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Offline ronillon
01-19-2018, 12:31 AM, (This post was last modified: 01-19-2018, 01:09 AM by ronillon. Edit Reason: Did some calculations, the point remains. )
#31
Copper Storage Depot
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+1
Funny, I was just thinking about that yesterday.

EDIT:
[+]Calculations
Source: Player Base Guide [4.88.5]
Base repair rates and damage rates are:
• Wear and Tear Damage every 20 seconds = 200 + (base level x 200)
For Core1 POB it is: 200+(1x200)=400 damage every 20 seconds. That is 1.200 every minute, 72.000 every hour and 1.728.000 every day.
Core1 POB has 8.000.000 HP, so it will last 4,6 days unattended.

Repair every 20 seconds = base level x number of types of repair commodities x 60,000
Every 20 seconds the base will check for damage and use 2 Reinforced Alloy to repair the damage.
For Core1 POB with only RA it is: 1x1x60.000=60.000 HP regenerated every 20 seconds. That is 180.000 every minute.
Core1 POB has 8.000.000 HP, so it will take 45 minutes for it to be fully repaired. During that process POB will use 266 RA.

• 1 Crew eats 1 Oxygen + 1 Water + 1 Food every 10 hours
I believe it is actually every 12 hours, but Im not sure.
FOW is consumed only at specific time, when check is made. So unless you hit this exact time with your repair process, no FOW will be consumed.
You still need 400FOW in POB store for repairs to work though.

If base is operated in this fashion, after 2 trips with 5k (5kRA and 1500FOW), it is stocked for 20x4=80 days (considering 4 day wear&tear -> repair cycle)

Requiring only like 2 minutes every 4 days. (To log, sell crew to POB, wait 40 minutes, buy crew from POB).
TLDR: POB needs minimum only 58 RA/day.
Still, we do not see any POB spam. So I do not see any problem with consumption turned off.

Forgotten bases can still be destroyed, it will give siege people something to do.





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Offline Charos
01-19-2018, 12:23 PM, (This post was last modified: 01-19-2018, 12:33 PM by Charos.)
#32
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I wonder how you managed to pull that number; Seriously, 58? Do your maths properly.

The base consumes 6 RA/minute, 360/hour, 8640/day.

The base damages itself every 20 seconds, the base repairs using 2 RA damage that is around 1~60k. So whatever you do, those numbers can only go higher.

Make the base run on a single commodity, be it fuel or a mineral that must be mined to get it. Make it burn an x amount/10 hours. 3 mineable spots, Gallia, Omicrons, Liberty. This will force the activity and creation of transporting parties and perhaps if thought and implemented carefully, a miner rush like Dublin in 2010.

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Offline Thyrzul
01-19-2018, 12:36 PM, (This post was last modified: 01-19-2018, 12:43 PM by Thyrzul.)
#33
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That trick to maximise the potential or repair commodities only works if you have no reserves on the station, else it'll consume them every time w&t is applied, wasting them as usually. Other than that the math looks good, but I don't think anybody knows about or bothers with this trick. I'm pretty sure we'd have less complaints if they would.

EDIT: Hell I'm not even counting on this trick when I say supplying isn't a chore if you do it well, with this trick though it sure isn't.

On the other hand it'd be good to have the playerbase list back, better than having potential cases like "I don't see a lot of bases, even though I don't fly everywhere, but I won't mention that because it would undermine my arguement". I'm not accusing anyone, but my lack of personal experience is pretty much my main reason why I'm not commenting on whether there are many PoBs in Sirius or not. All we have at this point are anecdotes, no raw data.

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Offline Skorak
01-19-2018, 12:41 PM,
#34
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My suggestion would be to increase the tick to 120 seconds, the damage to 1200.

This way you'll have to supply only about 10k units of RA per week but bases will still die at the same rate and it won't affect sieges.

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Offline Thyrzul
01-19-2018, 12:49 PM,
#35
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I've just realized the balance suggestions I've proposed to the balance devs would also decrease repair costs (half of the proposal is about reducing repair rates), I just never looked at it in this regard because the main focus was to rebalance sieges to allow equal chances for both sides in a siege.

At the same time that rebalance proposal doesn't touch the w&t factor, perhaps it'd be worth looking into. I may once i have the time.

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Offline ronillon
01-19-2018, 01:39 PM, (This post was last modified: 01-19-2018, 01:53 PM by ronillon.)
#36
Copper Storage Depot
Posts: 563
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(01-19-2018, 12:23 PM)Charos Wrote: I wonder how you managed to pull that number; Seriously, 58? Do your maths properly.

