' Wrote:I see the logic for not being able to dock whilst the shield is up, but I agree that 16 minutes is a hell of a long time ! Can this not be reduced to say 3 mins max? Even 3 mins for a Transport is an eternity!
As for the "manually activated shield will remain up for one hour" I don't see the logic to this. Why?
Why would I want to manually activate the shield for one hour ?
Finally; what is the problem with the Buy / Sell prices? Why can't this been done? Is it a limitation of the source code, only 1 price per base?
Otherwise, I'm really impressed with what you guys have done, kudos to the Dev' Team !!!
Cheers.
Because if it's activated on purpose, then there would've probably been a bloody good reason to do so. Not to mention that if they wanted it back off, they'd turn it off.
' Wrote:You should make it so a base admin can set how long until the shield automatically goes down, or at least keep it up. The shield goes down far too quickly. People could just heavy mortar a base, and it would do 500k damage. After a little while, they can attack again, with ANOTHER 500k damage. It's possible (although unlikely) that they could destroy the base in 1-2 hours, while the base owners could all be sleeping. That's a rough (rough) minimum of 4 heavy mortars an hour. That's 2 million damage. Without a doubt, they would be able to get more attack than that in. 'Oh but what about Weapon platforms?' All the battleship would have to do is go out of range, and return in 1-16 minutes, and attack again.
yes this.
heavy mortar, base takes damage, shield goes up, waits.. shield goes down, heavy mortar, base takes damage, shield goes up, waits.. sheild goes down, heavy mortar, base takes damage, shield goes up, waits.. shield goes down, heavy mortar, base takes damage, sheild goes up, waits.. sheild goes down.. etc etc etc
together with the fact nobody can dock with the station while its being attacked under the proposed measures. making the shield automatically stay up for longer will just make another problem somewhere else, because then you have to wait even longer to be able to land, and if you shorten the time it takes for the shield to go off then somebody can just blow up your station even faster.
there is nothing wrong with the way stations are right now in terms of shield on/off, or docking/undocking.
why should a station you have spend god knows how long making and upkeeping not be able to save you in a pinch? its ludicrous...
' Wrote:Because if it's activated on purpose, then there would've probably been a bloody good reason to do so. Not to mention that if they wanted it back off, they'd turn it off.
But we can do that now; it just stays on, not automatically deactivating after 1 hour. We've only ever done it the once when the Shield Mod was finished why, oh why, would we ever want to do it again?
We do however spend most of our waking hours now logging in to detactive the shields, so I'm glad of the auto off feature, I can get some sleep now !
' Wrote:But we can do that now; it just stays on, not automatically deactivating after 1 hour. We've only ever done it the once when the Shield Mod was finished why, oh why, would we ever want to do it again?
We do however spend most of our waking hours now logging in to detactive the shields, so I'm glad of the auto off feature, I can get some sleep now !
Tell me then, who is protecting the hull? If your shield takes unwanted breaks?
In response to an earlier question: Gallic fuel is Promethene yes. Not sure if Deuterium at 5 a run is meant to be - that stuff's expensive. Although with the shields doing an autoshutdown, having enough fuel should not be that hard...
I like how forcing a shield to raise prevents docking at that base. Makes it able for attackers to take safe docking to a base out of the equasion (at the expense of having to deal with the base defenses I suppose).
@Hidamari: That heavy mortar tactic could prove quite tedious considering the regenerative abilities of bases, and the fact that you need to chew through over 8M hitpoints for a level 1 base... a properly supplied base would bore an attacker to death before you'd boom the base. However, setting the shield auto shutdown time by a configurable parameter would let the players balance fuel economy versus base survivability. Personally I'd set it at around 1 minute - guaranteed to bore anyone doign the mortar tactic into giving up, and still efficient enough to not use too much excess fuel.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
' Wrote:Tell me then, who is protecting the hull? If your shield takes unwanted breaks?
Yesteday a cruiser/dessi type ship was blasting the station and I kept turning the shield off; I must have done it 3 or 4 times before I stuck my head out of the station and saw the cruiser! Not once did I see the Station health go below 100% There is a possibility I missed it going down to 99-98% but I think a very small possibility.
I know Morta do more damage; but that's what you have repair crew for I suppose.
' Wrote:Finally; what is the problem with the Buy / Sell prices? Why can't this been done? Is it a limitation of the source code, only 1 price per base?
It seems yes, not even mighty Cannon ;) can´t make it - he wrote me earlier this in another topic about base prices problem:
' Wrote:I'm not smart enough to modify FL to allow different buy and sell prices at the same whilst retaining the shop user interface.
You can however, set a low price and make the item buy only.
Once you have acquired an amount of goods, you can change the price to a higher one make the item able to be bought and sold.