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Playerbase Siege Adjustments

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Playerbase Siege Adjustments
Offline AuruemSaber
11-22-2023, 10:49 AM,
#41
King Among Thieves
Posts: 1,165
Threads: 83
Joined: Feb 2019

(11-22-2023, 10:44 AM)Czechmate Wrote:
Quote: enforcing the alien gate's sanctity remaining clear

You are way too far from your bases or any allied bases now to do in any way, blanked piracy line is way too powerful to be that far. That you used that oversight to siege PoBs is on staff for not updating the IDs, PR is sent and you are right that this is not the topic. If Orion gets parked there as the gate is so important then you can request the lines back, but they have to go now.

I've literally seen your FLG in Omicron Delta before, so maybe stop the self righteous I care for lore and logic act cause you never have.
Offline Lemon
11-22-2023, 10:54 AM, (This post was last modified: 11-22-2023, 10:55 AM by Lemon.)
#42
The Legendary Lemon
Posts: 2,392
Threads: 114
Joined: Apr 2020

(11-22-2023, 10:49 AM)Darkstar_Spectre Wrote:
(11-22-2023, 10:44 AM)Czechmate Wrote:
Quote: enforcing the alien gate's sanctity remaining clear

You are way too far from your bases or any allied bases now to do in any way, blanked piracy line is way too powerful to be that far. That you used that oversight to siege PoBs is on staff for not updating the IDs, PR is sent and you are right that this is not the topic. If Orion gets parked there as the gate is so important then you can request the lines back, but they have to go now.

I've literally seen your FLG in Omicron Delta before, so maybe stop the self righteous I care for lore and logic act cause you never have.
This is an ID Piracy line staff oversight. Nothing to do with flying somewhere, all IDs can do that besides minor exceptions.
Offline Demonic
11-22-2023, 11:14 AM,
#43
Cardamine Consigliere
Posts: 757
Threads: 67
Joined: Aug 2016

(11-21-2023, 10:37 PM)Haste Wrote: After observing several weeks of active player base sieges, we have concluded the current numbers favor the attacking side far too much. Therefore, we're making the following adjustments upon the next server restart:

Hull repaired per repair commodity per minute: 240 -> 400 (further multiplied by the base's core level).

Shield reinforcement thresholds (the damage a PoB's shield can take prior to increasing its resistance to damage by a flat 20%):
Core 1: 1250000 -> 1500000 (Maximum possible damage dealt per day: 5000000 -> 6000000)
Core 2: 1250000 -> 1500000 (Maximum possible damage dealt per day: 5000000 -> 6000000)
Core 3: 1500000 -> 1825000 (Maximum possible damage dealt per day: 6000000 -> 7300000)
Core 4: 1750000 -> 2300000 (Maximum possible damage dealt per day: 7000000 -> 9200000)
Core 5: 2000000 -> 2750000 (Maximum possible damage dealt per day: 8000000 -> 11000000)

In short: bases now repair at a substantially higher rate. The maximum damage that can be dealt has also been increased to partially make up for this change. The result is that successfully repelling a siege for day will allow the base to repair a more significant amount of hull. The total number of successful sieges required for higher core bases to be destroyed has also been increased.

We will of course continue keeping a close eye on base sieges and have further plans to improve weapon platforms, focusing specifically on their scaling against larger groups of enemies, where they are currently lacking.



I've slightly adjusted the above thresholds as we're also making wear & tear damage no longer scale per core, causing high core bases to die very quickly when unsupplied. Wear & tear damage is now 200 per minute across the board regardless of core level. Bases with insufficient crew take three times as much (600) instead.

@Haste Are you sure about the math? I did the calculations, and unless I'm way off the attackers need the following to kill the base (assuming full damage and repairs of course):

Core 13 wins in 4 consecutive days to kill Core 1
Core 26 wins in a row to kill Core 2
Core 39 wins in a row to kill Core 3
Core 410 wins in a row to kill Core 3
Core 511 wins in a row to kill Core 3

I did the math in excel, building a calculator for it in the proces, it's here. Please, anyone else who knows how the math is, go there, and check the math, because if I'm NOT wrong, than this is a colosal overcorrection.

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Offline Lemon
11-22-2023, 11:27 AM, (This post was last modified: 11-22-2023, 11:32 AM by Lemon.)
#44
The Legendary Lemon
Posts: 2,392
Threads: 114
Joined: Apr 2020

(11-22-2023, 11:14 AM)Demonic Wrote:
(11-21-2023, 10:37 PM)Haste Wrote: After observing several weeks of active player base sieges, we have concluded the current numbers favor the attacking side far too much. Therefore, we're making the following adjustments upon the next server restart:

Hull repaired per repair commodity per minute: 240 -> 400 (further multiplied by the base's core level).

Shield reinforcement thresholds (the damage a PoB's shield can take prior to increasing its resistance to damage by a flat 20%):
Core 1: 1250000 -> 1500000 (Maximum possible damage dealt per day: 5000000 -> 6000000)
Core 2: 1250000 -> 1500000 (Maximum possible damage dealt per day: 5000000 -> 6000000)
Core 3: 1500000 -> 1825000 (Maximum possible damage dealt per day: 6000000 -> 7300000)
Core 4: 1750000 -> 2300000 (Maximum possible damage dealt per day: 7000000 -> 9200000)
Core 5: 2000000 -> 2750000 (Maximum possible damage dealt per day: 8000000 -> 11000000)

In short: bases now repair at a substantially higher rate. The maximum damage that can be dealt has also been increased to partially make up for this change. The result is that successfully repelling a siege for day will allow the base to repair a more significant amount of hull. The total number of successful sieges required for higher core bases to be destroyed has also been increased.