The base consumes 6 RA/minute, 360/hour, 8640/day.

The base damages itself every 20 seconds, the base repairs using 2 RA damage that is around 1~60k. So whatever you do, those numbers can only go higher.

Make the base run on a single commodity, be it fuel or a mineral that must be mined to get it. Make it burn an x amount/10 hours. 3 mineable spots, Gallia, Omicrons, Liberty. This will force the activity and creation of transporting parties and perhaps if thought and implemented carefully, a miner rush like Dublin in 2010.

Core 1 POB takes 1.728.000 damage, every day. You can see the math in my post.
2 RA will repair 60k damage. 1 RA will repair 30k damage.
1.728.000 / 30.000 = 57,6 = 58 RA/day are actually needed for repairs.

As you can see, my math is correct. As well as yours.
The difference is, that in your case, you have the Crew on board all day, and they waste 8582 RA/day.
While I have my Crew on board once every 4 days, for 45 minutes. Just for the repairs, once POB is repaired, I will transfer the crew back to their ship.


(01-19-2018, 12:36 PM)Thyrzul Wrote:
That trick to maximise the potential or repair commodities only works if you have no reserves on the station, else it'll consume them every time w&t is applied, wasting them as usually. Other than that the math looks good, but I don't think anybody knows about or bothers with this trick. I'm pretty sure we'd have less complaints if they would.

EDIT: Hell I'm not even counting on this trick when I say supplying isn't a chore if you do it well, with this trick though it sure isn't.

For some reason this "trick" is very hard to grasp. Yet the difference is huge: 8640 RA/day vs 58 RA/day

The only thing you trade for it, is in case of siege, your POB will not repair itself. Because there is no Crew on board to do the repairs. But this is why we have "Attack Declaration Thread".
Other than that, you can have the POB stocked up for long siege, all you need to do is put Crew in, which takes a minute or so.

(01-19-2018, 12:36 PM)Thyrzul Wrote:

On the other hand it'd be good to have the playerbase list back, better than having potential cases like "I don't see a lot of bases, even though I don't fly everywhere, but I won't mention that because it would undermine my arguement". I'm not accusing anyone, but my lack of personal experience is pretty much my main reason why I'm not commenting on whether there are many PoBs in Sirius or not. All we have at this point are anecdotes, no raw data.

Yes, POB list would be nice to have again. The only real questions I see here are:
- How many POBs, can server handle?
- Will changing w&t and repair times help server to handle more POBs?





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Offline ronillon
01-19-2018, 02:31 PM,
#37
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(01-19-2018, 12:41 PM)Skorak Wrote: My suggestion would be to increase the tick to 120 seconds, the damage to 1200.

This way you'll have to supply only about 10k units of RA per week but bases will still die at the same rate and it won't affect sieges.
It will decrease RA consumption rate from 12 units every 2 minutes, to 2 units every 2 minutes.
Meaning only 1440 RA/day would be needed. That is GREAT.

I would suggest going even further though, simply multiply what you wrote by 15:
Tick w&t every 30 minutes and 18.000 damage.
That would decrease the amount of RA required to 96 RA/day. And possibly make it easier for server?





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Offline Darkseid667
01-22-2018, 08:26 AM, (This post was last modified: 01-22-2018, 09:15 AM by Darkseid667.)
#38
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(01-18-2018, 09:42 PM)Thyrzul Wrote:
(01-18-2018, 09:37 PM)Jack_Henderson Wrote: I also find that 2 runs of RA / day is pretty excessive.

Which base is that lol? Core lvl?

Doesn't matter which core level. The approx. 8400 RA/day stay the same since the wear and tear damage taken as well as the ammount repaired per unit RA gets multiplied by core Level.
PS: Ah, this has already been explained by Ronillon.

Oh, and Ronillon, Paddys repair trick isn't meant to be spread widely in the forums, saved me dozens of millions in my base in Munich compared to our base in Dublin where we bring in the supplies nearly every day...
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Offline Thyrzul
01-22-2018, 08:42 AM,
#39
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Indeed, frankly, shortly after posting that I realized what I should have asked is how far it is from the RA source instead. After all, as you too pointed out, it's 2 runs of RA / day for everyone, no matter the location or distances, thus saying it's "excessive" isn't too informative.

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Offline Darkseid667
01-22-2018, 08:57 PM,
#40
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Hmmm. Noticed something - maybe. You sure that the wear and tear damage is correct now after the test-phase? Decay seems quicker to me than before.
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