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Base balance and other such matters

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Pages (13): « Previous 1 … 3 4 5 6 7 … 13 Next »
Base balance and other such matters
Offline Lumik
04-16-2012, 05:20 PM, (This post was last modified: 04-16-2012, 05:35 PM by Lumik.)
#41
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Posts: 366
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Joined: Sep 2011

Problem is that only few people can starve base to death with blocking docking during shield on. Now, when you siege a base, you need people in a perimeter around and blowing up ships when they appear. But they have a chance to run through blockade and supply.

After change, there can be only one fighter pew pewing base which prevent anybody from docking. Funny fact - if there will be much fuel and less repair material (ship hull panels etc), the base will die due to automatic damage despite the shield has enough fuel to be on. So if some people are willing to spend a weekend to siege your base, you can do nothing if you don´t have a lot of friends with fighters who kill them.

Really, this is a punishment to non-hidden bases which are trying to make sense for player bases (trading purpose etc). What will be a result? All bases will be hidden somewhere in remote systems. And people will be more suspicious, distrustful and paranoid than they are now.


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Offline Switchback
04-16-2012, 06:01 PM,
#42
Son of Malta
Posts: 1,623
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but can players undock from a base that has its shield up?

People will log alts in battleships. :\

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Offline Slartibartfast
04-16-2012, 06:05 PM,
#43
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Posts: 942
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Joined: Nov 2009

' Wrote:I wouldn't think the resources required to run the base would be worth the potential safety. I'd rather run the risk of dying and make more money mining.
Me too. Apparently though, some mining factions quite fancy the fact you can store and sell a large amounts of ore on the said bases, so presumably, they're prepared to finance such a base. Slapping it in the middle of a mining spot is only 1 step away.
' Wrote:Oh, well it must be my personal comfort.
NPC bases don't restrict docking when they are under attack, why should such thing happen in player bases?
Because NPC bases are balanced by being put there by developers and player bases are not?
' Wrote:Scenario: Trader is fleeing from pirates.
Trader dodges until he gets to a base. Trader docks. Trader is safe.

Same scenario with this moronic rule:
Trader dodges until he gets to a base. Pirate shoots once at the base. Trader is refused docking. Trader gets blown up. Trader later has to go back and take fuel to the base which it consumed while this bloody moronic rule allowed him to be exploded.

A braindead seacucumber would see this is not balance. Except perhaps, of course, you.

Why, thank you :ylove:

Disco must've been so damn unbalanced when player bases weren't around :unsure:

I'm not saying the solution is perfect. I still think the pros outweigh the cons. Maybe it's just me though. Maybe.
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Offline SpaceTime
04-16-2012, 06:12 PM,
#44
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Posts: 1,501
Threads: 111
Joined: Jul 2005

The cons are too big and it will seriously diminish the pros that player bases bring. This change was just employed for bases near the mining fields. But all the other known bases around Sirius will also suffer from it. I foresee this change being amended soon.

Edit: Just think of the endless loopholes that such change would bring.
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Offline Skipper
04-16-2012, 06:24 PM,
#45
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Posts: 125
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' Wrote:Why, thank you :ylove:

Disco must've been so damn unbalanced when player bases weren't around :unsure:

I'm not saying the solution is perfect. I still think the pros outweigh the cons. Maybe it's just me though. Maybe.
Oh-em-gee. :yahoo:

So wait, your argument is, this morony is okay, because other parts of the mod are okay?
In other words if, say, I shoot you in the face in the street in broad daylight in front of a police station, it's fine, because the traffic lights are working?

This rule has to go. If there's a problem with people building bases in permadamage areas, maybe bases should start with much less HP so the shieldmods will be impossible to finish before the permadamage kills them. Or better yet, make a rule, and have a mod insta-kill offending bases. But this rule is simply reducing lawful bases to 10% usefullness and survivability. Even correctly placed ones.

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Offline Slartibartfast
04-16-2012, 06:29 PM,
#46
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Posts: 942
Threads: 11
Joined: Nov 2009

' Wrote:Oh-em-gee. :yahoo:

So wait, your argument is, this morony is okay, because other parts of the mod are okay?
In other words if, say, I shoot you in the face in the street in broad daylight in front of a police station, it's fine, because the traffic lights are working?

This rule has to go. If there's a problem with people building bases in permadamage areas, maybe bases should start with much less HP so the shieldmods will be impossible to finish before the permadamage kills them. Or better yet, make a rule, and have a mod insta-kill offending bases. But this rule is simply reducing lawful bases to 10% usefullness and survivability. Even correctly placed ones.

:lol::lol::lol::lol::lol::lol::lol::lol:

Not other parts of the mod, other parts of this change. A pro of which I've already highlighted. And I'm all ears about your "arguments" as to why this change in a BETA is so tragic it makes you screech like a little girl.
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Offline jammi
04-16-2012, 06:29 PM,
#47
Badger Pilot
Posts: 6,549
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' Wrote:Disco must've been so damn unbalanced when player bases weren't around :unsure:
I think these guy's points is that the bases' locations are balanced by the amount of effort put in by the owners. The proportion of effort put in by pirates versus the owners is ridiculous at this point.

If one of your mission goals was to provide a safe-haven at a choke-point or to act as a trade outpost, you're sinking hundreds of millions of credits and literally days of man hours into making it work.

A single player can render both of those roles moot in 2 seconds and a single click of the right mouse button. How is that fair? The proportional amount of work and investment is totally out of synch.

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Offline HuggieSunrise
04-16-2012, 06:29 PM,
#48
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Posts: 1,559
Threads: 125
Joined: Jul 2008

cool stuff to be sure.

Im sure there will be ongoing tweaking and expanding of bases after this too in total. I just hope everyone can find it in thier hearts not to be so damned blood thirsty.

I mean remember... these things are full of.. hard working technicians and non combat types rply.. or a bunch of sexrobots.. or both.

please have mercy on the robots, thier societies slave labour..



unless your.. slave labor.. erm
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Offline Vexykin
04-16-2012, 06:30 PM, (This post was last modified: 04-16-2012, 06:37 PM by VeX.)
#49
Member
Posts: 2,069
Threads: 194
Joined: Jan 2010

Does removal of some commands mean you can basically sell anything on the base even not an Admin?

Also, when shields are on then even Administrators couldn't turn off the shields when they're outside of the base
Trollsome player can cause much anger...

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Offline Lumik
04-16-2012, 06:33 PM,
#50
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Posts: 366
Threads: 23
Joined: Sep 2011

' Wrote:Because NPC bases are balanced by being put there by developers and player bases are not?

Ehm, can you explain in which way? Just what come to my mind quickly:

NPC bases are indestructible. Player bases are destructible and even gets automatic damage despite on where they are build so needs maintaining.

NPC bases don´t need supplies. Player bases need amount of supplies as hell especially when they are not hidden or in hot spot so shield is very often on.

NPC bases have endlessly amount of commodities which are made from nothing. Player bases need to by supplied by commodities to have chance to sell them, which cost money or/and time.

NPC bases don´t have running costs. Player bases have running costs as hell and make them profitable is very uneasy because there must be one sell/buy price.

New feature- you can dock at NPC base while it is under attack. You can´t dock at player base while is under attack.

Well, what exactly on this is balanced?! :unsure:


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