We will of course continue keeping a close eye on base sieges and have further plans to improve weapon platforms, focusing specifically on their scaling against larger groups of enemies, where they are currently lacking.



I've slightly adjusted the above thresholds as we're also making wear & tear damage no longer scale per core, causing high core bases to die very quickly when unsupplied. Wear & tear damage is now 200 per minute across the board regardless of core level. Bases with insufficient crew take three times as much (600) instead.

@Haste Are you sure about the math? I did the calculations, and unless I'm way off the attackers need the following to kill the base (assuming full damage and repairs of course):

Core 13 wins in 4 consecutive days to kill Core 1
Core 26 wins in a row to kill Core 2
Core 39 wins in a row to kill Core 3
Core 410 wins in a row to kill Core 3
Core 511 wins in a row to kill Core 3

I did the math in excel, building a calculator for it in the proces, it's here. Please, anyone else who knows how the math is, go there, and check the math, because if I'm NOT wrong, than this is a colosal overcorrection.
you have 2 tries in one siege period due to death counter

or
3/28
6/28
9/28
10/28
11/28

with failed windows + repair and sometimes not being able to use the window for 2 attacks
it could move closer to a reasonable 50% ish fight needed to be won for core 3-4 if your numbers are right
Offline Demonic
11-22-2023, 11:36 AM, (This post was last modified: 11-22-2023, 11:36 AM by Demonic.)
#45
Cardamine Consigliere
Posts: 757
Threads: 67
Joined: Aug 2016

(11-22-2023, 11:27 AM)Czechmate Wrote: you have 2 tries in one siege period due to death counter

or
3/28
6/28
9/28
10/28
11/28

with failed windows + repair and sometimes not being able to use the window for 2 attacks
it could move closer to a reasonable 50% ish fight needed to be won for core 3-4 if your numbers are right

Doesn't matter. The calculator uses the absolute maximum daily damage possible provided by haste. You need to do that amount of damage 6 days in row, to kill core 2 base and 9 days in a row to kill core 3.

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Offline Lemon
11-22-2023, 11:47 AM, (This post was last modified: 11-22-2023, 11:48 AM by Lemon.)
#46
The Legendary Lemon
Posts: 2,392
Threads: 114
Joined: Apr 2020

(11-22-2023, 11:36 AM)Demonic Wrote:
(11-22-2023, 11:27 AM)Czechmate Wrote: you have 2 tries in one siege period due to death counter

or
3/28
6/28
9/28
10/28
11/28

with failed windows + repair and sometimes not being able to use the window for 2 attacks
it could move closer to a reasonable 50% ish fight needed to be won for core 3-4 if your numbers are right

Doesn't matter. The calculator uses the absolute maximum daily damage possible provided by haste. You need to do that amount of damage 6 days in row, to kill core 2 base and 9 days in a row to kill core 3.
yeah and you have up to 28 tries to do it
Offline Demonic
11-22-2023, 11:49 AM, (This post was last modified: 11-22-2023, 11:58 AM by Demonic.)
#47
Cardamine Consigliere
Posts: 757
Threads: 67
Joined: Aug 2016

I don't get your logic. Imagine they cut down on the Declarations lasting only 7 days how Haste mentioned. How are you going to destroy core 4 or 5 ?

I agree with Haste the situation was disproportionaly favouring the attackers, now it does the some to defenders.

Honestly if anything, the bases should be quicker to die, but the declarations shorter. F.E: You have 7 days to kill the base.

Core 1 should die if you damage it 2 times in 4 days
Core 2 should die if you damage it 3 times in 5 days
Core 3 should die if you damage it 3 times in 4 days
Core 4 should die if you damage it 3 times in row
Core 5 should die if you damage it 4 times in a row

also, nerf the GB Guns. GBs should really only reach max damage in a large pack in a long time.

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Offline Lemon
11-22-2023, 11:55 AM, (This post was last modified: 11-22-2023, 12:03 PM by Lemon.)
#48
The Legendary Lemon
Posts: 2,392
Threads: 114
Joined: Apr 2020

(11-22-2023, 11:49 AM)Demonic Wrote: I don't get your logic. Imagine they cut down on the Declarations lasting only 7 days how Haste mentioned. How are you going to destroy core 4 or 5 ?

I agree with Haste the situation was disproportionaly favouring the attackers, now it does the some to defenders.
it is 14 days now, how he did the numbers

he will need to remake them for 7

I'd say something in between like 10 days sounds more reasonable with numbers adjusted for it
Offline Lord Helmchen
11-22-2023, 01:08 PM,
#49
Member
Posts: 1,449
Threads: 169
Joined: Jan 2020

Why Fiddle with all the Numbers? I mean a Siege Period of 2 Weeks is Really long and Annoying for both Parts. There is a reason why most EVENTS aren't that long. This is a Game and even when it's a ROLEPLAY Game, things like a Siege shouldn't Feel like Work. Maybe Reduce Siege Time to a Week or Adjust the Numbers to make it a Weekend thing, you know when most people have no WORK. The base ideas of patch 5.0 are great, I just feel that we are currently in some sort of Refinement Phase. Don't Get Me Wrong that is not a bad thing, but currently, PoB owners are suffering from this the most because nothing is final.


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Offline Nika
11-22-2023, 01:35 PM,
#50
Armed to the Teeth
Posts: 1,727
Threads: 201
Joined: Mar 2018

I think we're overlooking the months long invulnerability to declarations following successful repel of attacks. Two weeks seem more than justified with this in mind.
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