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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Siege Ship Idea...[well the [Resurrection of the idea]

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Poll: What do you think of this idea? (multi choice)
You do not have permission to vote in this poll.
Yes this sounds good. But may need work
31.43%
11 31.43%
It will have to be thought over throughly and needs work.
28.57%
10 28.57%
This idea could cause too many issues ingame, No. or leaning towards no
40.00%
14 40.00%
Total 35 vote(s) 100%
* You voted for this item. [Show Results]

Pages (3): « Previous 1 2 3 Next »
Siege Ship Idea...[well the [Resurrection of the idea]
Offline massdriver
07-17-2013, 04:10 PM, (This post was last modified: 07-17-2013, 04:12 PM by massdriver.)
#11
Member
Posts: 698
Threads: 34
Joined: Dec 2009

how about just make a HE equipment device, place it into 5000 train, get to base - boom

make it available only through craft, raise price and components

10 booms = instakill of a lvl 1 base

anyway a POB can be instadestroyed or not, no any other variants here

[Image: UHiNafb.png]
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Offline Echelon
07-17-2013, 04:17 PM,
#12
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Posts: 179
Threads: 23
Joined: Sep 2012

What do you mean by that Massdriver? HE? what.

[Image: OECp5cV.png]
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Offline massdriver
07-17-2013, 04:20 PM,
#13
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Posts: 698
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Joined: Dec 2009

(07-17-2013, 04:17 PM)Echilon Wrote: What do you mean by that Massdriver? HE? what.

High Explosive

[Image: UHiNafb.png]
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Offline Echelon
07-17-2013, 04:27 PM, (This post was last modified: 07-17-2013, 04:43 PM by Echelon.)
#14
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Posts: 179
Threads: 23
Joined: Sep 2012

(07-17-2013, 02:03 PM)DitaraAlpha Wrote: However, we currently have an uncountable problem.

Base defence of large core threes and fours can be done by just a few oppertunistic transports at low activity times. an hour of supplying properly can require eons of sieging to deplete, from a vast number of high-grade caps. Not only is the ridiculous capspam required difficult to Rp, it causes rage-inducing lag and bores everyone involved. The defenders merely need to wait for one little opening in the shield and hey presto; full regens. Any half-measures, such as No-Fly-Zones, result in enormous QQ and Oorp TBF of InRp actions.

The artillery ship concept is the best possible counter to this there could ever be.

Does it seem right to you that one unarmed transport can defend a base more successfully than a mixed taskforce of caps and snubs?

This is a perfect reason It makes sense, with the amount of pob's and sometimes their abuse (camping jumpholes not just ZA) from things like the old ibatshi station and such. If you think about it this way, if you have the time to build a core 3-4 base, then you should either
A) Be able to defend your station with all your might
B) Put it in a smartplace, near a base or in a controlled area in a fair place, (not JH Camping more like 3 k from a npc base)
C)Hide It from the public
and even with the ship any base inside a astroid feild will be pretty much fine.
if you have the ablity to invest time any money in your station, then you have the ability to defend it yourself. The Time to siege will be possible. and still the person who owns it still has a chance to defend it.

If you have the time to build it, you should have the time to defend it, if you are going to siege it, you would need the firepower and money for the ammo for it. ammo for the ship would be costly I would think.
(07-17-2013, 04:20 PM)massdriver Wrote: High Exploisive

Maybe instead of purchaseing the ammo from bases, You Craft The Ammo From your own base or something of a twist like that, then again this might be op tbh. still in theroy sounds cool, so prolly just buy ammo off a npc base, would make some intresting war secnes. Transports supply bases the stuff for rail gun shots while bombers fend of the capitals shooting your base while you send your caps to fly over to the enmey base with your siege cannon, and fighters come deal with the bombers. This would be a amazing idea if it was a event and we had more players here...like 200 players avg.

Or player bases could sell to other players. i would imagine it being sometihng like
Munitions
Nuclear Devices
Plutonium
Quantum Multiplexors

To develop a nuclear rail gun shot. people could smuggle them and sell them to players in game, lots of cool rp opportunity in that

[Image: OECp5cV.png]
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Offline belarusich
07-17-2013, 04:42 PM,
#15
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Posts: 955
Threads: 57
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Quote:4. limit 1 per faction, any use of the ship oorply will have it be taken away of course.

