• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
« Previous 1 … 16 17 18 19 20 … 780 Next »
JD4 and transports

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (3): « Previous 1 2 3
JD4 and transports
Offline Binski
10-02-2020, 09:04 AM,
#21
Member
Posts: 1,531
Threads: 96
Joined: Jun 2013

(10-01-2020, 12:58 PM)Groshyr Wrote: Unfortunately you are indeed right. Barge's concept is a good one but the way it was made...

I loved the barge. I'd love to see it return, just make it unable to jump or be jumped. People could still use them but be back to needing to fly them the old fashioned way to get supplies.

The value would have to be like a billion credits, but thats worth it if you have a serious base, and some friends to provide an escort when you use it. The cruise speed was pretty low, flying the long way would make a barge run quite interesting. They're easy to hit, just make them strong. If they're full, that's losing 40000 units of something.

As to jump trading, to those opposed, just remember that when they killed the scrap run to alpha on the junkers, and limited the range on JD4's, people just stopped, and it died. It didn't result in a sudden surge in traditonal trading.

They still did regular convoys up until then anyways, but were so big they were rarely attacked. They all stopped too. I also remember waiting for an hour for a jump to be ready, yet no one ever attacked us, and claimed it was impossible, but it was. The solution? Force it all to stop. But I think it backfired in truth, damage from that lingers here to this day.
Reply  
Offline Alestone
10-03-2020, 03:36 AM,
#22
Alestone Enterprises
Posts: 761
Threads: 75
Joined: Nov 2014

(10-01-2020, 08:21 AM)Lythrilux Wrote: Jump trading is inherently about making the maximum about of profit with the least interaction. IMO it should never be brought back in any capacity.

And, yet, the exact same methodology is routinely used to justify base sieges, albeit with less validity since it is often one player talking to a reporting board that no one responds to.

At least in Jump trading, you have numerous players interacting with each other, even if there is no factional conflict, which is what you are really euphemizing.

Alestone Enterprises
The Power To Get You There!

Reply  
Offline Binski
10-19-2020, 04:47 PM,
#23
Member
Posts: 1,531
Threads: 96
Joined: Jun 2013

I don't suppose a GM or Dev could comment as to whether the JD 4 will ever see any changes in the near future? i just don't want to sell/trade it and then find out a change is coming.
Reply  
Offline Connor
10-19-2020, 05:28 PM,
#24
Nomadmin
Posts: 3,606
Threads: 327
Joined: Aug 2012

It won't be coming back in the foreseeable future.

[Image: Snoopyman.gif]
Reply  
Offline Binski
10-19-2020, 07:09 PM,
#25
Member
Posts: 1,531
Threads: 96
Joined: Jun 2013

(10-19-2020, 05:28 PM)Connor Wrote: It won't be coming back in the foreseeable future.

Thanks for the reply!
Reply  
Pages (3): « Previous 1 2 3


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode