• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General News and Announcements
« Previous 1 … 30 31 32 33 34 … 46 Next »
Base balance and other such matters

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (13): « Previous 1 2 3 4 5 … 13 Next »
Base balance and other such matters
Offline lw'nafh
04-16-2012, 02:34 PM,
#21
Member
Posts: 2,648
Threads: 115
Joined: Dec 2006

' 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.

вellυм ѕe ιpѕυм aleт
  Reply  
Offline Hidamari
04-16-2012, 02:37 PM,
#22
Member
Posts: 2,100
Threads: 217
Joined: Jul 2009

' 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...

[Image: RKaqSve.png]
Reply  
Offline Jim.Solo
04-16-2012, 02:40 PM,
#23
Member
Posts: 194
Threads: 3
Joined: Jul 2011

' 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 !

[Image: KwiGoneJIm.gif]
  Reply  
Offline Disco
04-16-2012, 02:43 PM,
#24
Member
Posts: 543
Threads: 32
Joined: Nov 2010

' 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?

[Image: 36732.png]
  Reply  
Offline AeternusDoleo
04-16-2012, 02:46 PM,
#25
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

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.
Reply  
Offline koske
04-16-2012, 02:48 PM,
#26
Member
Posts: 523
Threads: 57
Joined: Nov 2009

Quote:That's all for now. Have fun.

Thank you cannon we are already having alot of fun lately :crazy:

Waiting new update like boss. :cool:
  Reply  
Offline Jim.Solo
04-16-2012, 02:48 PM,
#27
Member
Posts: 194
Threads: 3
Joined: Jul 2011

' 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.

[Image: KwiGoneJIm.gif]
  Reply  
Offline Lumik
04-16-2012, 02:56 PM,
#28
Member
Posts: 366
Threads: 23
Joined: Sep 2011

' 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.


[Image: fFZqBwL.png][Image: 0xCVMYl.png][Image: 1MoJa5S.png]

<> Information <> Recruitment <> Wanderlust Magazine <>
Reply  
Offline Jim.Solo
04-16-2012, 03:00 PM,
#29
Member
Posts: 194
Threads: 3
Joined: Jul 2011

' Wrote:It seems yes, not even mighty Cannon ;) can´t make it - he wrote me earlier this in another topic about base prices problem:

Thanks, I suspected as much, there is only so much one can do within the limits of the source code.

We have actually adopted the set low price; fill up, set higher price; it's just a bit, well, in the hands of the gods and susceptible to human error.

We'll just have to learn to cope !

Cheers.

[Image: KwiGoneJIm.gif]
  Reply  
Offline Junes
04-16-2012, 03:04 PM,
#30
Member
Posts: 929
Threads: 32
Joined: Aug 2010

I'm glad to see it's going so fast. 60 hours without repair you say? Might build a new one then...
  Reply  
Pages (13): « Previous 1 2 3 4 5 … 13 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode