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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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So, bases

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So, bases
Offline Sabru
06-27-2013, 02:07 PM, (This post was last modified: 06-27-2013, 02:07 PM by Sabru.)
#21
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(06-27-2013, 01:59 PM)Thyrzul Wrote:
[color=#FFFFFFI'm not sure... did our "gods" abandon us?[/color]

I'd think it was more like the story of Nero fiddling while Rome burned.

[Image: 9KgNaeX.png]
Offline Anaximander
06-27-2013, 02:10 PM,
#22
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(06-27-2013, 01:59 PM)Thyrzul Wrote: I'm not sure... did our "gods" abandon us?

They invested their trust in the community, and look what we did with it.
Offline Thyrzul
06-27-2013, 02:18 PM,
#23
The Council
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(06-27-2013, 02:10 PM)Anaximander Wrote:
(06-27-2013, 01:59 PM)Thyrzul Wrote: I'm not sure... did our "gods" abandon us?

They invested their trust in the community, and look what we did with it.

How come we have server rules then, if they trust the community so much? Yup, some tried to use this new feature properly, some abused them, exploited it's strengths and weaknesses. I think there have been enough incidents around PoBs to wake them up.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
Offline Karst
06-27-2013, 02:20 PM,
#24
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The main argument for bases being nearly invulnerable now is that they require a huge amount of effort to build and maintain. Which is true.

However.....

The effort of base building and maintaining is flexible and while it takes a huge amount of game hours overall, these can be distributed over a period of time so that a comparatively small group, or even a single player, can create and maintain a base.

The attackers, on the other hand, need a continuous effort involving a large number of players.
Suggestion? Reduce the rate at which a base repairs, so that a siege doesn't have to be continuous and smaller amounts of players can launch assaults that won't immediately be worthless if they break off their attack.
To balance this out, the overall hitpoints could be increased.

(06-27-2013, 12:47 PM)Thyrzul Wrote:
Make PoBs easier to build and maintain as well as easier to blow up. That way attackers won't qq, that it takes weeks to siege a base and it still stands, and defenders won't qq that they lost weeks of hard work in a day.

I like this idea.

(06-27-2013, 12:55 PM)Duvelske Wrote: The problem are not the bases itself.. But the lack of PoB rules. I remember Jack henderson starting a topic with PoB rule suggestions. Might be a place to start with?

This is also very true.

(06-27-2013, 01:43 PM)Highland Laddie Wrote: 3. Make base shields more vulnerable to pulse weapon fire. This is the intended purpose of pulse weaponry, yes? Maybe make the shield have a high HP number that.can regenerate over time instead of 99% invulnerability until the fuel runs out?

Agreed. Base shields, right now, provide way more protection than is reasonable given the amount of effort it takes to create and fuel one.

[Image: jWv1kDa.png]
Offline Alley
06-27-2013, 02:27 PM, (This post was last modified: 06-27-2013, 02:29 PM by Alley.)
#25
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(06-27-2013, 12:47 PM)Thyrzul Wrote:
Make PoBs easier to build and maintain as well as easier to blow up. That way attackers won't qq, that it takes weeks to siege a base and it still stands, and defenders won't qq that they lost weeks of hard work in a day.

pretty much, the dev team's numbers for POBs are outdated by 2 years. The community sort of slimmed by 50%.

Laz Wrote: Alley was right.
Offline Zen_Mechanics
06-27-2013, 02:31 PM, (This post was last modified: 06-27-2013, 02:35 PM by Zen_Mechanics.)
#26
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It took 3/4 missiles in the vanilla, now it takes more then 16 caps, and given the tech boost disco gives to the vanilla, it is more likely to have better "shield" tech to withstand "3/4" missiles. Still, bases aren't supposed to be changed, maybe a little untweak here and there, otherwise you might as well have that mod where you can destroy npc bases. If you are dumb enough to allow a faction that is hostile to you to construct a base, you either deal with it or rp with it. In such case of "angry" zoners, I don't see any problem of them having bases, killing a base is not a hard thing to do if they can keep someone online 24/7 as they did in trying to siege that kappa station, to hunt the haulers that'll be WAY quicker. Still, in such scenarios you aren't supposed to go and ask the devs to reduce it just because the intended rp requires so, you should adjust your rp with what you currently deal, if you can't destroy it, make peace with it ( or stuff to that effect )

Edited some typos

Edit 2 : 1 more thing, making bases "killable" will spawn more QQ ( im sure you'll get the hang of it when you think about it )

Were fools to make war on our brothers in arms.

