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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Open Petition to the Admins: POBs

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Open Petition to the Admins: POBs
Offline Jack_Henderson
10-25-2016, 04:54 PM,
#41
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

Edited the /signed guys in up to this post.

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Offline sasapinjic
10-25-2016, 05:00 PM,
#42
Member
Posts: 1,693
Threads: 32
Joined: Apr 2015

/signed

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Offline Jack_Henderson
10-25-2016, 05:07 PM, (This post was last modified: 10-25-2016, 05:19 PM by Jack_Henderson.)
#43
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

@ "Every POB should be 15 k from NPC bases, too" idea:

I have to admit, I have a hard time understanding this idea fully.

I have always approached the topic from the point of view of "does it change gameplay in a negative way"?

a) hole/gate blocking: Do 5 guns in insta range change my gaming experience negatively when they insta me after jumping? => Yes.
b) mining field area denial: Do 5 guns that restrict access to a place harm gaming experience? => Yes
c) NPC-POB cluster: Does a POB (of the same IFF!) that is close to an NPC base (of that same IFF) change gaming experience? => No.
d) NPC-POB cluster with differing IFFs: Does a POB (of IFF #1) that is close to NPC base (of IFF #2) change gaming experience in a negative way? => perhaps (if IFF are problematic to each other)

I think only c) and d) are worth discussing, the others are obvious.

c) If POB and NPC base form a cluster and have the same IFF, there is literally no difference in gaming experience. The NPC base is far more "destructive", as you can dock on it always, whereas POB shields can be raised. Docking ends every interaction. The only difference is that hugging an NPC-POB cluster can be very effective and create ONE safe zone (even though the firepower of the NPC base is barely noticeable in this combination, if we do not talk about insta dual-missile planets or NPC battleships).

BUT: if you separate NPC base and POB, you have TWO safe zones. The NPC base that you can nosedive into, and the POB that you can hug and that pews everything to death.

Therefore, I think that ONE "same IFF POB-NPC base cluster" is actually less harmful than 2 separate entities that create TWO safe zones.


d) If POB and NPC base have different IFFs, things can potentially get messy. Hypothetical example (exaggerated on purpose): If Outcasts managed to build a POB 2 k from Java or Sairs a POB at Freeport 1 in O3, things would not work. The situation would not make sense irply, and it would be damaging gameplay obviously.

Therefore, I would suggest the following idea, based on "only harmful combinations need to vanish" premise:

Quote:All POBs need to be 15 k from mining areas, gates and holes.
POBs can only be built closer than 15 k to any NPC base if POB IFF and NPC base IFF are identical.


This would - in my opinion of "what is harmful" - cover all negative gameplay experience cases.

I am not against doing a "15k from every base" rule, however I believe that same-IFF POB-NPC base clusters are actually less damaging than creating 2 safe spots in rather close vicinity.

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Offline Altejago
10-25-2016, 05:21 PM, (This post was last modified: 10-25-2016, 05:25 PM by Altejago.)
#44
Resident Trucker
Posts: 1,798
Threads: 125
Joined: Aug 2010

I'm inclined to agree with moving AoD bases, but same IFF pob from npc stations I don't fully.

If a Rogue base had pob next to it denying Outcasts landing and leaving, say, Alcatraz then I'd agree that needs looking at.

But as an example I'll use DSE's pob outside Pittsburgh as my counter example. It serves as a storage platform for faction activities and is neither an AoD or even in the way of traffic. It has one weapons platform put up eons ago to help defend landing barges. I don't see how this affects anyone's gameplay bar the odd pirate sneaking around populated areas of New York.

And pretty much every player knows how to dodge incoming fire so its weapons platforms are only dangerous and annoying to any enemies of DSE flying afk. If it helped ease nerves then the weapons platforms could be removed.
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Offline Freeroamer
10-25-2016, 05:52 PM,
#45
Member
Posts: 1,126
Threads: 90
Joined: Jul 2013

I'll come out of my hole and say Yes, I support this

[Image: freeroamer.gif]
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Offline The.Wizard
10-25-2016, 05:57 PM,
#46
Member
Posts: 444
Threads: 20
Joined: Sep 2009

/ signed

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Offline ChillerMiller
10-25-2016, 06:02 PM,
#47
Apex Predator
Posts: 1,070
Threads: 48
Joined: Jun 2010

/signed
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Offline Jack_Henderson
10-25-2016, 06:10 PM,
#48
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

edited into OP up to ChillerMiller.

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Offline Hunor
10-25-2016, 07:23 PM,
#49
Member
Posts: 428
Threads: 45
Joined: Mar 2013

/signed

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Offline Vendetta
10-25-2016, 07:24 PM,
#50
Technocrat Overlord
Posts: 2,694
Threads: 230
Joined: Sep 2013

A simple solution to POBs near solars would be to remove their ability to have Weapons platforms there.

Currently unable to consistently be present in the Community due to life constraints.

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