• 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 Rules & Requests Rules
« Previous 1 … 3 4 5 6 7 … 198 Next »
Overhaul Sieging Rules.

Server Time (24h)

Players Online

Active Events - Scoreboard
Core Dominance - 0 / 10,000
Humanity's Defiance - 0 / 10,000
Nomad Ascendancy - 0 / 10,000
Order Mastery - 0 / 10,000

Latest activity

Poll: Should these rules be implemented as is or should they be changed?
You do not have permission to vote in this poll.
Yes.
36.36%
16 36.36%
No.
43.18%
19 43.18%
There should be a change to the proposed rules. (Explain below.)
20.45%
9 20.45%
Total 44 vote(s) 100%
* You voted for this item. [Show Results]

Pages (10): « Previous 1 … 6 7 8 9 10 Next »
Overhaul Sieging Rules.
Offline E X O D I T E
07-03-2018, 04:12 PM,
#71
Banned
Posts: 1,007
Threads: 133
Joined: Mar 2013

(07-03-2018, 04:04 PM)Nodoka Hanamura Wrote: I would rather not my under construction Faction base be blasted to bits whilst we try to get it to core two without getting a damn dear john letter before hand, Sciamach.

That sounds like a case of "I'm against this, not out of principle, but out of self-interest."

I, for one, would gleefully welcome back the "no-RP needed" siege of Core 1s. Mostly because I don't own any.

User was banned for: https://discoverygc.com/forums/showthrea...tid=182360
Time left: (Permanent)
Reply  
Offline Karlotta
07-03-2018, 04:13 PM,
#72
Banned
Posts: 2,756
Threads: 85
Joined: Sep 2016

No matter how you tune the hitpoints, the repair rate, the declaration times, and the amount of RP required.

Mob rule will remain mob rule for as long as you let the mob rule.

The only way to stop or at least reduce the drama about bases is to make rules to stop both base spam and the destruction of positive-impact bases. It's not that hard.

User was banned for: https://discoverygc.com/forums/showthrea...tid=200950
Time left: (Permanent)
Reply  
Offline BATGRU Ouroboros CENTCOM
07-03-2018, 04:19 PM, (This post was last modified: 07-03-2018, 04:20 PM by BATGRU Ouroboros CENTCOM.)
#73
Member
Posts: 13
Threads: 6
Joined: Jun 2018

(07-03-2018, 04:12 PM)Exo the Plier Guy Wrote:
(07-03-2018, 04:04 PM)Nodoka Hanamura Wrote: I would rather not my under construction Faction base be blasted to bits whilst we try to get it to core two without getting a damn dear john letter before hand, Sciamach.

That sounds like a case of "I'm against this, not out of principle, but out of self-interest."

I, for one, would gleefully welcome back the "no-RP needed" siege of Core 1s. Mostly because I don't own any.

Anyone with a core one shares this notion. How would you like it if instead of having Nomads declare their attack in their message dump, they just up and blasted Kemmerer to bits the moment they saw it?

(Oops, it a nodo in disguise, admins, please change this post to my account.)
Reply  
Offline LaWey
07-03-2018, 04:20 PM,
#74
SCEC studying YOU
Posts: 1,278
Threads: 66
Joined: Jan 2018

Core 1 need some defense to become in Core 2. I disagreed with opinion it should be hidden. Instead of that, RP-base should be open for sight enough, because what sense make hidden base for RP? You can not build it and play RP as well as it exist or use some rock and power of imagination.

Problem here as it was said indeed with griefers who can destory your core-1/core-2 regardless of played RP, and damn, protect base if even you have defenders very hard thing, because right now there sieges mostly going by same old playerbase who just rollstomp any tries of defend. Even if you can stand against it, by current system you constantly under harrasments, because siegers can attack you in any time.

I agreed, troll core one PoBs bad, but there needed another decision. Even Core 2 mostly dont live to meet time requirements for upgrade. If you allow siege Core 1 without declaration it will be just impossible build Core 2 due griefers.
Reply  
Offline E X O D I T E
07-03-2018, 04:22 PM,
#75
Banned
Posts: 1,007
Threads: 133
Joined: Mar 2013

Railroad time.

The current siege system, while imperfect, is still better than just about any alternative put forward, which skews the balance either unspeakably in favor of the attacker, drags the siege out, or lets the defender make at least one or more other player's efforts all be for naught because buffs.

At the very least, under the current system, a properly stocked and equipped base will require sustained fire from literally exponentially more players than it took to supply it to kill it, and if the other side can bring those numbers, nobody's going to log to defend it lest they be ground to a paste because they will trickle in and get munched piecemeal, or just see the numbers and log back off.