Offline AshHill07
06-27-2013, 02:33 PM,
#27
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Am I the only person who sees this whole "bases are hard to maintain" argument as rubbish? I mean, I know I'm not solo supplying Melbourne right now, but hell I'm sure I could if I had to without that much difficulty.

Anyway, the main problem I would have with bases suddenly becoming easier to kill, would be the fear of it turning back into what it was like around this time last year, when Melbourne was still only a core 2. I think every single faction in Liberty aside from the LPI had a crack at it, it was at the stage where we had to log every few hours just to defend it from the next bunch of angry people. Whether they be bored Official factions, or just a bunch of angry powertraders on LR or LNS Indie alts upset thier powertrade route though Alaska isen't as easy to do anymore. I don't think SFC| alone could hold Melbourne for more than a few days if it got kicked back to that level again, we simply don't have the activity we used to back then.

[Image: AshHill07.gif]
\\ CDR David Roberts \\ CAPT Steven Eversman \\ VADM Ash Hill // RDML Chris Murray // CDR Mick Connors //
\\ SFC| Patrol-7 \\ SFC| LNS-California \\ SFC| LNT-Century // SFC| LNS-San.Francisco // SFC| Patrol-5 //
Offline Thyrzul
06-27-2013, 02:40 PM,
#28
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(06-27-2013, 02:31 PM)Tel-Aviv Wrote: In such case of "angry" zoners, I don't see any problem of them having bases

The problem is not having the bases but abusing them.

(06-27-2013, 02:31 PM)Tel-Aviv Wrote: you should adjust your rp with what you currently deal, if you can't destroy it, make peace with it ( or stuff to that effect )

Suuuuuuure, and whole Omicrons should bow down before the might of ZA, just because they managed to pull up 4 Core4 bases overnight and powertrade enough to keep them alive, right? Now, THAT would be the definition of powergaming.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
Offline Anaximander
06-27-2013, 02:46 PM,
#29
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But who decides what "abuse" is? I'll have you know that for all intents and purposes that Kappa Defense Station is just as "abusive" as Mal FP was to me - they both shoot at me for no reason, although unlike Baffin I have no business in O74.
Offline Thyrzul
06-27-2013, 02:58 PM,
#30
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(06-27-2013, 02:46 PM)Anaximander Wrote: But who decides what "abuse" is? I'll have you know that for all intents and purposes that Kappa Defense Station is just as "abusive" as Mal FP was to me - they both shoot at me for no reason, although unlike Baffin I have no business in O74.

Again, the difference between the two is that while Mal Fp was intended to be Zoner IFF'd, but otherwise neutral, and the lockdown only happened due to two abusive outcasts in zoner caps, and lasted to a very short time, and of course while it lasted TAZ people offered a way to get through anyways, then the Kappa Defense Station initiated lockdown due to it's owners frakking up their relations with like everybody in their vicinity, and now waging their second war so far.

The difference between the two is that Mal FP was alone, blocked down one entrance of the system and only for a short period of time, while ZA managed to lock down all entrances into the system, and so far they wage their second war in a short period of time of their existence. Compare how long Mal FP lived and how long it was set to hostile with the ZA bases and their time of being set to hostile.

TAZ is the official authority in Baffin, and had to use the station to deal with abusers of Zoner hospitality and breakers of the pentabarf. "Collateral damage", innocents hurt in the process been reimbursed if they contacted them to my knowledge. ZA is a new party in O74, and by no means hold authority over the system, yet they used the stations for their own needs, conduct nomad research against the wishes of the Order, and taking over the system.

In my book, the actions of ZA constitute as abusement of game mechanics and powergaming.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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