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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Player Bases Idea

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Player Bases Idea
Offline Thyrzul
08-05-2013, 10:04 PM,
#41
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

Player base idea: Remove all of them. They have caused far too much trouble by now, far more than what good they brought to the server.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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Offline carlfatal
08-06-2013, 12:59 AM, (This post was last modified: 08-06-2013, 01:05 AM by carlfatal.)
#42
Member
Posts: 147
Threads: 23
Joined: Jul 2011

Two thought on this:

1) I never was a friend of Ravenhurst but one of the people who built it. The reason - to get rid of all the not invited ships docking there. In my view it would look better, if we were able to administrate Pueblo Bonito and have some WPs there to prevent people from docking.
Ravenhurst from the first day so to say was a inRP ooRP base, cause we were, and are not able to simply install some WPs around PB. But it does it´s work though. And so we will deal with it, until we can administrate our temple without using a POB.


2) And like Ravenhurst i dislike the most POB´s around. A few are nice, with some well thought RP behind or with a bar people use for RP. But the most of them are made for greed and people now grind instead of playing. And if such a base is sieged by other players, everything turns into worse.

So I see a problem with POB´s in general, also cause they can change or in some cases destroy the balance of a system. I would like to see POB´s as a kind of SRP only (but not THAT expensive like now). Some nice RP should be background, and where to place a base must not be only a question to the owner.

And i like versatil´s idea to take over npc bases by shooting them long enough. With some reasonable rules (damn, rules again...) this could make fun.
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Offline SMI-Great.Fox
08-06-2013, 01:07 PM,
#43
Member
Posts: 2,670
Threads: 364
Joined: Mar 2009

If only we there was a way to make a permanent base that could act like a player one. Being able to hold player cargo at amounts passed by..

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Offline Blodo
08-06-2013, 02:20 PM,
#44
No Pilot
Posts: 2,852
Threads: 128
Joined: Jan 2008

Yes so you could have all the benefits without any of the risk...Where's the fun in that?
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Offline Sabru
08-06-2013, 02:53 PM,
#45
Member
Posts: 2,274
Threads: 262
Joined: Jan 2012

i agree. core 1 and 2 bases seem fine, but core 4 seem way overpowered in defence.

as has been suggested before, make them easier to maintain

or another idea....
radically increase core 4 commodity usage rates under siege and use the admin hammer on all ooRP base supplying.

maybe make core 4 bases only for groups that can prove they can supply it within RP means. combine that with the adminhammer being used on ooRP supplying, it cuts down on the number of OP bases.

TL;DR
my idea:
make core 1 and 2 bases easier to supply so people can have their bases, but maybe limit the amount of turrets they can have.

make core 3 and 4 bases for factions only.

that way, people have their bases still but the chance of someone using a base to screw around is lessened.

perhaps also incorporate the tech tree ideas blodo mentioned. but again, limit any military outpost bases to factions only and then only to ones who would have a reason to have one.

a few ways to control things this way:
crack down heavily on any ooRP base supplying
remove bases which cause undue problems (mainly talking about core 3 and 4 which are used stupidly i.e ZA bases in O-74).

You cant really solve the timezone problem though.

[Image: 9KgNaeX.png]
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Spike Seadra
08-06-2013, 02:59 PM,
#46
Unregistered
 

(08-05-2013, 08:28 PM)optimusjamie Wrote:
(08-04-2013, 12:42 PM)Zelot Wrote: So POB's become another "only for official factions" toy?

-1

This


Yup, i already voted for this and now i do it again.
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