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I'd like to put in the spotlights; the extremely unbalanced nature of POB shields which make them practically unkillable except under very specific circumstances.

Just to put into perspective how powerful they actually are, these are the rough numbers required to damage a base enough to steadily let it decline in health instead of it instantly regenerating its damage. Ship classes used as an example will hereby be defined by these stats (chosen by most damage per second while maintaining a steady powercore);

Bombers are standard heavy bombers (like the Barghest, Waran and Challenger) which only use 4 Bomber Energy Cannons, doing a total damage of 2,087 per bomber every 16 seconds to a base.

Cruisers are heavy cruisers (like the Rheinland Cruiser, Bretonia Destroyer and Praefect) which only use 2 Cerberus turrets, doing a total damage of 5,920 per cruiser every 16 seconds to a base.

Battlecruisers (like the LABC, Geb and Kusari BC, all have the same energy output), which only use 3 Cerberus turrets, do a total damage of 8,376 per battlecruiser every 16 seconds to a base.

Battleships are heavy battleships (like the Rheinland Battleship, Legate, Valor) which only use 3 Cerberus turrets, doing a total damage of 19,656 per battleship every 16 seconds to a base.

From then on, it's just a matter of dividing the damage repair rate of bases (as shown below) by the damage done per ship. If the amount of damage done is equal or lower to the damage repaired every 16 seconds, the base will never drop below 100% health, so the only harm coming to the station when shooting it with numbers lower than that is wasted fuel.

Code:
Single commodity repairs (basic alloy)
Core 1 - 60,000 damage repaired per 16 seconds
Bombers:        60,000 / 2,087 = 28,7 = 29 bombers required to damage the station
Cruisers:       60,000 / 5,920 = 10.1 = 11 cruisers required to damage the station
Battlecruisers: 60,000 / 8,376 = 7.2 = 8 battlecruisers required to damage the station
Battleships:    60,000 / 19,656 = 3.1 = 4 battleships required to damage the station

Core 2 - 120,000 damage repaired per 16 seconds
Bombers:        120,000 / 2,087 = 57.4 = 58 bombers required to damage the station
Cruisers:       120,000 / 5,920 = 20.3 = 21 cruisers required to damage the station
Battlecruisers: 120,000 / 8,376 = 14.4 = 15 battlecruisers required to damage the station
Battleships:    120,000 / 19,656 = 6.2 = 7 battleships required to damage the station

Core 3 - 180,000 damage repaired per 16 seconds
Bombers:        180,000 / 2,087 = 86.2 = 87 bombers required to damage the station
Cruisers:       180,000 / 5,920 = 30.4 = 31 cruisers required to damage the station
Battlecruisers: 180,000 / 8,376 = 21.6 = 22 battlecruisers required to damage the station
Battleships:    180,000 / 19,656 = 9.3 = 10 battleships required to damage the station

Core 4 - 240,000 damage repaired per 16 seconds
Bombers:        240,000 / 2,087 = 114.9 = 115 bombers required to damage the station
Cruisers:       240,000 / 5,920 = 40.6 = 41 cruisers required to damage the station
Battlecruisers: 240,000 / 8,376 = 28.8 = 29 battlecruisers required to damage the station
Battleships:    240,000 / 19,656 = 12.4 = 13 battleships required to damage the station


Double commodity repairs (basic alloy and robotics)
Core 1 - 120,000 damage repaired per 16 seconds
Bombers:        120,000 / 2,087 = 57.4 = 58 bombers required to damage the station
Cruisers:       120,000 / 5,920 = 20.3 = 21 cruisers required to damage the station
Battlecruisers: 120,000 / 8,376 = 14.4 = 15 battlecruisers required to damage the station
Battleships:    120,000 / 19,656 = 6.2 = 7 battleships required to damage the station

Core 2 - 240,000 damage repaired per 16 seconds
Bombers:        240,000 / 2,087 = 114.9 = 115 bombers required to damage the station
Cruisers:       240,000 / 5,920 = 40.6 = 41 cruisers required to damage the station
Battlecruisers: 240,000 / 8,376 = 28.8 = 29 battlecruisers required to damage the station
Battleships:    240,000 / 19,656 = 12.4 = 13 battleships required to damage the station

Core 3 - 360,000 damage repaired per 16 seconds
Bombers:        360,000 / 2,087 = 172.4 = 173 bombers required to damage the station
Cruisers:       360,000 / 5,920 = 60.8 = 61 cruisers required to damage the station
Battlecruisers: 360,000 / 8,376 = 42.98 = 43 battlecruisers required to damage the station
Battleships:    360,000 / 19,656 = 18.3 = 19 battleships required to damage the station

Core 4 - 480,000 damage repaired per 16 seconds
Bombers:        480,000 / 2,087 = 229.9 = 230 bombers required to damage the station
Cruisers:       480,000 / 5,920 = 81.2 = 82 cruisers required to damage the station
Battlecruisers: 480,000 / 8,376 = 57.6 = 58 battlecruisers required to damage the station
Battleships:    480,000 / 19,656 = 24.8 = 25 battleships required to damage the station


Triple commodity repairs (basic alloy, robotics and ship hull panels)
Core 1 - 180,000 damage repaired per 16 seconds
Bombers:        180,000 / 2,087 = 86.2 = 87 bombers required to damage the station
Cruisers:       180,000 / 5,920 = 30.4 = 31 cruisers required to damage the station
Battlecruisers: 180,000 / 8,376 = 21.6 = 22 battlecruisers required to damage the station
Battleships:    180,000 / 19,656 = 9.3 = 10 battleships required to damage the station

