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Developer Notice: Player Owned Bases Update - Printable Version

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+--- Thread: Developer Notice: Player Owned Bases Update (/showthread.php?tid=113189)

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RE: Developer Notice: Player Owned Bases Update - Lumik - 03-16-2014

(03-16-2014, 12:36 PM)E.T. Wrote:
(03-15-2014, 07:40 PM)Singularity Wrote:
(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.

and it was continued for more than 2 hours. Still the base got no scratch. Should be a bug.

well I will explain it.. If the base has repair commodities and still enough crew then it will not die. This is something cannon added I think when he implemented the pob. So even when you have a huge force the base will not die. Because every x seconds the base has still enough repairs.

You would say but when under siege these repairs do multiply. That's correct, but if I read it correctly those are made half here too. So end result. Less supply and almost same amount of siegetime.

This was different. The bug you speak about is that base ends at 2 % of HP and then it stays with this despite the firepower is still the same like before. What happened yesterday was that despite more than enough firepower was used, the base was still at 100 % (sometimes 99 % and then it returned to 100). So probably shield efficiency was somehow bugged (my wild guess).


RE: Developer Notice: Player Owned Bases Update - Shizune - 03-20-2014

After reading a few things from everyone's side, let me just state some simple facts of life.

Stations are made of metal which is weak to anti-matter which bombers, cruisers, gunships and battleships can all carry.

If this was real, the anti-matter would obliterate a station upon first impact with its shields off and would insta-kill a platform as well

On another side, of things, look at all NPC bases in disco. All of them are being supplied by NPC's, including illegal bases by pirate freighters EVERY DAY, 24/7.

If a base gets attacked, then it gets attacked, oh well. PoB's are just overly complaced NPC bases.

We are the NPC suppliers and we are the NPC destroyers of said base when its found. They get supplies and what not and can be destroyed even if they get to it.

Like I said, be thankful the dev's did this rather then drop it to: 1 BS heavy mortar + hitting base reactor = boom. Because in RP that's what would happen and to say, those bases have one reactor and due to their size and shape, their not that shielded when they are hit, they would fully explode and kill everyone inside the base and destroy all cargo.

That is not the case.


RE: Developer Notice: Player Owned Bases Update - Lord Caedus - 03-21-2014

(03-15-2014, 10:19 PM)Narcotic Wrote: I miss McBaseslayer. Sad

Summer is Coming


RE: Developer Notice: Player Owned Bases Update - Zayne Carrick - 03-28-2014

Update's applied already?


RE: Developer Notice: Player Owned Bases Update - Zen_Mechanics - 03-28-2014

Yes i believe they are.


RE: Developer Notice: Player Owned Bases Update - AshHill07 - 03-28-2014

Well Melbourne Station is still eating RA at the normal, pre-update, rate. So either this hasen't been put up yet, or its not working correctly.


RE: Developer Notice: Player Owned Bases Update - St.Denis - 03-28-2014

In response to the question of whether the changes have been implemented. I am not sure but that the Bases still use the same amount of RA each day is not an indicator as will be seen by the quotes below.

Quote:As I said in my previous post the Base 'ticks' every 20 seconds. In that 20 seconds the Base previously took 1/3 of 600 damage = 200 damage and then repair it with 2 RA. Now the Base takes 1/3 of 300 damage = 100 damage and still requires 2 RA to repair the damage. 2 RA is the minimum Repair Materials used.

Quote:The highlighted part in the quote is the important part. Having 3 Repair Materials allows the base to repair 180,000 damage every 20 seconds. 1 Repair Material allows the Base to repair 60,000 damage every 20 seconds.

So it doesn't matter whether the Base takes 1 damage every 20 seconds or 60,000 every 20 seconds it will still use 2 RA in 1 'tick'.

So, unless the Devs have changed the time between each of these 'ticks' the wear and tear usage will not change.


Quote:Wear & tear damage reduced to 300 per minute per core (previously 600)

All this will do is double the time a Base will take to decay if it has run out of Repair Materials and it only takes Wear and Tear damage.

Under the old system of 600 damage per Core per minute a Core 4 Base with 24 million Health Points would take 24000000 divided (600 x 4) = 10,000 minutes or 166.67 hours or 6.94 days to decay to 0% Health.

With the implementation of the new new figure of 300/minute that same Base would take 13.88 days to decay to 0% Health.

So your guess is as good as mine whether it has actually been implemented.


RE: Developer Notice: Player Owned Bases Update - Zayne Carrick - 03-29-2014

Well, current siege of Seelower Hoehen by Rheinland Military clearly shows that bases're still on 99%


RE: Developer Notice: Player Owned Bases Update - Kazinsal - 03-29-2014

I disagree greatly.

[Image: hvEeky8.png]


RE: Developer Notice: Player Owned Bases Update - Zayne Carrick - 03-29-2014

If you say so...
They had a battleship+4 cruisers.
...
Ok, I'm bad at maths.