off the vindictive and poor reasoning as to why I believe the placement of those POBs isn't healthy.
(04-17-2015, 06:07 PM)Lord.MacRae Wrote: Thanks everyone for their input. It seems there are two main groups on this discussion, the people who own or make use of those PoBs like miners, suppliers, owners, ore customer, producers, equipment customers, newbies who are impressed and stay in the game because they want to help with the base.
Did you know you can do all those things without having to have the POB in the mining field?
(04-17-2015, 06:07 PM)Lord.MacRae Wrote: On the other side the pirates who do not have an easy life because there is a little area in the whole universe where they can not carnation someone easily and don't want to change everything to be adjusted to their RP fading out other ideas.
Stop with the reasoning of "Screw you! You're not allowed to play in this mining field, go play somewhere else!" It's not healthy.
(04-17-2015, 06:07 PM)Lord.MacRae Wrote: Perhaps not from you but from unprejudiced people.
I'm not prejudiced. I'm a people person, I'm arguing after looking at both sides. My conclusion is that these POBs in mining fields are not healthy and are damaging.
(04-17-2015, 06:07 PM)Lord.MacRae Wrote: You did not understand that I just wanted to demonstrate the "logic". Treasure -> envious person -> as much protection possible. Also just because it is a futuristic sci-fi game there is no reason for it to be illogical or why it has to be forced to be illogical.
Well, as someone graciously pointed out earlier if you want logic and realism in the mod then how about we make it so that POBs take MASSIVE damage for every minute they're in the asteroid field? Due to, y'know, the large rocks that'd be continually pounding against the station, slowly wearing away the hull and the shield?
(04-17-2015, 06:07 PM)Lord.MacRae Wrote: You do not want to let any good thing count and just see the things you do not like. I think when you would try to think twice you will see that a base filled with ore attracts haulers and they are flying long ways where you could carnation them everywhere. What makes more activity? A lonely miner in a field where you can quickly kill him to have your fun. Or many haulers, one after another, with them you could have fun all day.
I co-own a mining POB that's not in a mining field which attracts lots of activity. They don't need to be in a mining field to generate activity.
Also jeez, what's up with all these people assuming that pirates are out in those fields to claim blues? They're called PIRATES they take part in PIRACY. The amount of haulers and miners won't change (honestly before POBs near/in mining fields we had even more activity. Mining POBs as a whole are kind of bad because they create less activity as they remove the miner-hauler interaction link. But I guess we're in too deep to ever undo that, and at least it doesn't destroy activity completely), but the amount of interactions will increase because pirates will be able to interact with their targets and escorts (if hired) can shoot those pirates.
(04-17-2015, 06:07 PM)Lord.MacRae Wrote: Furthermore NOT the miners are the reason for a base in a mining area to be profitable. Just filling a base with ore and the owner of the base having to pay for it would be a stupid idea. Without many many haulers there would just be an ore filled base. Perhaps the owner could drop the ore into space sometimes and then could deposit new cash on the base for the miners to be able to mine and sell again, but how long will the owner do that? Again, there have to be many transports filled up with 5000 tons of ore and when you manage to carnation them instead of a lonely miner you could demand more and more ofthen.
As I explained above, the numbers doesn't change, but the interactions increase as the invincibility shield will be gone.