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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Open Petition to the Admins: POBs

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Open Petition to the Admins: POBs
Offline SMI-Great.Fox
10-27-2016, 11:28 PM,
#91
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I support this.

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Offline Croft
10-27-2016, 11:45 PM, (This post was last modified: 10-27-2016, 11:45 PM by Croft.)
#92
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Posts: 1,642
Threads: 124
Joined: Oct 2011

It is exactly a double standard, if a base is denying an area then it is covered under the petition:

Quote:This is an open petition signed by the following players asking you to remove all Player-owned bases from jumpholes, jumpgates and mining fields and to place them into locations that are in accordance with the rules (not closer than 15k).

We think that area denial bases and hole/gate blocking bases should not have a place in today's Disco any more.

Change the bold part to "we think certain area denial bases" or "bases that deny the aforementioned areas" and the blanket term is no longer an issue, leave it open and people will nitpick the hell out of it.

I don't have a positive word to say about the PoB system or anything related to it so having such a state of affairs doesn't surprise me in the least but thats for another thread.

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Offline Danny-boy
10-28-2016, 08:37 AM,
#93
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Posts: 293
Threads: 11
Joined: Jul 2014

No offence but you're being silly, I'll repeat for the nth time and maybe you'll pick up on it. A POB next to an NPC station has ZERO AoD effect on piracy (minus silly POB affiliations that should ofc be removed), this is because any trader would move up to the NPC base and hit F3.

Arguing like this is pointless, it is made clear that the specific AoD bases (because it is mentioned in the petition and as I have just explained POBs next to stations have zero AoD effect on piracy) in mining fields and next to jump gates/holes are the ones that the community feel by and large should be removed.

Please also understand that this is a community of multinationals and not everyone is going to have absolutely perfect prose when writing something down, heck I remember a few admins that couldn't write in fluent English. The point made in the petition is very clear, there is no need to go full 'grammar nazi' on everyone if the meaning of what is being said is obvious - as it well is.
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Offline Croft
10-28-2016, 10:21 AM,
#94
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Posts: 1,642
Threads: 124
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It was a discussion before your flatout ignorance has tried to steer it into an arguement.
I have provided anecdotal evidence of how PoB's effect piracy including a personal experience which directly contravines your stance that "PoBs next to stations have no effect on piracy" yet your only reply is to repeat your opinion, diminish my point without addressing it and perform a feat of mental gymnastics by saying the wording of a potential rule is inconsequencial.

Either way, I wash my hands of the matter.

Jimmy The Rat | Croft's Feedback | The Rat Pack
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Offline Oldum
10-28-2016, 10:41 AM, (This post was last modified: 10-28-2016, 11:31 AM by Oldum.)
#95
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Posts: 1,357
Threads: 87
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(10-28-2016, 08:37 AM)Danny-boy Wrote: No offence but you're being silly, I'll repeat for the nth time and maybe you'll pick up on it. A POB next to an NPC station has ZERO AoD effect on piracy (minus silly POB affiliations that should ofc be removed), this is because any trader would move up to the NPC base and hit F3.

Actually, that isn't as true as you'd love to think. Since most NPC stations not really are a significal threath to anything bigger than a heavy fighter, they actually don't cause as much of AoD, however if you stick a PoB next to it, with let's say 4 or 5 weapon platforms, than what probably happens is the following:

-Happy Trader flies from A to B , but gets stopped by Nasty Pirate along the way.
-Happy Trader flies to get to the nearest station and realizes that a PoB is right next to it, with a crapload of weapons
-Nasty Pirate follows up, but as soon as the platforms try to obliterate him, he gives up, while Happy Trader didn't dock, just sit right next to PoB , with the capability to dock any time if there is danger.
-As Nasty Pirate gives up, Happy Trader continues on his way, since he was not docking and therefor doesn't have to take a 2 hour PvP death break.


I hope I managed to show the idea with this pretty simple scenario. Smile

Edit: I personally never liked PoBs that much, not to mention having them around Jumpholes and gates, cause it's just lovely when I jump to a system and get obliterated by the second, cause someone threw a PoB to the other side of the jumphole ... yes, I'm looking at Dublin - Omega 49 story for example.. so yeah, I'd be good with moving stuff away that were built on a certain place just cause someone thought it's funny.

