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Developer Notice: Player Owned Bases Update - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: News and Announcements (https://discoverygc.com/forums/forumdisplay.php?fid=13) +--- Thread: Developer Notice: Player Owned Bases Update (/showthread.php?tid=113189) |
RE: Developer Notice: Player Owned Bases Update - nOmnomnOm - 03-14-2014 (03-14-2014, 09:19 PM)Treewyrm Wrote: So how many bases were blown upnailed since this announcement was finally nailedblown up on front page? The fact that you gotta RP before you attack a base just makes this argument and worry that people have to be so useless. A few hours is a long time. Since when did you last see a group of 10 people co-operating with each-other. Rarely. especially with the server population playing now. It gets to 140 for a bit and then down to 22. Even saw 14 at one time. Don't Worry. Be Happy. RE: Developer Notice: Player Owned Bases Update - Ponge - 03-14-2014 (03-14-2014, 09:16 PM)Kazinsal Wrote:(03-14-2014, 09:02 PM)Ponge Wrote: I'm not familiar with this "calculate siege time, base damage, cerb damage, etc" stuff, so cannot do the math peoperly. What would happen if the shield damage absorbtion would be 98% instead of 97%? How would siege time be different? Can a fraction number set as damage block ratio? Like 97% is too low, 98% is too high, then how about 97.5%? RE: Developer Notice: Player Owned Bases Update - Lythrilux - 03-15-2014 when is this being implemented again? RE: Developer Notice: Player Owned Bases Update - Laura C. - 03-15-2014 (03-14-2014, 09:22 PM)St.Denis Wrote:(03-14-2014, 09:02 PM)Ponge Wrote: I'm not familiar with this "calculate siege time, base damage, cerb damage, etc" stuff, so cannot do the math peoperly. What would happen if the shield damage absorbtion would be 98% instead of 97%? How would siege time be different? This amount of capships would cause massive lag and maybe even force server to restart. And I highly doubt any faction or group of people is able to gather 15 battleships (also you need some snub backup or two or three bombers can simply shoot down few battleships and siege is over). Amount of 10 battlehips is not that bad with current player numbers. The time it takes is. In my opinion it should be three or four hours for core 4 base, so action for dedicated group for whole evening. Because building core 4 base needs tens of man-hours (if not more than hundred). So tearing it down should take at least 30-40 man-hours with enough time window for owner to notice it and try to defend his station. And this can be solved simply by buffing station hit points. RE: Developer Notice: Player Owned Bases Update - Highland Laddie - 03-15-2014 I don't think building a Core 4 would take tens of man hours with 10 players supplying it. Besides....why are people ALWAYS assuming such base attacks will only occur in the absence of any defenders whatsoever? RE: Developer Notice: Player Owned Bases Update - Diana Dumitrescu - 03-15-2014 I'm pretty sure that soon or later, PoB's concept will become a thing of the past. There is little chance of seeing new PoB's and probably, the long-term survival chances for those that already exists, are reduced drastically. Anyway, as someone said earlier, with or without PoB's, Disco should be the same. It is supposed, that we play for fun, right!? But... when the fun is gone and what should be just a game becomes more of a liability... just try to relax. It is just a game and nothing more, not life, not death, not be all you can be, not be the best, not win at all costs etc. Just a game. Relax and fun!
