• 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 … 344 345 346 347 348 … 780 Next »
New repair system

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (5): « Previous 1 2 3 4 5 Next »
Thread Closed 
New repair system
Silver.2
03-22-2011, 10:05 PM,
#31
Unregistered
 

' Wrote:This can be done using a FLHook coded respawn/relaunch timer, there's no need to crunch numbers of repair points and time in seconds.

Have a set amount of time a ship must remain in the base it last docked with until it can launch again. Obviously, time would increase from fighters to battleships. If you try to launch a ship in repair (respawn delay not expired) you'd get a message telling you said ship is still under repairs.

This is much simpler than your original needlessly complex idea and will work in the same way.

Wouldnt that also limit ships who haven't been damaged at all from launching? Like, say...when they dock to get a mission, they can't undock to actually do it for an obtrusive amount of time?
Offline Stuart.croll
03-22-2011, 10:10 PM,
#32
Member
Posts: 377
Threads: 41
Joined: Aug 2010

' Wrote:The only problem i see with this is when you've beamed in dammaged weapons/stuff from NCPs. If you want to sell them for any good price you have to repair them first... But if it takes time and i have a full load of class9 weapons from dead BHs it'll take me FOREVER to wait and sell em...:(

Idk, a good basic idea, but maybe some refinement....?
I think you'll find it costs the same to repair them as you lose for selling them damaged if you get my drift. In other words you don't gain anything by repairing prior to sale

Edit: Sorry. Didn't realise someone else had already made this point.

[Image: TN-Rivendell-1.jpg]
Offline jxie93
03-22-2011, 10:10 PM,
#33
Member
Posts: 3,740
Threads: 80
Joined: Sep 2009

' Wrote:Wouldnt that also limit ships who haven't been damaged at all from launching? Like, say...when they dock to get a mission, they can't undock to actually do it for an obtrusive amount of time?

Since it was supposed to be a respawn timer, my initial suggestion would only apply to fully destroyed ships.

However, a percentage based calculation could be used to control the timer. Thus extending this repair system to partially damaged ships.

[Image: jxie93.gif]
*Signature Walkthrough* | *deviantART Gallery* | *Graphics Repository*
 
Offline Jeremy Hunter
03-22-2011, 10:13 PM,
#34
Member
Posts: 6,094
Threads: 200
Joined: Jul 2009

' Wrote:No worries dancing lady. Most never read more then first post.Some do not even read all of first post,and just pick 1 thing to yell at.
Ignore the bad,and praise the good idea's.(wow did I say that?:shok:)
Some good idea's people. Read ALL and give your oppinions and IDEA's

For the record, I read everything.

I still am against the idea.

/2cents

[Image: jeremy10.png]
May you ever walk in the Light, Shizune.
Silver.2
03-22-2011, 10:14 PM,
#35
Unregistered
 

' Wrote:Since it was supposed to be a respawn timer, my initial suggestion would only apply to fully destroyed ships.

However, a percentage based calculation could be used to control the timer. Thus extending this repair system to partially damaged ships.

Ah, I understand now. It forces ships that have been destroyed to stay on a station for set amount of time after they get destroyed.

I like that idea...although, I think ships that aren't too damaged (>50% health/endurance remaining) shouldn't have too suffer too bad of a penalty.

Also, please keep bats/bots as they are. Sometimes, you do need a quick health boost. They do not invalidate the idea, as they do not repair equipment.
Offline Banris
03-22-2011, 10:16 PM,
#36
Member
Posts: 150
Threads: 9
Joined: Sep 2009

Here's a different idea to discourage excessive docking and repairing by the same ship or group of ships within a short period of time:

Increase the repair/ammunition costs by a percentage each time a ship goes back to the same base to repair. With a cool-down time required to return the repair costs to normal prices. This would apply at only the base being used for repairs but it would apply to all ships.

This would not only reflect the scarcity of parts and ammunition but also the economic law of supply and demand.

Hmm, but I suppose this would be open to abuse... Perhaps not abuse, but actually a new tactic! Anyways, just an idea!

[Image: mills.png]

Quote:La vengeance est un plat qui se mange froid.
 
Offline Stuart.croll
03-22-2011, 10:22 PM,
#37
Member
Posts: 377
Threads: 41
Joined: Aug 2010

' Wrote:Ok now that fleeing is not death there are a few with issues. So how about a time delay on repairs?

My Idea: For every credit worth of damage, you need 1 second of repair time. so if a fighter needs 12 000 creds to repair? it is going to take 12 000 seconds. Repairs can happen while your offline/on another character so your not just sitting their. Plus remember when you dock you do not have to repair all,or anything for that matter. You can still land,and just restock,but bots do not fix weapons and gear. Only hull.

Discuss,and tell your idea's here. Please no flames.
Those people who are truly desperate to rejoin fights will keep spare ships, especially the smaller stuff.

[Image: TN-Rivendell-1.jpg]
Offline Taneru
03-22-2011, 10:39 PM,
#38
Member
Posts: 518
Threads: 21
Joined: Apr 2009

You want realism?

Alright, I have a better repair system for you.



It's called..... PERMADEATH.

Okay, seriously. This is a game, not a second life.
Has no one ever heard of the phrase 'Suspension of Disbelief'? Seriously.


