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  Discovery Gaming Community Rules & Requests Rules
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POBs near mining fields

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Poll: Should POBs be allowed inside 15k of mining fields?
You do not have permission to vote in this poll.
Yes, it should be allowed
29.76%
25 29.76%
No, it should not be allowed
70.24%
59 70.24%
Total 84 vote(s) 100%
* You voted for this item. [Show Results]

Pages (8): « Previous 1 2 3 4 5 … 8 Next »
POBs near mining fields
Offline Antonio
10-19-2016, 01:16 PM,
#11
PvP = RP
Posts: 3,191
Threads: 196
Joined: Nov 2009
Staff roles: Systems Lead

Area denial POBs are one of the most detrimental things the game ever had, slightly behind jump trading.

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Offline Epo
10-19-2016, 01:23 PM, (This post was last modified: 10-19-2016, 01:24 PM by Epo.)
#12
Member
Posts: 1,706
Threads: 109
Joined: Jul 2014

POBs are not the problem. Their weapon platforms are.

No weapon platforms for pobs inside and 15k from a field (or less - weps doesn't really have 15k range) and problem's solved
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Offline eigos
10-19-2016, 01:25 PM,
#13
3D Artificer (Ex-Gold)
Posts: 647
Threads: 54
Joined: Jan 2012

I have another view of the whole thing. Check this out:

- if a base is 15k (or more) away from a mining field, then the current siege rules apply.
- if it is INSIDE the mining field (or closer than 15k to it) then this base may be sieged on a daily basis, within a few hours notice. Any mining corporation, who specializes in the ore that's in this particular mining field, can mark the POB for destruction, as long as the base belongs to neutral or unfriendly factions to it.

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Offline Jack_Henderson
10-19-2016, 01:49 PM,
#14
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

(10-19-2016, 01:23 PM)King Epo Wrote: POBs are not the problem. Their weapon platforms are.

No weapon platforms for pobs inside and 15k from a field (or less - weps doesn't really have 15k range) and problem's solved

Of couse that is a problem, even without guns.

You mine there, 1k from the POB.
You see a red contact on 14 k.
You thrust to the base.
The contact is at 9,8 k.
You hit F9, see "pirate transport" or "gunboat" or "bomber"
You hit "F3 dock" when the enemy is at 9,3 k.

You successfully killed off an interaction.
You were 100 % safe.
And a pirate will - after having experienced that a few times - not even bother to go there any more.
The system will die out (except for the happy miners that love to play safely) and become a barren desert where once used to be an activity center with cool action.

So... you are wrong:

Any POB that allows for the fast and easy denial for interaction harms the gameplay. The harm is bigger when there are guns, but it is already there by the sheer existence inside 15k of the mining field.
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Offline Epo
10-19-2016, 01:58 PM,
#15
Member
Posts: 1,706
Threads: 109
Joined: Jul 2014

(10-19-2016, 01:49 PM)Jack_Henderson Wrote:
(10-19-2016, 01:23 PM)King Epo Wrote: POBs are not the problem. Their weapon platforms are.

No weapon platforms for pobs inside and 15k from a field (or less - weps doesn't really have 15k range) and problem's solved

Of couse that is a problem, even without guns.

You mine there, 1k from the POB.
You see a red contact on 14 k.
You thrust to the base.
The contact is at 9,8 k.
You hit F9, see "pirate transport" or "gunboat" or "bomber"
You hit "F3 dock" when the enemy is at 9,3 k.

You successfully killed off an interaction.
You were 100 % safe.
And a pirate will - after having experienced that a few times - not even bother to go there any more.
The system will die out (except for the happy miners that love to play safely) and become a barren desert where once used to be an activity center with cool action.

So... you are wrong:

Any POB that allows for the fast and easy denial for interaction harms the gameplay. The harm is bigger when there are guns, but it is already there by the sheer existence inside 15k of the mining field.

That's a duck (yes marDuck) move, not the POB's fault actually. The best way to change it is changing people's behaviours, but it isn't really possible unless the person wants to change or relizes his/her actions are mistakes and bad.

I can agree that POBs can sometimes ruin gameplay experience and if you want to, they should be moved, yet yes - MOVED, from their current locations by the dev/admin team. But well... I'm not really sure if they are willing to put that much effort to make it.
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Offline TheSK
10-19-2016, 02:11 PM,
#16
Member
Posts: 111
Threads: 7
Joined: Oct 2014

(10-19-2016, 01:49 PM)Jack_Henderson Wrote:
(10-19-2016, 01:23 PM)King Epo Wrote: POBs are not the problem. Their weapon platforms are.

