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Developer Notice: Player Owned Bases Update - Printable Version

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RE: Developer Notice: Player Owned Bases Update - SnakThree - 03-15-2014

What if we make Repair Commodities more expensive while keeping old numbers of consumption and Shiled goes to 99%?

This way people would have to sink more money, thus trade/pirate/bounty hunt more to cover for the increased cost. It would cycle the activity back as oposed to the "I built base, a few cheap supply runs and it is almost indestructable".


RE: Developer Notice: Player Owned Bases Update - Laura C. - 03-15-2014

(03-15-2014, 06:44 AM)Highland Laddie Wrote:
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!
Even with 3-4 hours needed to destroy as I proposed, it´s still not "balanced and fair" by far as you can see from numbers in my example. It is still ratio around 5(or 4):1 in invested effort. Because to be completely balanced, it would need those 15 hours to destroy it (what would be impossible).

Not speaking about one more thing which I forgot in my example. After the rule change, you need to have core 2 at least for a month and core 3 at least for two months before you can apply for blueprints for higher core. In other words, in fact it takes at least three months of dedicated effort to build core 4 base. But it takes just 1,5 hour to destroy it. So increasing of this time to three or four hours shouldn´t be an issue. Attackers should show some effort too.

My point is that now it´s really massively unbalanced so I just propose to make it at least "only" unbalanced. Not speaking about fact attackers always has upper hand because they choose time of attack. What is critical factor with current setup.


RE: Developer Notice: Player Owned Bases Update - Ponge - 03-15-2014

(03-15-2014, 10:58 AM)Snak3 Wrote: What if we make Repair Commodities more expensive while keeping old numbers of consumption and Shiled goes to 99%?

This way people would have to sink more money, thus trade/pirate/bounty hunt more to cover for the increased cost. It would cycle the activity back as oposed to the "I built base, a few cheap supply runs and it is almost indestructable".

This way, the lol bases wouldbe still invulnarable. And repair commodities are also used for other things, like module and equipment building.

(03-15-2014, 10:54 AM)Jack_Henderson Wrote: 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.

What if bases above core1 could only be destroyed via a properly arranged, Admin-supervised event? The attackers muster the 10 or some ships, and the owners also has a chance to contact their alllies to bring in defense ships. A base goes down in max. 2 hours now. That is not too long duration for an organized event, right? And there should be some rule that in case of a failed siege, same base cannot be sieged for x weeks. Same, if the base is successfully destroyed, rebuilds can begun only with an x week delay.


RE: Developer Notice: Player Owned Bases Update - Highland Laddie - 03-15-2014

I'll agree that 3-4 hours would be better.

But with bases now easier to destroy, I wouldn't suggest to also increase Base upgrade commodity prices, at least not by that much. Most are in the $250-350 range. I don't think I'd make any cost more than $750-1000.


RE: Developer Notice: Player Owned Bases Update - Ponge - 03-15-2014

(03-15-2014, 01:45 PM)Highland Laddie Wrote: But with bases now easier to destroy, I wouldn't suggest to also increase Base upgrade commodity prices, at least not by that much. Most are in the $250-350 range. I don't think I'd make any cost more than $750-1000.

I do not see the logic in this. You sink hundreds of millions into a base, but it can be killed in 2 hours. Why would you need to make them even more money sink just now? Due to the amount of commodities rewuired, bases are still expensive to upgrade and build.


RE: Developer Notice: Player Owned Bases Update - Highland Laddie - 03-15-2014

I was agreeing with that to a degree, Ponge. I was addressing my response to Snak3.


RE: Developer Notice: Player Owned Bases Update - SnakThree - 03-15-2014

(03-15-2014, 01:45 PM)Highland Laddie Wrote: I'll agree that 3-4 hours would be better.

But with bases now easier to destroy, I wouldn't suggest to also increase Base upgrade commodity prices, at least not by that much. Most are in the $250-350 range. I don't think I'd make any cost more than $750-1000.

That's why I said to revert this update, but make the upkeep at higher price. So that people should be online making money to buy those repair commodities, instead of being offline with the idea that their bases will be indestructable.


RE: Developer Notice: Player Owned Bases Update - tothebonezone - 03-15-2014

Just a heads up, we have 6 Jormungands and 3 or 4 Vidars/Hels shooting a Core 1 base, and it's out repairing us still.

Quit whining about your oh-so-vulnerable base.


RE: Developer Notice: Player Owned Bases Update - Zayne Carrick - 03-15-2014

Indeed.
#nerfbases


RE: Developer Notice: Player Owned Bases Update - Ponge - 03-15-2014

(03-15-2014, 05:55 PM)Saronsen Wrote: Just a heads up, we have 6 Jormungands and 3 or 4 Vidars/Hels shooting a Core 1 base, and it's out repairing us still.

Quit whining about your oh-so-vulnerable base.

I think the part of the update regarding base changes are not active yet (or bugged).