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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 Govedo13
06-27-2013, 10:25 PM, (This post was last modified: 06-27-2013, 10:41 PM by Govedo13.)
#71
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Hm Cannon can use the script written for docking bays in order to reduce the amount of docked ships in POBs. I guess it should be technically possible to give 10-15 docking spots per level or similar.
In general bases can go up to core 10, 4 is the official server limit now as far as I know. Spazzy made such base on his private server:
http://discoverygc.com/forums/showthread...ent+server
I does not see as good idea to limit them, I would change them however and let them to go to 10 by adding ton of different stuff but it requires production on bases and ship production on bases. This is too hard for devs to be done fast- it requires total rebalance of the trading and total shift of cap ship production to POBs.
Sadly 90% of the reasonable changes require a lot of Cannon work and he is quite a busy guy. The best possible thing is to find someone else good with writing such scripts to help him.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

neke
06-27-2013, 10:31 PM,
#72
Unregistered
 

Correct me if I am wrong but I see this thread as a whine thread because someone can't destroy couple bases?

However I do agree that the oorp bases bring is quite significant, especially these alliances that want to take them down. Hint hint hint...
Offline GTB
06-27-2013, 10:38 PM, (This post was last modified: 06-27-2013, 10:43 PM by GTB.)
#73
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(06-27-2013, 10:25 PM)Govedo13 Wrote: Hm Cannon can use the script written for docking bays in order to reduce the amount of docked ships in POBs. I guess it should be technically possible to give 10-15 docking spots per level or similar.
In general bases can go up to core 10, 4 is the server limit now as far as I know.
I does not see as good idea to limit them, I would change them however and let them to go to 10 by adding ton of different stuff but it requires production on bases and ship production on bases. This is too hard for devs to be done fast- it requires total rebalance of the trading and total shift of cap ship production to POBs.
Sadly 90% of the reasonable changes require a lot of Cannon work and he is quite a busy guy. The best possible thing is to find someone else good with writing such scripts to help him.

Even if you limited how many ships can be docked at a base, that still wouldn't stop some of those ships docked being the base owners and stock piled with resources. Thinking in general, and don't even know if this is technically possible.

But when a base is under attack (it's shield is up). Disable the base from being able to be traded too. That way it wouldn't matter how many ships can dock their, if it cannot be traded to while shield is up. Then that would force the base owners into having to fight the base attackers off - until base shield goes down again allowing them to trade with base. That would do away with the problem of while a base is under attack, base owners simply switch to an account docked and trade goods to repair - if they cannot do it while bases shield is up.

in otherwords, when a bases shield is up, base trading is completely disabled.
 
Offline Govedo13
06-27-2013, 10:44 PM, (This post was last modified: 06-27-2013, 10:52 PM by Govedo13.)
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The problem with this approach is because there are overnight attack parties.
So it makes the game a job- this is the main reason why devs does not want to introduce more bust approach for massive damage over small time frame. Also nothing stops a group of 5-6 skilled LFs like Hayabusa to keep the base shield on and disable the defenders and eventually killing the base by its natural resource drain even if they have less numbers. Putting serious bunch of ships costs a lot of money and time too so there is should be some advantage.

In general I cannot see more then 2 paths to solve the problem- one is to reduce the base survivability and to make bases more easy to build and the other is the gun that I proposed. Mind that both parties attackers and defenders should have the equal stand- now the defenders have advantage, I wont even mention how huge is it when the attackers happen to be without battleships. Then it is totally impossible to kill level 4 base instead of hard to kill.


Neke you are right I try to high-jack the topic in order to have constructive discussion- whining could continue in the ZA feedback topic:
http://discoverygc.com/forums/showthread.php?tid=100449
No need for 2 identical topics also since there would be next such problem in the future if no changes are made it is better to find some kind of solution.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

Offline GTB
06-27-2013, 11:08 PM, (This post was last modified: 06-27-2013, 11:19 PM by GTB.)
#75
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Make bases much easier to build, upgrade and maintain. While at same time, being much easier to kill. That's the only way I can see things being balanced out to suit both sides really. But as said before, the biggest issue is ships docked stock piled with resources owned by the base owners, that's the most unbalanced thing for me. To think a group of people could be attacking a base for days on end 24/7, then the base owners switch to docked ships and repair damage done in 5 minutes. That's crazy, and it only helps puts people off from wanting to even siege a base knowing that can happen, they just wasted days of their time.

