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PoB Siege Mechanics

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PoB Siege Mechanics
Online Laz
11-21-2018, 11:48 AM,
#41
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(11-21-2018, 09:35 AM)Sombra Hookier Wrote: I'd like to point out once more that a freshly placed Core 1 PoB, without any supplies or repair commodities, stays alive for 23 days right now with the current changes.

Once healed, a core 1 pob can survive for almost three years without supplies under the current system.

Offline Karlotta
11-21-2018, 11:54 AM, (This post was last modified: 11-21-2018, 12:04 PM by Karlotta.)
#42
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(11-21-2018, 11:48 AM)Laz Wrote:
(11-21-2018, 09:35 AM)Sombra Hookier Wrote: I'd like to point out once more that a freshly placed Core 1 PoB, without any supplies or repair commodities, stays alive for 23 days right now with the current changes.

Once healed, a core 1 pob can survive for almost three years without supplies under the current system.

Is that also taking into account the consumption of the crew, or only the decay rate? EDIT: Because as far as I know it's illegal to not have a crew repairing the base.

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Offline St.Denis
11-21-2018, 12:32 PM,
#43
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(11-21-2018, 11:48 AM)Laz Wrote:
(11-21-2018, 09:35 AM)Sombra Hookier Wrote: I'd like to point out once more that a freshly placed Core 1 PoB, without any supplies or repair commodities, stays alive for 23 days right now with the current changes.

Once healed, a core 1 pob can survive for almost three years without supplies under the current system.

Please do note that it takes a newly placed POB 14.67 days to achieve full Health status.
This is based on only 1 Repair Material.

If you supply all 3 RMs, then this can be reduced to 4.89 days.

This will require the delivery of 126.67k of RMs.
Broken down, it would look like this:
42.22k of RA
42.22k of RH
42.22k of HS (remember that HS takes up 2 cargo space).
This would then require 37 5kers of delivery.

Also note that a Core I has only 40k of hold space. So it would need to be constantly supplied over that time to achieve full Health status.

In the meantime, the Owner will no doubt want to build other things, which further increase the amount of deliveries and slows down the process of achieving full HPs.

So effectively the POB will be vulnerable for a considerable amount of time.

This will also be the same when a Core upgrade is achieved, but alleviated, somewhat, by more Storage (if they built some) and quicker repair time.

This does not take into account the supplies needed for normal wear and tear.

'I would like to be half as clever as some people like to believe they are'
Life is full of disappointments, it is how we handle them that helps to define us, as a person
Offline Thyrzul
11-21-2018, 12:52 PM,
#44
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(11-21-2018, 11:48 AM)Laz Wrote:
(11-21-2018, 09:35 AM)Sombra Hookier Wrote: I'd like to point out once more that a freshly placed Core 1 PoB, without any supplies or repair commodities, stays alive for 23 days right now with the current changes.

Once healed, a core 1 pob can survive for almost 1,3 years without supplies under the current system.

Fixed that for you.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
Online Laz
11-21-2018, 01:09 PM,
#45
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(11-21-2018, 12:32 PM)St.Denis Wrote: This is based on only 1 Repair Material.
The amount of commodities does not matter, provided at least one is always present.
(11-21-2018, 12:32 PM)St.Denis Wrote: which further increase the amount of deliveries and slows down the process of achieving full HPs.
This is only true if the owner runs out of repair commodities.

Offline St.Denis
11-21-2018, 01:35 PM,
#46
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(11-21-2018, 01:09 PM)Laz Wrote:
(11-21-2018, 12:32 PM)St.Denis Wrote: This is based on only 1 Repair Material.
The amount of commodities does not matter, provided at least one is always present.
(11-21-2018, 12:32 PM)St.Denis Wrote: which further increase the amount of deliveries and slows down the process of achieving full HPs.
This is only true if the owner runs out of repair commodities.
The amount of commodities does matter as the process is quicker if there are more than one.

If the Base is, whilst it is repairing, also building another module, then:
a) it takes up precious space for those commodities needed to build it.
b) 'eats' the commodities at a rate of 200 per 20 seconds, and seeing as everything needs 1 or more RMs, to build, makes the Base run out quicker whilst you are getting the next load (this effectively slows down the process, not forgetting that a new Base only has 40k of Storage.

'I would like to be half as clever as some people like to believe they are'
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Offline Sombs
11-21-2018, 01:53 PM,
#47
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It's good to see you arguing about the one thing about it that doesn't really matter. I'm more concerned about the fact that you can literally spam bases all over Sirius and have them around AT LEAST 23 days of nobody bothers to remove them.

I do think that a freshly placed Core 1 POB should not be alive longer than six hours unless maintained.




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Online Laz
11-21-2018, 02:53 PM,
#48
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(11-21-2018, 01:35 PM)St.Denis Wrote: The amount of commodities does matter as the process is quicker if there are more than one.

This is not correct and is an Discovery urban myth. I made a post addressing this on page 1. I can also post the code with an explanation of it if you require proof on the matter.

Offline Skorak
11-21-2018, 02:57 PM,
#49
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Please do.

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Offline Thyrzul
11-21-2018, 02:59 PM,
#50
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(11-21-2018, 01:53 PM)Sombra Hookier Wrote: It's good to see you arguing about the one thing about it that doesn't really matter. I'm more concerned about the fact that you can literally spam bases all over Sirius and have them around AT LEAST 23 days of nobody bothers to remove them.

I do think that a freshly placed Core 1 POB should not be alive longer than six hours unless maintained.

And I do think base construction (aka core upgrade to level 1) should cost as much as any other core upgrade, at least 100 million credits. Perhaps that too could be a balancing factor.

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