RE: Developer Notice: Player Owned Bases Update - Laura C. - 03-15-2014 (03-15-2014, 03:18 AM)Highland Laddie Wrote: I don't think building a Core 4 would take tens of man hours with 10 players supplying it. Okay, made rough estimation: example base with all factories, 2 defense modules and 5 cargo storages Getting core 1 base to core 4 + shield 1 190 000 cargo units of materials = 228 deliveries with 5k train 20 minutes per delivery (10 minutes of way for material, 10 minutes back) = 76 hours 2x defense module 160 000 cu = 32 deliveries = 10,6 hours 5x storage module 475 000 cu = 95 deliveries = 31,6 hours jump drive+survey+cloak+docking module factory 510 000 cu = 102 deliveries = 34 hours total 152,2 hours With 10 players it´s 15 man-hours. But it´s excluding getting repair materials and supplies. Also, this is for base in some house space (10 minutes is like two systems way with trade lanes, but for almost all modules you need some commodities which are available only in some house). So for base somewhere in Omicrons where are no trade lanes, the time may be for example double. Or for base made by freelancers (so with 3,5k cargo ships). But still, even if it costs "only" around 15-30 man-hours, is it really balanced and fair that the same thing can be destroyed with 1,5 man-hours? Ratio 10(20):1? And if the siege fails, attackers lose almost nothing and can try another day. Owner(s) of the base lose money. I´m not saying that destroying core 4 base should take 15 hours with 10 players. But 1,5 hour? (03-15-2014, 03:18 AM)Highland Laddie Wrote: Besides....why are people ALWAYS assuming such base attacks will only occur in the absence of any defenders whatsoever? Worst case scenario... Chance that base made by let´s say four people will be ambushed and destroyed within 1,5 hours so they won´t even notice the attack is not small. And there are timezones also. RE: Developer Notice: Player Owned Bases Update - Highland Laddie - 03-15-2014 Keep in mind..in your example, maybe that base should have more than 2 defense modules if you're so worried about it getting blown up. Quote:Also, this is for base in some house space (10 minutes is like two systems way with trade lanes, but for almost all modules you need some commodities which are available only in some house). So for base somewhere in Omicrons where are no trade lanes, the time may be for example double. Or for base made by freelancers (so with 3,5k cargo ships). The Houses are SUPPOSED to be easier to obtain materials for building/supplying. That's why they're the "civilized" folks, and not those beggars living on the fringes (Omicrons) where life is more dangerous. Quote:But still, even if it costs "only" around 15-30 man-hours, is it really balanced and fair that the same thing can be destroyed with 1,5 man-hours? Ratio 10(20):1? And if the siege fails, attackers lose almost nothing and can try another day. Owner(s) of the base lose money. A few things to point out here: 1) Does it even HAVE to be fair and balanced, considering that it is easier to destroy something than create? (thank you Spock, ST II: Wrath of Khan) That's LIFE! 2) You don't HAVE to leave that much money on a base to keep it running. Considering the billions some folks have accumulated....seems it wouldn't be hard to get a loan for this kind of project if folks are interested in purchasing equipment from you. Quote:Worst case scenario...Well, you can live your life always assuming the worse case scenario will happen, but I usually just find that irritating and prevents adventurous risk. POBs are not meant for the timid or lazy. If you're that worried about it, HIRE somebody to guard it for you. Make defense treaties with your neighbors, or pay off those who want to blow it up. That's where the RP part of the game kicks in! ![]() RE: Developer Notice: Player Owned Bases Update - Ponge - 03-15-2014 I really think there is a balanced solution which does not make the bases invulnerable, but won't let hundreds of work hours be destroyed in just 1-2 hours. How about boosting the station's HP or if the repair materials repair a slightly more damage? I think a good solution would be if a shielded, fully stocked (with 3 repair materials) core4 could be killed by 8-11 battleships in ~4 hours. What do you think? I think that is enough time to get help or proper defenses to save the base. Can this be done/balanced somehow? RE: Developer Notice: Player Owned Bases Update - Jack_Henderson - 03-15-2014 (03-15-2014, 09:59 AM)Ponge Wrote: I really think there is a balanced solution which does not make the bases invulnerable, but won't let hundreds of work hours be destroyed in just 1-2 hours. How about boosting the station's HP or if the repair materials repair a slightly more damage? Destruction durations of 1h with manageable numbers is just wrong when compared to months or building upkeep, etc. An attack might even go unnoticed and you have no chance to summon defenders when you do not keep constant watch. For the high end bases, 3 repairs running, perfect supply levels, it should take imo 3h+ to give the defender a fair timeframe to even realize that his base is under attack, and then react to it. |