Why I suggested before that trading to a base should be disabled while shield is up. That way, at least then the attackers know if they can keep that shield up, then they have it nailed eventually. And the base owners have no choice but to drive the attackers away to restock base once shield goes down. That would also lead to POB needing "more people" involved in the running of them - if they hope to defend them.

That's the best way I can think off dealing with it anyway.
 
Offline Madvillain
06-28-2013, 12:15 AM,
#76
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Did someone propose the following idea already?

Keep bases difficult to destroy as it is , but make it possible to incapacitate certain functions of them.
For instance , shooting certain modules of the base can cause the module to be heavily damaged, it won't disappear , but it will need time and effort to get repaired again.
Sauce it up with some visual effects , tweak and discuss this like hell , and there might be a solution in this raw idea that everyone likes?
This way an attacker can leave serious damage , giving them some form of achievement without totally destroying the hard work of someone else.

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Offline Highland Laddie
06-28-2013, 12:34 AM, (This post was last modified: 06-28-2013, 12:49 AM by Highland Laddie.)
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What about giving PoBs ability to blacklist specific factions/IDs from docking or coming close, then take away the option to shoot at everything/anyone? I suppose you could set it to shoot at all IDs manually, but I guess that'd be more work.

About the Siege gun/ship idea, interesting, but what's to prevent these from being used/abused against large capships?
Offline Thyrzul
06-28-2013, 05:55 AM,
#78
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Later the day I'll make a more detailed list with explanations and descriptions to each proposed change, and gonna add the ones proposed in the meantime.

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Offline GTB
06-28-2013, 10:37 AM,
#79
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Hmm... don't really agree with the big gun idea for caps to siege high level POB with. It swings things too much in favour of base destroyers for me, while still leaving POB just as hard to build to a high core level. As somebody mentioned in another thread, it usually takes a group months to build a POB to Core 4 level. So being able to kill one at that stage in a matter of days isn't realistic and would probably lead to people not bothering building POB in the future. Not if you had this super-gun for caps killing high level bases in days.

Work put into getting a POB to Core 4, versus how fast it can be killed is a major problem. Why I can understand the admins being hesitant to change things.
 
Offline Jinx
06-28-2013, 11:12 AM,
#80
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the dev team isn t that slow - we have already discussed the "special siege weapon" or "big special gun" option - and rejected.

what was proposed in that respect:

- a special weapon like the barge - vulnerable but efficient in base siege, slow to move - basicly just one big f-gun without self defense
- even the same big gun idea with only ONE shot - one ammo. - so it would require a fleet of support ships to supply it with the precious ammo. - and ammo costing a LOT to avoid lolwuttery random base killing
- special capital ship mounted weapons that are inefficient against other ships - but efficient against bases

we also discussed

- methods of crippling bases from within ( like using space marines as a chance to increase the "bleedthrough" of weaponfire vs. base shields )
- the option of efficient blockades
- hacking of base access to allow a "hacked" sabotage ( effectivly resulting again in more bleedthrough of shield damage )


but all was rejected for the simple fact that:

- players act irresponsibly - even if they firmly believe they are not. - they attack stuff, cause THEY do not like it, but not cause their CHARACTER has a reason to take such a risk.
- they make up / fabricate reasons just to give them justification, even if those very reasons are barely plausible at best
- they sometimes do not even bother at all with reasons



in short:

- the REAL currency is TIME. - PoBs take time... and that is very real, no matter if its a game or not.
- the player building a base invest that currency - and we expect the attackers to invest an equal amount in the same currency.

- bases do start at tier 1 ... and tier 1 is very killable for a moderate attack group. - factions that dislike a pob in a specific place are given time to take out that base at that time ( ... provided they do have sufficient inRP reason ... )

- players that fail to use that window of opportunity will have to invest a lot more the longer they wait.





explanation:

RP is often about communication. it is also about deceit, trust, faith. - so the worst thing that can happen is that you TRUST a base builder who turns on you once his base becomes powerful enough.

that means you have put your trust in the WRONG person. however if you are too suspicious - you may loose a powerful ally.



the dev team has explored literally COUNTLESS scenarios in how to dispatch bases on a FAIR basis. - and a lot of what players complain about is their own fault in the end.

yes - if you get a tier 4 base in a place you hate it to be ... and you piss off the owner - or the owner turns on you - and you do not have the power to destroy it in RP ... it is your fault.

if the person building the base had an overwhelming force to start with - meaning you had no chance to even prevent a tier 1 base.... then your might want to reconsider your place in this part of space entirely, cause you clearly do not have the power that you claim to have / wish to have / think you deserve to have.

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