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Introducing Repair Ships to POBs

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Pages (3): « Previous 1 2 3 Next »
Introducing Repair Ships to POBs
Offline Its Raisu
07-06-2020, 07:09 AM, (This post was last modified: 07-06-2020, 07:42 AM by Its Raisu.)
#11
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(07-06-2020, 06:34 AM)Hemlocke Wrote: As much as I despise POBs, I do enjoy that something practical, InRP and a new gameplay opportunity with commodities for POBs being far more integrated than usual.

You've stolen my heart with making repair ships more useful.

Though the placement of the nanotool is stupid, why is it on the grabbing hand instead of on the actual welding arm. EXPLAIN DEMMIT

That would be a question for the ship devs. They do the hardpoints and weapon slotting of said hardpoints.

(07-06-2020, 06:37 AM)Typrop Wrote: I'm of two minds on this.

On the one, sieges can be even longer, which is very painful.

On the other, just like shoot the repair ship lol.

Apathetic, though I guess I wouldn't mind the implementation.

One thought on this is that POBs could probably take durability hits elsewhere in order to transition both the attack and defense of a POB to be more active overall rather than passive. (Yes, I'm considering Paperweight Dual Cerb'ing a base as "passive attack of a POB")

Bases shouldn't be able to go down quickly through passive means. However, I've seen ideas and have ideas that promote more active means of taking a POB down.
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Offline Paddy.
07-06-2020, 07:25 AM, (This post was last modified: 07-06-2020, 07:33 AM by Paddy..)
#12
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This is very cool!
I would suggest putting this mechanic onto the siege guns and work it so they consume 1 bat/bot every 5 minutes and repair at a slightly faster rate than the siege turrets can reduce HP...
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Offline Saronsen
07-06-2020, 07:41 AM, (This post was last modified: 07-06-2020, 07:41 AM by Saronsen.)
#13
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i would sincerely suggest reducing either the pob passive repair values, or reducing the max health to some degree if this goes in
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Offline Its Raisu
07-06-2020, 11:05 AM, (This post was last modified: 07-06-2020, 11:05 AM by Its Raisu.)
#14
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(07-06-2020, 07:25 AM)Paddy. Wrote: This is very cool!
I would suggest putting this mechanic onto the siege guns and work it so they consume 1 bat/bot every 5 minutes and repair at a slightly faster rate than the siege turrets can reduce HP...

I'm not quite sure what you're suggesting
Making the Siege Turrets consume bats/bots? Battleships don't have bots to consume. So I'm not sure if this is what you meant.
Making the repair rate faster than a Siege Turret's DPS? (see below)

Theoretically you should never have a situation where there is a Battleship and a Repair Ship actively damaging / healing the same POB at the same time.

Further, 1 Siege Turret has a DPS of 37500 hull damage per second. This is reduced to 1125 per second with a shield module and there can be up to 4 Siege Turrets on a single battleship. They're made specifically for damage output against POBs and already have the downside that if you have them it means you don't have regular Battleship Heavies equipped. I wholeheartedly do not believe the repair rate should surpass what dedicated Siege equipment can do especially when that equipment is already detrimental to the person using them when they're not shooting a POB.

Deal with the battleship, and then move to repair the station before it comes under assault again.
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Offline Binski
07-06-2020, 11:15 AM,
#15
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Thank you greatly for bringing this a step closer. It will be nice to have another way to stretch out a base's life during a siege and get more use out of repair ships. It would be cool to see a group effort being done to repair a base during a break in attacks. You could easily get out with 2 or 3 people to try and bring a base back up between attacks. It will be much easier for indie bases to find players to try and get out and get on repairs than it may be to find defenders.

And during a base siege, in between big attacks, the offending force may want to try and get a couple of members (or hire mercs/spec ops) to keep going back often to harass them. They could try to knock them out here and there to slow their progress down, or scare them off if defenses are light.

But I'd suggest just letting them go off their ship's regular power output. Set the consumption so it takes a couple of minutes to use all your power and would need to recharge for maybe 30 seconds to a minute.
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Offline Binski
07-06-2020, 11:28 AM, (This post was last modified: 07-06-2020, 11:31 AM by Binski.)
#16
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(07-06-2020, 11:05 AM)Its Raisu Wrote:
(07-06-2020, 07:25 AM)Paddy. Wrote: This is very cool!
I would suggest putting this mechanic onto the siege guns and work it so they consume 1 bat/bot every 5 minutes and repair at a slightly faster rate than the siege turrets can reduce HP...