The problem is, of course, the people who don't understand such things as "FWO is love", "repair commodities are life", and "shields and fuel make sieging your base take longer, definitely long enough to muster a response if it's only a few people."

@ronillon learned the hilarious way that shields will save your bacon when he undocked from his place to find some indie ALG Uruz shooting his base with no RP. Had he no shield, the indie's guns just might have wrecked the base. Sobering stuff.

tl;dr Shield Modules stop griefers.

User was banned for: https://discoverygc.com/forums/showthrea...tid=182360
Time left: (Permanent)
Reply  
Offline Nodoka Hanamura
07-03-2018, 04:25 PM,
#76
Exuberant Lilith
Posts: 1,587
Threads: 185
Joined: Jul 2016

(07-03-2018, 04:22 PM)Exo the Plier Guy Wrote: tl;dr Shield Modules stop griefers.
Except when it takes a fortnight to get one up and running.

[Image: NodokaDisco.gif]
Reply  
Offline Kauket
07-03-2018, 04:28 PM,
#77
Dark Lord of the Birbs
Posts: 6,567
Threads: 507
Joined: Nov 2014
Staff roles:
Art Developer

(07-03-2018, 04:25 PM)Nodoka Hanamura Wrote:
(07-03-2018, 04:22 PM)Exo the Plier Guy Wrote: tl;dr Shield Modules stop griefers.
Except when it takes a fortnight to get one up and running.

Quote:• 15,000 Robotic Hardware
• 15,000 Industrial Hardware
• 10,000 Magnetic Superconductors
• 10,000 Fusion Diodes

If it takes you 14 days to do that in a group, something is very wrong. (and yes, pobs are intended as a groupwork thing to set up)

[Image: kauket.gif]
Reply  
Offline Sciamach
07-03-2018, 04:29 PM, (This post was last modified: 07-03-2018, 04:29 PM by Sciamach.)
#78
Member
Posts: 1,643
Threads: 114
Joined: Jul 2013

(07-03-2018, 04:25 PM)Nodoka Hanamura Wrote:
(07-03-2018, 04:22 PM)Exo the Plier Guy Wrote: tl;dr Shield Modules stop griefers.
Except when it takes a fortnight to get one up and running.


Hmm, it's almost like there should be a risk of siege rather than POBs being guaranteed safe entities. Play the cards you're dealt, don't just whine because you get or think you'll get a bad hand.

A major part of RPing is dealing with situations you didn't anticipate and acting accordingly as your characters. Last time I checked, this was an RP server. Act like it.

[ sci·am·ach ]
/sīˈamək/
A simple, angry man casually working his way through life on a personal quest to acquire copious amounts of street cred.
Reply  
Offline E X O D I T E
07-03-2018, 04:30 PM, (This post was last modified: 07-03-2018, 04:35 PM by E X O D I T E.)
#79
Banned
Posts: 1,007
Threads: 133
Joined: Mar 2013

(07-03-2018, 04:25 PM)Nodoka Hanamura Wrote:
(07-03-2018, 04:22 PM)Exo the Plier Guy Wrote: tl;dr Shield Modules stop griefers.
Except when it takes a fortnight to get one up and running.

Have you no buddies you trade with to ask for help? If you want your RP base, there are shipping factions that will gleefully take your money to move the supplies.

POBs were always intended to be a group effort
[Citation needed] so if you're not bringing in your friends and whatnot to assist you, you are known in the business to be "doing it wrong".

If you have no friends, I'll be your friend.

EDIT: Nodoka, I didn't expect Kemm to last a day. It was
  • There to in-RPly piss you off
  • Hold Nom Remains
  • Free repairs for my lolwut mission farming adventures as long as it lasted.

User was banned for: https://discoverygc.com/forums/showthrea...tid=182360
Time left: (Permanent)
Reply  
Offline LaWey
07-03-2018, 04:34 PM, (This post was last modified: 07-03-2018, 04:36 PM by LaWey.)
#80
SCEC studying YOU
Posts: 1,278
Threads: 66
Joined: Jan 2018

*Awaiting weeks for half-dead shippies faction response* Not in THP adress, tho. But make all inRP due long response take much more time than just do all ooRP on Junker. BUT YEAH YOU NEED RP FOR CORE 3. Await for weeks while your base will destroyed.

Upd. I know that ANOTHER problem, but stop please speak like organise and wait inRP delivery take same amounts of time as just get bunch of siegers.
Reply  
Pages (10): « Previous 1 … 6 7 8 9 10 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
2 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode