The following rule regarding POBs in mining fields will be enforced upon all future POB builds:
Quote:Core Two
- Players are required to post the name, IFF, system and purpose of their base in this subforum prior to becoming Core 2. These posts remain invisible and are only accessible by the server staff.
- Upon posting their existence, base owners will receive, from the admins, a set of 'blueprints' which is required for their upgrade. Blueprints are non transferable and will be absorbed in the upgrade of the base.
- Before a player/faction attacks a Core 2 base (or higher), they must role play either in game or on the forums and provide the link to this RP in the Attack Declaration thread. - Bases located in mining within 15k of mining fields will not be permitted to advance beyond Core 2.
This will not apply to Player owned bases already above Core 2 that currently lie in mining fields.
There has been much debate regarding miner/pirate activity surrounding POBs. From the miner's standpoint, pirates log out in space, watch the player list and then log in to nab their target. The other side has miners insta-docking the moment that a pirate shows up on their scanner. Both create a no win/no fun scenario for both sides of the interaction.
We wanted to create a game mechanic that would enforce this rule, but the dev workload is high and priorities have placed it nowhere near the top. Admittedly, this does not solve the problem of POB's that have been grandfathered in, however it prevents the problem from becoming exacerbated. The devs have promised us that they are continuing to look at the issues concerning POBs on many levels. For now, the Admins will tweak the rules here and there and try to maintain a fair balance.
This rule does not apply to jumpholes/jumpgates. If you feel that a particular POB is disruptive to server gameplay, due to its proximity to these solar objects, then state your case in a Player Request and we will investigate it.
That is a good temporary solution. Hopefully devs will get to it and address the issue in a more permanent manner. This is clearly not a permanent solution for two reasons:
1) There is already a two-digit number of PoBs inside mining fields which are mostly Core 4 or 5.
2) The argument about pirates logging out in space is not actually a valid counter-argument as that can also be done next to a jump gate, jump hole or trade lane too with the same effect.
(05-28-2015, 10:17 PM)SpaceTime Wrote: 1) There is already a two-digit number of PoBs inside mining fields which are mostly Core 4 or 5.
There are only 8 inside a mining field by your count with two of them outside of the field and presumably compliant with this rule change. Please don't say "two-digit" like its a far larger problem.
(05-28-2015, 10:17 PM)SpaceTime Wrote: 1) There is already a two-digit number of PoBs inside mining fields which are mostly Core 4 or 5.
There are only 8 inside a mining field by your count with two of them outside of the field and presumably compliant with this rule change. Please don't say "two-digit" like its a far larger problem.
If that is the case I also know that at least four of those eight aren't core 4 or 5.
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The old bases that sit in fields now will not be there any more after the systems get redesigned (and I hope it is still planned to have centralised fields). So that would be solved then, too.
And the "they log off in the field" is not that valid any more since the forum playerlist has a delay. Spotting activity has become harder, chances for a successful F1-ing and insta-logging are lower now.
What about something in a minable field that no one actually mines? Like anyone of the many ice clouds. Or one of the very large scrap fields somewhere? Fields that no one uses.
It seems like every field were talking about here are the tiny speck of a mine field where the pirate knows exactly where you are going to be because the minable area is only 3sq kilometers.
Not for or against but I do like to raise questions concerning blanket rules.
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I imagine these rules would only be applied to ore fields. In the vernacular, that's what a mining field is - the tiny zones that produce ore and appear as highlighted when you use the mining filter on your map.
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(05-29-2015, 12:34 AM)Tyria.Regalia Wrote: You're saying the scrap metal I slave over and sell to ALG is somehow different than the premium scrap I sell to the GMG?
I guess my point is, why were the fields made so small in the first place. Answer, to force interaction. Forced interaction is not good interaction.
Forced interaction is interaction. That's the entire point of multiplayer. Ores are designed to focus activity, that is their entire purpose. Saying that's not good is to disregard the entire objective of the mining mod. So in other words, yes, your scrap metal is a whole world of different to premium scrap. Different standards are applied.
Interaction transcends talking to each other. As is apparent from the PvP element of the game. Playing hide n seek should be an option as well. The miner has to work to run away from the pirate, the pirate doesnt have to work to find the miner.