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Base balance and other such matters

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Pages (13): « Previous 1 … 6 7 8 9 10 … 13 Next »
Base balance and other such matters
Offline Stygian
04-16-2012, 09:06 PM,
#71
Member
Posts: 1,196
Threads: 108
Joined: Feb 2009

Great work so far, Cannon. Its a shame we can't have differing buy/sell prices but I can live with that.

Keep up the good work!

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Offline Skipper
04-16-2012, 09:19 PM, (This post was last modified: 04-16-2012, 09:24 PM by Skipper.)
#72
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Posts: 125
Threads: 3
Joined: Dec 2008

' Wrote::lol: Good work.
New performances of the mad non-PvP freak are at 8 and 10 on weekdays provided the date is an prime number on a moonless night.;)

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Offline SpaceTime
04-16-2012, 10:04 PM,
#73
Member
Posts: 1,501
Threads: 111
Joined: Jul 2005

' Wrote:So how do you protect your base against passers by who shoot it for no real reason other than the fact that they can? I really don't like the idea of my members being locked out of our base for a quarter of an hour because a troublemaker in a CSV took a potshot when no-one was looking.

The base supervisors can't be watching 24/7.
True. The loopholes brought up with this change are more than one.

If the reason is that someone could create a base right into the field, I guess you can do something with the FLHook and throw people an error when they try to build a base whose coordinates are inside or close to a field.
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Offline Lumik
04-16-2012, 10:17 PM,
#74
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Posts: 366
Threads: 23
Joined: Sep 2011

' Wrote:So how do you protect your base against passers by who shoot it for no real reason other than the fact that they can? I really don't like the idea of my members being locked out of our base for a quarter of an hour because a troublemaker in a CSV took a potshot when no-one was looking.

The base supervisors can't be watching 24/7.

This. Your posts are of course valid Cannon, but we are not talking about bases under siege. We are talking about problems with lolwuts who just shoot for fun and go on but the base is locked for long minutes. I have idea of base which is ore depot between miners and haulers. But something like this should be near trade lane. So lot people around. But if miner or hauler come close and base will be closed for five or even fifteen minutes (without a reason in fact), it will be very annoying.

Can´t there be a compromise? For example two shield modes, old and this one? Old one consumpt more resources if somebody shot because is on to next server restart it but docking is still possible. New consumpt less (until is sieged and constantly under fire) but docking is not available until shield is on.


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Offline Trogdor
04-16-2012, 11:32 PM,
#75
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Posts: 1,236
Threads: 64
Joined: Feb 2009

' Wrote:This. Your posts are of course valid Cannon, but we are not talking about bases under siege. We are talking about problems with lolwuts who just shoot for fun and go on but the base is locked for long minutes. I have idea of base which is ore depot between miners and haulers. But something like this should be near trade lane. So lot people around. But if miner or hauler come close and base will be closed for five or even fifteen minutes (without a reason in fact), it will be very annoying.

Can´t there be a compromise? For example two shield modes, old and this one? Old one consumpt more resources if somebody shot because is on to next server restart it but docking is still possible. New consumpt less (until is sieged and constantly under fire) but docking is not available until shield is on.

You don't even need lolwuts to happen. Npcs near the lanes will end up hitting it with overspray and turning on the shield.

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Offline Veygaar
04-17-2012, 12:22 AM,
#76
Member
Posts: 4,211
Threads: 157
Joined: Jan 2011

Make it so shields come up after 200k damage is dealt...

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Offline Jim.Solo
04-17-2012, 12:34 AM,
#77
Member
Posts: 194
Threads: 3
Joined: Jul 2011

' Wrote:Make it so shields come up after 200k damage is dealt...

Now there's an idea ! Why didn't I think of that? ;)

I like that, yes, base has to take damage and drop below 98% health or something before it turns the shield on, thus preventing accidental shield switch on.

Hmmm food for thought and discussion? :unsure:

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Offline Vexykin
04-17-2012, 01:24 AM, (This post was last modified: 04-17-2012, 01:25 AM by VeX.)
#78
Member
Posts: 2,069
Threads: 194
Joined: Jan 2010

Have to agree with that...When bases health reaches to 98 % the shields automatically go online and stay that way unless turned off manually.

And still we must be able to dock while shields are up...

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Offline Trogdor
04-17-2012, 01:41 AM,
#79
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Posts: 1,236
Threads: 64
Joined: Feb 2009

Sounds good at first, but not such a good idea. Someone could take a weapon with just under 200k damage, hit it, wait for the base to repair itself. Take another shot, wait for the base to repair itself, repeat. They could drain repair materials rapidly without engaging the shield.

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Offline Daedric
04-17-2012, 02:10 AM, (This post was last modified: 04-17-2012, 02:15 AM by Daedric.)
#80
Member
Posts: 4,321
Threads: 111
Joined: Nov 2010

Kudos to all the developers.

A question to all of you complaining about not being able to dock while a shield is up - and do forgive me I haven't used the player base feature.

If you leave an admin ship docked - you're free to log into said ship and turn the shield off from what I am gathering. I saw one of you say your base had six admins; to me that means the window where one of your faction members is locked out should be very very small. Unless all six of you are in one time zone and that isn't the development team's fault.

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