I'm not quite sure what you're suggesting
Making the Siege Turrets consume bats/bots? Battleships don't have bots to consume. So I'm not sure if this is what you meant.
Making the repair rate faster than a Siege Turret's DPS? (see below)

Theoretically you should never have a situation where there is a Battleship and a Repair Ship actively damaging / healing the same POB at the same time.

Further, 1 Siege Turret has a DPS of 37500 hull damage per second. This is reduced to 1125 per second with a shield module and there can be up to 4 Siege Turrets on a single battleship. They're made specifically for damage output against POBs and already have the downside that if you have them it means you don't have regular Battleship Heavies equipped. I wholeheartedly do not believe the repair rate should surpass what dedicated Siege equipment can do especially when that equipment is already detrimental to the person using them when they're not shooting a POB.

Deal with the battleship, and then move to repair the station before it comes under assault again.

Just depends on the rates! So, say you have only 2 battleships attacking a base, they are all thats left of an attacking force. The defendees have no more players who can fight, but can bring 3, or 5 repair ships. In theory, at some point the repair ships could be keeping the base from losing HP, and even gain. If that is possible without complications, let it be the way it is. Let them hide behind the base keeping out of the battleships weapons and essentially have a war of - vs + points, if it boiled down to it, and if they can actually pull it off.

In that situation, the battleships could probably kill the repair ships, unless the base had weapons platforms keeping them away from the ships, but maybe still able to hit the base.

Long story short, bases well covered by repair ships and WP's would require more time to be taken out. People will be have some new tricks to figure out on how much they can pull of with this at least. That should be cool for pvp'ers and repairers.
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Offline Busy Miner
07-07-2020, 10:24 AM, (This post was last modified: 07-07-2020, 10:25 AM by Busy Miner.)
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(07-06-2020, 07:41 AM)Saronsen Wrote: i would sincerely suggest reducing either the pob passive repair values, or reducing the max health to some degree if this goes in

The passive repair rate of POBs compared to their overall health is pretty/ridiculously low already, even with all 3 repair commodities onboard. What makes sieges take so long is the overall massively improved max health of the bases and the damage reduction that an active shield offers.

I wouldn't change anything, especially since the repair ship uses up RA too, and can be easily shot by the attackers anytime, since they aren't covered by the stations shield.
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Offline Paddy.
07-07-2020, 10:57 AM,
#18
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Posts: 474
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(07-06-2020, 11:05 AM)Its Raisu Wrote:
(07-06-2020, 07:25 AM)Paddy. Wrote: This is very cool!
I would suggest putting this mechanic onto the siege guns and work it so they consume 1 bat/bot every 5 minutes and repair at a slightly faster rate than the siege turrets can reduce HP...

I'm not quite sure what you're suggesting
Making the Siege Turrets consume bats/bots? Battleships don't have bots to consume. So I'm not sure if this is what you meant.
Making the repair rate faster than a Siege Turret's DPS? (see below)

Apologies. It was a tongue in cheek comment. A mirth that a siege turret not only dealing out damage but also repairing it faster than it can damage...

Still a fantastic concept though! Hope it can be implemented!
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Offline Lucas
07-07-2020, 11:29 AM,
#19
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(07-07-2020, 10:24 AM)Busy Miner Wrote:
(07-06-2020, 07:41 AM)Saronsen Wrote: i would sincerely suggest reducing either the pob passive repair values, or reducing the max health to some degree if this goes in

The passive repair rate of POBs compared to their overall health is pretty/ridiculously low already, even with all 3 repair commodities onboard. What makes sieges take so long is the overall massively improved max health of the bases and the damage reduction that an active shield offers.

I wouldn't change anything, especially since the repair ship uses up RA too, and can be easily shot by the attackers anytime, since they aren't covered by the stations shield.

You are blatantly ignoring PoB Defense Platforms when you say "can easily be shot by attackers"

I would rather see a properly fleshed out rework of PoB Sieging mechanisms altogether as opposed to introducing yet another mechanic that highly encourages afking in space during a base siege. Taking turns in afking to siege and afking to repair does not seem like fun or healthy gameplay to me.

I do get where people come from when saying this is great though, currently PoBs really cannot do much against Siegers but I am really not sure if this is the right direction
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Offline Lemon
07-07-2020, 11:54 AM, (This post was last modified: 07-07-2020, 11:54 AM by Lemon.)
#20
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Posts: 2,360
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There's an active thing to shoot there Lucas
Whenever a repair ship is on the battlefield it's like a red flag that gets chased by everyone Smile
and attackers are forced to bring snubs/gb
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