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Base balance and other such matters

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Pages (13): « Previous 1 … 8 9 10 11 12 13 Next »
Base balance and other such matters
Offline Ursus
04-18-2012, 02:31 AM, (This post was last modified: 04-18-2012, 02:37 AM by Ursus.)
#91
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

' Wrote:so a bunch of caps can just go and pulverize a base with no RP? why would you seriously support that.
If a pirate group builds a base in the middle of a mining field, I need to be able to delete it.

For every destruction troll, there's a lolbase troll, and vice versa. Make it hard to do, but make it doable.

Bases should also be cheaper, so that its not such a crushing blow. Defense should be where the true costs are

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Offline Trogdor
04-18-2012, 04:25 AM,
#92
Member
Posts: 1,236
Threads: 64
Joined: Feb 2009

' Wrote:so a bunch of caps can just go and pulverize a base with no RP? why would you seriously support that.

if there is a chance to blow something up and totally ruin at least 1 persons day you can just guarantee that people will go to that length to pull it off, never mind totally ruining several tens of peoples day and not only that day but hollowing out all the weeks prior to that day spent on the upkeep.

there was absolutely nothing wrong with the way bases worked before this set of changes was introduced.

the only good thing I have seen from this update was the no base damage for 60h, meaning smaller groups get a chance to try bases out and do some things for themselves, which is good.

the rest is just trolls wet dream

Bases still take constant damage over time. He just reduced the amount every 10 sec, I think.

But yeah I would really really really really like the shield to go back to the way it worked before.

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Offline Charos
04-18-2012, 10:50 AM, (This post was last modified: 04-18-2012, 01:07 PM by Charos.)
#93
Member
Posts: 1,553
Threads: 128
Joined: Nov 2010

Some unlawful factions can't get their hands on Munitions easily to build defensive modules for the bases. Can you perhaps make Black Market Munitions available for defense modules too?

---

Apparently the MAX values on the shop don't seem to work as I've tried setting min and max for food at 6000 units but I still could sell food on the base (Over 6000 units)

---

Buff the HP of base defense modules, they're too easy to take down and won't deal much damage if they die so often >_>

(3-4x HP will do)

Remember our fallen, we are the Legion.
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Offline Jim.Solo
04-18-2012, 12:32 PM,
#94
Member
Posts: 194
Threads: 3
Joined: Jul 2011

' Wrote:---

Apparently the MAX values on the shop don't seem to work as I've tried setting min and max for food at 6000 units but I still could sell food on the base (Over 6000 units)

That could explain where all our food went this morning! :(



We also know without a doubt, that NPC's may ignore a base, but if they're fighting each other and they shoot it, that's right you guessed it;

THE SHEILD COMES ON !! :angry:

And last night there were only 2 of us doing a supply run, last thing before bed make sure the base survives the night; and we found the SHIELD ON.

Luckily, we're only 1 trade lane away from a planet, so I doubled back, docked, swapped ships and lowered the shield.

I wonder how my co-trader would have managed on his own; that's right he would have sat outside the station for nearly 16 minutes waiting for the shield to drop (we have never seen it quicker than 5 minutes either, 1-16 Bahh!!)

GIVE US BACK OUR ABILITY TO DOCK WITH THE SHIELDS UP ! :rtfm:

Please...Pretty Pretty Please'€¦ with a cherry on the top:ylove:

Yours sincerely

A very tried Base Admin and Trader :sleep:

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Offline Knjaz
04-18-2012, 01:36 PM,
#95
Member
Posts: 1,648
Threads: 80
Joined: Dec 2010

' Wrote:Some unlawful factions can't get their hands on Munitions easily to build defensive modules for the bases. Can you perhaps make Black Market Munitions available for defense modules too?

This. Really, Cryocubes is more then enough for Gallic stuff....
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Offline jammi
04-18-2012, 01:39 PM,
#96
Badger Pilot
Posts: 6,544
Threads: 360
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

' Wrote:If a pirate group builds a base in the middle of a mining field, I need to be able to delete it.
Hit the suppliers instead. Job done. Mining fields tend to be 40k from anywhere friendly, and even further from places that sell the appropriate commodities.

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Offline batko
04-18-2012, 02:20 PM,
#97
Member
Posts: 67
Threads: 17
Joined: Feb 2010

I got a problem , i shot my base once and it turned hostile , now i cant dock on that no matter how many times i suicided myself . Removing and adding the tag doesnt help, "/base defensemode" options still doesnt help... Anyone got an Idea ?
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Offline jammi
04-18-2012, 02:22 PM,
#98
Badger Pilot
Posts: 6,544
Threads: 360
Joined: Aug 2007
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Economy Dev

Wait until the server restarts, or use a different character.

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Offline Lumik
04-18-2012, 04:23 PM,
#99
Member
Posts: 366
Threads: 23
Joined: Sep 2011

Generally I don´t like the idea that well maintained and supplied base can be destroyed. It takes very much time and credits to build it and maintain, and then all effort can be blown up over night or in two days? Want we really force players to watch their base 24/7? Will it be really fun then? :unsure:


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Offline Berny
04-18-2012, 08:18 PM,
#100
Member
Posts: 303
Threads: 32
Joined: Feb 2009

First fight for base and found issues for both my suggestions and current update:

Shield autooff + delay for it to get on + synced attacks = 36k repairs resources per 10 hours at lvl1 and 1/3 repairs only. It only has chance with all storage modules on it or all weapon modules, as in a radius - even 4 weapon platforms wont cover you from long range novas and HMs.

It's better to suply base with shield on for a long time then to ship 90k of repairs + 20k of fuel + somek of crew suply every single day.

Or... At least... shield could never go off faster then 10-20 minutes. Or other player specified time and... should be turnable into ON to stay so untill turned off manualy

AND + it must ignore friendly/ignored fire for hostality and ability to accept tags in the end of charname, just like activity counter. As now 1 shot and base turns against it's owner even if he relogs. Some told me base gets bugged at 20 tag - so we can't just fill the list with all names faction has.
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