Characters
Alan Markson: The Hellfire Legion's Lord Commander
The Perihelion: Freeport Four's guardian, and yet much more. Missing and assumed Lost with all hands.
Eric Dresmund: Junker, smuggler, thief. Last seen drunk on Beaumont
Vayrn Wyard: IMG Recon pilot turned Neo-Terran Captain. Last location unknown
Decerebrated.Individual
03-22-2011, 11:06 PM,
#39
Unregistered
 

@ orriginal post:

12 000 seconds is more than 3 hours, and 12000 damage is a rather small amount.

the kind of damage that forces you to flee n a fight costs much more than that... leaving your ship knocked out for what.... several days?

Also, you can buy bots, launch, repair, and buy more bots.


' Wrote:This can be done using a FLHook coded respawn/relaunch timer, there's no need to crunch numbers of repair points and time in seconds.

Have a set amount of time a ship must remain in the base it last docked with until it can launch again. Obviously, time would increase from fighters to battleships. If you try to launch a ship in repair (respawn delay not expired) you'd get a message telling you said ship is still under repairs.

This is much simpler than your original needlessly complex idea and will work in the same way.

I think the problem with with any time-based repair system is that for it to be long enough to discourage anyone from repairing during a fight, it would have to be long enough that it would also discourage people from repairing in any "normal" circumstance where they dont intend to re-engage. That may also enourage them to log of and install another mod.


My solution would not require any flhook, but some dev ballancing:

Make bases where you can dock and/or repair more selective.

For example dont let caps dock anywhere...

Only at shipyards, perhaps only in guard systems.

Let the trading factions dock in a lot of places (and also remove their permission to use fighting craft), but the "warring" factions will only be allowed to dock on their own bases. Maybe this can be controlled by only allowing docking for green and not white status, and with ultra-strict rep-ninja.

In addition, dont make lanes and gates that are red with you let you dock.

Those measures would make travelling times in hostile territory take longer, and thus also reduce the advantage one gets from fleeing, docking, and heading back if you are far from "home".

The restricted cap docking, and lane and gate docking would also tie up some loose RP ends that give everythign an "unrealistic" atmosphere.

Yes, this would give certain factions an advantage and otheres a disadantage, depending on where you are.

Rheinland will have a disadvanatge when they are in liberty. Liberty will have a disadvantage in rheinland. Outcasts will have a disadvantage in Liberty.

But that would be a GOOD thing because it makes everythign feel more realistic.

This whole concept of "every fight must be fair, no matter where and who" is rotten to the core. It absolutely ruins RP atmosphere, strategic thinking, and the thought that all fights must be fair makes people whine without end.

If you dont like that you dont have an advantage in a certain place and you think its not fair, go to a place where you have the advantage.

End of story.
Silver.2
03-22-2011, 11:18 PM,
#40
Unregistered
 

' Wrote:@ orriginal post:

12 000 seconds is more than 3 hours, and 12000 damage is a rather small amount.

the kind of damage that forces you to flee n a fight costs much more than that... leaving your ship knocked out for what.... several days?

Also, you can buy bots, launch, repair, and buy more bots.
I think the problem with with any time-based repair system is that for it to be long enough to discourage anyone from repairing during a fight, it would have to be long enough that it would also discourage people from repairing in any "normal" circumstance where they dont intend to re-engage. That may also enourage them to log of and install another mod.
My solution would not require and flhook, but some dev ballancing:

Make bases where you can dock and/or repair more selective.

For example dont let caps dock anywhere...

Only at shipyards, perhaps only in guard systems.

Let the trading factions dock in a lot of places (and also remove their permission to use fighting craft), but the "warring" factions will only be allowed to dock on their own bases. AMybe this can be controlled by only allowing docking for green and not white status, and with ultra-strict rep-ninja.

In addition, dont make lanes and gates that are red with you let you dock.

Those measures would make travelling times in hostile territory take longer, and thus also reduce the advantage one gets from fleeing, docking, and heading back.

The restricted cap docking, and lane and gate docking would also tie up some loose RP ends that give everythign an "unrealistic" atmosphere.

Yes, this would give certain factions an advantage and otheres a disadantage, depending on where you are.

Rheinland will have a disadvanatge when they are in liberty. Liberty will have a disadvantage in rheinland. Outcasts will have a disadvantage in Liberty.

But that would be a GOOD thing because it makes everythign feel more realistic.

This whole concept of "every fight must be fair, no matter where and who" is rotten to the core. It absolutely ruins RP atmosphere, strategic thinking, and the thought that all fights must be fair makes people whine without end.

If you dont like that you dont have an advantage in a certain place and you tink its not fair, go to a place where you have the advantage.

End of story.

I only have one problem with this - factions who have their own shieldbusters, such as Corsairs, will be at a massive advantage, as factions who only have hullbusters could not come toe-to-toe with them (and, btw, Outcasts do not count as a shieldbuster faction. That infie is only useful against caps, and you know it.)

Unless you intend to make Freeports open to all...which would make sense.

Oh, and one other complaint. Sometimes, using gates and lanes is the only viable way for certain (unlawful) factions to get to an area, other than wasting 3 hours taking a roundabout way all across Sirius. I dont care if it is "unrealistic"...just say they hacked the gate, or something. Enjoying the game needs to be balanced against realism.
Pages (5): « Previous 1 2 3 4 5 Next »
Thread Closed 


  • 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