Core 2 - 360,000 damage repaired per 16 seconds
Bombers:        360,000 / 2,087 = 172.4 = 173 bombers required to damage the station
Cruisers:       360,000 / 5,920 = 60.8 = 61 cruisers required to damage the station
Battlecruisers: 360,000 / 8,376 = 42.98 = 43 battlecruisers required to damage the station
Battleships:    360,000 / 19,656 = 18.3 = 19 battleships required to damage the station

Core 3 - 540,000 damage repaired per 16 seconds
Bombers:        540,000 / 2,087 = 258.7 = 259 bombers required to damage the station
Cruisers:       540,000 / 5,920 = 91.2 = 92 cruisers required to damage the station
Battlecruisers: 540,000 / 8,376 = 64.5 = 65 battlecruisers required to damage the station
Battleships:    540,000 / 19,656 = 27.4 = 28 battleships required to damage the station

Core 4 - 720,000 damage repaired per 16 seconds
Bombers:        720,000 / 2,087 = 344.9 = 345 bombers required to damage the station
Cruisers:       720,000 / 5,920 = 121.6 = 122 cruisers required to damage the station
Battlecruisers: 720,000 / 8,376 = 85.96 = 86 battlecruisers required to damage the station
Battleships:    720,000 / 19,656 = 36.6 = 37 battleships required to damage the station

What does this mean? This means that a Starflier with its energy nerfed down to 1% with a single class 1 Stunpulse will be just as effective at damaging a Core 4 station with all 3 repair commodities as 36 battleships, 86 battlecruisers, 122 cruisers or 345 bombers.

The only way to kill those stations is through hoping the owners are lazy and forget to supply it to the point every repair commodity or food/water/oxygen runs out, Baseslayer McModerate it, sabotage it by somehow receiving docking permission and buying any fuel, repair commodities, spaceship crew or food/water/oxygen you can buy in order for it to perish faster or miraculously gathering the above mentioned numbers in order to kill the base, but good luck with that.

If you ask me, balancing this is as easy as changing the damage absorb rate from
99% to 97%.

Base repair rate reference: http://discoverygc.com/forums/showthread.php?tid=80349
Ship and weapon statistic reference: Discovery Wiki
The thing is - as a base owner, the amount of time I have spent on base building - if it was easier to destroy the bases would make my enjoyment much reduced of the game. To the point that If I lost my current base I would most likely start sharing by base killing - this in turn would reduce server activity from rage quits. In conclusion - dont think its a good idea
Are you building the base alone? Incidentally, what is the name of your base?
Doj, you bring up a valid point, but due to the fact that you're one of the head guys of the Bass Hunters, it's hard to not count your statements as biased, and disregard what you say as just wanting to make popping bases easier for the Bass Hunters.

What you say is valid, but since YOU'RE the one saying it, it discredits it.
Nope.
The shield is fine. The exchange of win/loss should be equal.
What is needed is base produced base killer ship that does not re-spawn. If the said number of attacker ships die they attacker re-spawn, if the base die the base stays dead. Now the bases have advantage with that shield and they should keep it while the base killer ship should be able to make up to 95%-97%. There are a lot of topics about it so better to contribute there with ideas.
Again the solution is in the give/take approach where every side can give and take something for something,rock,paper,scissors type of balance that is based on space is dangerous motto is needed.
Since you are around I feel quite fine with the way the station's are "unharmable" when the owner's take care of them...No change needed at the moment.
It's ok how is it.
No need to change any thing.
As for your maths, no idea what you caculated, but in order to do that 19 K damage, you need 4 cerberus guns, not 3.
So if a core 1 base have all 3 kinds of commidies and a single BS with 4 Cerbs firing each cerb 16 times per 16 seconds.....by having 7 BS with the status i mentioned, it will take 98 minutes to destroy the base and yes if it have shields.
Multiply the numbers by two if the base core is 2 and so on.
Actually, Doj is right.
Shields should be nerfed down atleast. Or make anti-shield guns drain mox at a faster rate.
right now you just need a swarm of people to take on a core 1 base, wat.
(more than 3)

It's kinda stupid how core 4 bases are basically invulnerable
(07-31-2013, 02:52 PM)Spike Seadra Wrote: [ -> ]It's ok how is it.
No need to change any thing.
As for your maths, no idea what you caculated, but in order to do that 19 K damage, you need 4 cerberus guns, not 3.
So if a core 1 base have all 3 kinds of commidies and a single BS with 4 Cerbs firing each cerb 16 times per 16 seconds.....by having 7 BS with the status i mentioned, it will take 98 minutes to destroy the base and yes if it have shields.
Multiply the numbers by two if the base core is 2 and so on.

You forgot that the shield absorbs 99% of the damage.

(07-31-2013, 01:37 PM)SMGSterlin Wrote: [ -> ]Doj, you bring up a valid point, but due to the fact that you're one of the head guys of the Bass Hunters, it's hard to not count your statements as biased, and disregard what you say as just wanting to make popping bases easier for the Bass Hunters.

What you say is valid, but since YOU'RE the one saying it, it discredits it.

If Hitler invented the cure for cancer, and it proved to work, would you also disregard it just because it was made by Hitler?

The answer is yes judging by the post you just made. The only one who's biased here is you, simply disregarding something completely flawless and accurate because of the person who posted it
Its not as hard as people tell to suistain a base on your own even. Unless its located in Omicron Lost or somewhere far like it - everything is possible. I myself would had a base if wasnt lazy ass to supply it. my 'Lopez Familia Outpost' died cuz I gave up this idea.
Base shields reduce damage by what? 99%? That is damn high, I agree. But the fact that this comes from Bass hunter kills every logic and totally not adds any trust in good intentions of person, no matter how big truth is his words.
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