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Offline Jack_Henderson
10-28-2016, 01:48 PM, (This post was last modified: 10-28-2016, 01:51 PM by Jack_Henderson.)
#96
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Posts: 6,103
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(10-28-2016, 10:41 AM)Oldum Wrote: -Happy Trader flies from A to B , but gets stopped by Nasty Pirate along the way.
-Happy Trader flies to get to the nearest station and realizes that a PoB is right next to it, with a crapload of weapons
-Nasty Pirate follows up, but as soon as the platforms try to obliterate him, he gives up, while Happy Trader didn't dock, just sit right next to PoB , with the capability to dock any time if there is danger.
-As Nasty Pirate gives up, Happy Trader continues on his way, since he was not docking and therefor doesn't have to take a 2 hour PvP death break. = WRONG!!!

Just that you are WRONG about the rules!

Happy trader (who was attacked and lost 50 % shield) docks on an NPC base... and... tadaaaa.... he is NOT pvp dead!
Happy trader (who was attacked) docks on POB... and.... tadaaaaa... he is NOT pvp dead!


The "win condition" fpr transports is: "make it to base".
The transport can undock from POB or NPC base after an attack and he is NOT pvp dead.

Guys, know the rules!
If you do not, you of course will not understand why a POB at an NPC base does not make any relevant AoD difference!

Jack
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Offline Danny-boy
10-28-2016, 07:58 PM, (This post was last modified: 10-28-2016, 07:59 PM by Danny-boy.)
#97
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(10-28-2016, 10:21 AM)Croft Wrote: It was a discussion before your flatout ignorance has tried to steer it into an arguement.
I have provided anecdotal evidence of how PoB's effect piracy including a personal experience which directly contravines your stance that "PoBs next to stations have no effect on piracy" yet your only reply is to repeat your opinion, diminish my point without addressing it and perform a feat of mental gymnastics by saying the wording of a potential rule is inconsequencial.

Either way, I wash my hands of the matter.

Your evidence constitutes a reach at best. If a trader reaches an NPC station they will dock, game over for the pirate. The presence of a POB does not alter this fact, thus having a POB next to an NPC station does not provide any negative AoD effect for the pirate that did not exist already from the NPC station. If the trader was shooting back and both players were on 1% hull and dry on bots/bats then maybe, just maybe the weapon platforms would have an effect on the final moments of the encounter... as would the turrets from an NPC station in this scenario.

The objective of the trader is to dock, not wait for the pirate to die. This is because docking does not result in rule wise 'death' and the trader can undock and be on his way.

Also, this is not a potential rule, as I have made clear previously. This IS CURRENTLY A RULE, all the petition calls for is that POBs that have been allowed to break this rule no longer be able to do so.

As for the point on the wording, it doesn't matter. The intent of the petition is made very clear, when/if the admins decide to implement this change then the wording would indeed need to be slightly altered - if it weren't already a rule that is. Smile
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Offline NOVA-5
10-28-2016, 09:40 PM,
#98
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Posts: 1,408
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Joined: Jan 2009

Oh well, fantastic, that's that all sorted, looks like we're all building around Aland base then.
I'll be seeing you for a cup of sugar then Jack aye.

Oh and eh, just give a bang on the wall if the musics too loud,
I'm sure i could knock it down a notch to 10 for you...
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Offline Jack_Henderson
10-29-2016, 06:02 PM,
#99
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

Nova, you are making zero sense. Neither this, nor your last post.

But thank you anyway for the free bump to the thread. Smile

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Offline DelBoy
10-29-2016, 07:17 PM,
#100
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Posts: 84
Threads: 3
Joined: Oct 2012

Limiting POB's on 15k or what ever range away from any core game structure is not enough .
We need some rule for safe limit to define where you can put the weapon platforms and the total allowed amount of them around the POB at max safe range from any other game core structure ...jump holes mining fields...etc.
20-25 or even 30k is more reasonable distance , because ...Xk max range of the placement of W-platforms from the POB plus platforms Xk weapon range equals the Xk safe ...

Creating core 5 POB with swarms of platforms in vicinity of a mining field can be done by any rich and highly active faction .... exploiting the absence of a mentioned and wanted rule by the majority of the players ....or imagine plugging every jump holes in some guard systems .... It's more fun to be welcomed by the actual hostile players, the guards of that system, and RP a little ....then to be inst-killed by POB W-platforms just for trolls....
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