On Base Maintenance: A Ramble - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: On Base Maintenance: A Ramble (/showthread.php?tid=111958) |
RE: On Base Maintenance: A Ramble - Thexare - 02-15-2014 (02-15-2014, 09:34 AM)Ponge Wrote: Well, the idea seems good, but don't forget that RA is also needed for manufacturing, like a series 4 jump drive needs 112,500 Reinforced Alloy, that is a bit to much in cash if RA costs 120 000/piece (13 500 000 000 credits). So you have to pay attention to this, also. That's a very good point, but that can be fixed with some simple adjustments to how much RAs are used for manufacturing projects, or shifting the RA requirement to a different commodity. Or using the Robotic Hardware for normal maintenance and RA for siege maintenance, whatever. Point is, there's a few ways around that problem, thankfully. RE: On Base Maintenance: A Ramble - Cælumaresh - 02-15-2014 (02-15-2014, 03:37 AM)Jayce Wrote: yes)) RE: On Base Maintenance: A Ramble - Kosa - 02-15-2014 I am willing to agree with the idea. Making bases less of a time sink and more of a virtual money sink is a good idea. BUT Cutting the repair needs so drasitcally means one person can maintain 6x10^24 bases scattered throughout Sirius with no difficulties. And I certainly wouldn't like to see 20+ PoBs per system. +1 But be careful with the adjustments. RE: On Base Maintenance: A Ramble - EisenSeele - 02-15-2014 Perhaps if bases required fewer goods but required much more expensive goods, it would require for the people maintaining bases to trade more to pay for the goods that they ship to each base? Also, if bases are to get reduced upkeep, perhaps it would be better for bases to consume goods at higher rates when they've had a siege declared against them? RE: On Base Maintenance: A Ramble - Highland Laddie - 02-16-2014 I agree with OP. Make bases eat less per day, and make maintenance/repair commodities a bit more expensive. RE: On Base Maintenance: A Ramble - Thexare - 02-16-2014 (02-15-2014, 04:55 PM)Kosa Wrote: BUT Note that my proposal leaves the siege drain under normal mechanics (by way of a different commodity) - one person may be able to prop up a bunch of bases, but they'll fall easily because he won't have time to provide repair materials to all of them, and building a shield generator on each will take a lot of effort for a single person too. It's really kind of a self-correcting problem. RE: On Base Maintenance: A Ramble - Binski - 02-16-2014 I also agree, and agree that making the materials more expensive but requiring less is the best way to reduce the work but prevent too many pob's from flooding areas. Not sure about those initial numbers, I have found that if you build near a cheap alloy supply, you can build and build a level 1 mod, with shield and storage for fairly cheap, its just the time to collect everything that slows you down. Once you're set up the alloy to maintain it is cheap, but all you can do is bring it in as much as possible to keep up with it (unless you have a barge at your disposal). Simply increase the value of something like reinforced alloy, and reduce its necessity to say 1000 a day, would reduce time needed to maintain it, and you could use that time flying, however you like, to make the cash for the base. It even seems to me that if you have full crew, and keep them supplied, you shouldn't even need alloy to maintain it, and it should only need alloy for when attacked or if you build in a high radiation zone. That way maybe the value of things like Oxygen, water and food rations could also go up a bit, and it would be those commodities you'd worry about keeping on the base, for the people, which definitely do need them to survive. A well constructed base would not just degrade, keeping people alive on them would be the maintaining factor. If it were just the human commodities that were used over time, it would actually provoke people to extract their own oxygen and water from known areas to make it cheaper or easier to supply. RE: On Base Maintenance: A Ramble - Thexare - 02-16-2014 That's also a good approach, and I think I'd prefer that if it were done because as you said, it makes far more sense. The problem is that the math for that one is a lot more difficult, and I wanted to provide a more-or-less fully-explained suggestion as that makes it more likely to be acted on. RE: On Base Maintenance: A Ramble - NoMe - 02-16-2014 if i can say, i have already tried different way, by chance one guy give me a base, but this idea with several base is very hard to do alone! my base was destroyed by 2 different factions quickly! just enought time to construct a large cloak but it's already a good thing, a ship fly with an MK2 *smile* and more to do that, 6 or 8 hours by day are obliged in game. very difficult! but not impossible depend of your timezone ) ps if i find some guys interested by an "transition" base, i'm ok ! RE: On Base Maintenance: A Ramble - Druen78 - 03-02-2014 Crazy random idea: remove maintenance altogether, and make bases SRP-only. |