Yeah, and true lolwuts will just create "factions" and SRP them more and more.

You didnt hear about Bass Hunters?

You want to give people like this more powerful weapon?

http://i.imgur.com/kUwDiuk.jpg
more than 1 kill per minute in shooter is cheating now :\
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Codes from your picture have been removed.
~ Dim
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Offline Echelon
07-17-2013, 04:48 PM, (This post was last modified: 07-17-2013, 04:55 PM by Echelon.)
#16
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Posts: 179
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(07-17-2013, 04:42 PM)belarusich Wrote:
Quote:4. limit 1 per faction, any use of the ship oorply will have it be taken away of course.

Yeah, and true lolwuts will just create "factions" and SRP them more and more.

You didnt hear about Bass Hunters?

You want to give people like this more powerful weapon?

Edited: Officials i.e RM, [LN] 101st. I highly doubt anyone will lolwut in the ship. and why the hell would the admin team allow a srp for lolwuts. they need to have sufficent backstory bro, over half a year at times, lolwuts can't just pop up and get them instantly Hell No. Read the srp template. I hope you arn't just trolling.

[Image: OECp5cV.png]
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Offline hydrolux
07-17-2013, 04:58 PM,
#17
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Posts: 28
Threads: 3
Joined: Jan 2013

well,
if the problem is the player bases are too strong, then why don't we weak them to balance it?
I am not convinced a new ship designed to siege base would be the solution even it it could generate some fun.

Moreover, I guess the development of a new ship is quite time consuming, so maybe it would reduce the work if siege-guns would be developed instead. I can imagine these guns would shot very slow and powerful torpedoes. Very slow so they could only be used against a static target like a base. The price of such torpedoes could be quite high to reduce potential abuse of their use. Also, these guns could be mounted only on battleships.

[Image: Hydrolux-Sistem-Doo.jpg]
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Offline belarusich
07-17-2013, 05:01 PM,
#18
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Posts: 955
Threads: 57
Joined: Dec 2012

So which damage you want to give that weapon?

http://i.imgur.com/kUwDiuk.jpg
more than 1 kill per minute in shooter is cheating now :\
Signature must not be larger than 700x250 pixels
Codes from your picture have been removed.
~ Dim
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Offline Echelon
07-17-2013, 05:02 PM, (This post was last modified: 07-17-2013, 05:21 PM by Echelon.)
#19
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Posts: 179
Threads: 23
Joined: Sep 2012

(07-17-2013, 04:58 PM)hydrolux Wrote: well,
if the problem is the player bases are too strong, then why don't we weak them to balance it?
I am not convinced a new ship designed to siege base would be the solution even it it could generate some fun.

Moreover, I guess the development of a new ship is quite time consuming, so maybe it would reduce the work if siege-guns would be developed instead. I can imagine these guns would shot very slow and powerful torpedoes. Very slow so they could only be used against a static target like a base. The price of such torpedoes could be quite high to reduce potential abuse of their use. Also, these guns could be mounted only on battleships.

-- The ship already has a model
--, PoB's won't be getting nerfed anytime soon as far as I know,
--torpedos are really unnessacary, as thats what mortars are for on battleships.
(07-17-2013, 01:55 PM)Jinx Wrote: - does significant shield breaking damage vs. pobs

That would be your answer belarusich. If you mean by type I would suspect Direct it doesn't really matter does it.
either that or whatever.

also: Hurrray 100th post

[Image: OECp5cV.png]
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Offline Durandal
07-17-2013, 07:18 PM,
#20
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Posts: 5,106
Threads: 264
Joined: Apr 2009

I would just rebalance POBs so that a core 1 takes 2.5 BSes to bust in 4 hours, a core 2 takes 5, a core 3, 7.5, and a core 4 takes 10 BSes to crack, using 4 hours as a standard (Enough time for the defenders to launch two full counter attacks)

This'd work too though.
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