No weapon platforms for pobs inside and 15k from a field (or less - weps doesn't really have 15k range) and problem's solved

Of couse that is a problem, even without guns.

You mine there, 1k from the POB.
You see a red contact on 14 k.
You thrust to the base.
The contact is at 9,8 k.
You hit F9, see "pirate transport" or "gunboat" or "bomber"
You hit "F3 dock" when the enemy is at 9,3 k.

You successfully killed off an interaction.
You were 100 % safe.
And a pirate will - after having experienced that a few times - not even bother to go there any more.
The system will die out (except for the happy miners that love to play safely) and become a barren desert where once used to be an activity center with cool action.

So... you are wrong:

Any POB that allows for the fast and easy denial for interaction harms the gameplay. The harm is bigger when there are guns, but it is already there by the sheer existence inside 15k of the mining field.

If I'm not mistaken, the range for "pvp dead" when docking is within 15k of a hostile, so the miner is harming himself as well. All the pirate has to do is say 1 or 2 lines of RP while between 10k and 15k range and BAM the miner cant work for 2 hours.

Also any ship with a cloak and easily sneak right up on a miner and bam the miner is screwed anyway, no chance of docking.
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Offline Jack_Henderson
10-19-2016, 02:14 PM,
#17
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

(10-19-2016, 02:11 PM)TheSK Wrote: If I'm not mistaken, the range for "pvp dead" when docking is within 15k of a hostile, so the miner is harming himself as well. All the pirate has to do is say 1 or 2 lines of RP while between 10k and 15k range and BAM the miner cant work for 2 hours.

Also any ship with a cloak and easily sneak right up on a miner and bam the miner is screwed anyway, no chance of docking.

You are mistaken.
An attack only happens when your shield is dropped.

At 9k (when the miner docks), it is pretty hard to drop shields to half.
Doing a demand at long range is not an attack.
You are not pvp dead from that.

_____________

Cloaks should not be mandatory to be able to do piracy.
There are hardly any pirates on the server any more already, and making it really costly and even harder by suggesting "just get cloaks" is definitely not the way to get back an interesting enviroment of challenges and interaction.
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Offline Venkman
10-19-2016, 02:39 PM,
#18
Fellow Junker
Posts: 3,496
Threads: 222
Joined: Jun 2011

The purpose of a pirate @TheSK is not to make sure that the miner cannot mine for the next 2 hours, but to pirate, which means either get money or cargo. The weapons platforms that are surrounding the POB inside of the mining field like in Omega 7 prevents any pirate to do his job. As Jack said, the miner can just thrust to the POB and dock, no counter play whatsoever.

Long story short - POBs that are inside of the mining field should be moved 15k away from the field, period.

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Offline JunkerTown
10-19-2016, 05:08 PM,
#19
Member
Posts: 384
Threads: 16
Joined: Feb 2009

Here we have yet another example of folks not seeing the bigger picture.
While the miner maybe safe with a pob near his mining spot.
The Pob isn't the last sell point for the goods mined in the field.
I remember when we had a base known as Saltese in Humboldt.
Folks would setup near the jh to Humboldt with pirate ships waiting for the TRANSPORTS.
Going after the miners wouldn't work.. because the Pob would do its job.
But the final destination for where the ore was going.. those were our targets.
Hitting the smaller, less cargo holding miners wouldn't pay out as much nor be very sporting since they have to use mining turrets instead of actual turrets.
It just takes a lil creative thinking, a bit of coordination and some extra effort to have the interaction.
I've personally been a spy and sat in a cloak ship watching miners fill transports then relayed those coords to the pirates waiting nearby.
Made for some good times and good profits.
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Offline Jack_Henderson
10-19-2016, 05:30 PM,
#20
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

(10-19-2016, 05:08 PM)JunkerTown Wrote: While the miner maybe safe with a pob near his mining spot.[...]
Going after the miners wouldn't work.. because the Pob would do its job.

You admit here that the POB makes 1 valid form of interaction (pirates interacting with the miners) impossible.
What you admit here is damaging gameplay, you see that, don't you?

So, why do you vote "yes, it should be allowed", when you admit that it makes a complete form of interaction impossible?

I cannot follow that train of thought.
Makes no sense for me.

Also suggesting workarounds with cloaks is not helpful. You should not need a cloak and high tech equipment to get an interaction with miners or haulers. Suggesting more creativity as a workaround for players breaking the gameplay balance by making docking possibilities is also not the way to go.
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