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 - Ponge - 03-02-2014 Bases already need RP to upgrade (to core3, 4 and 5 actually, core2 only needs a registration), and with the upcoming changes with update6 (shield blocks 96% damage instead of 99%) a core2 PoB will be very easy to kill. If the PoB is harmful/ooRP, it will never reach core3. About repair commodity comsumption: am I seeing something wrong, or the bases now eat half as much of those as before (not 8600, but around 4300 per day)? RE: On Base Maintenance: A Ramble - Kosa - 03-02-2014 (03-02-2014, 02:54 PM)Ponge Wrote: Bases already need RP to upgrade (to core3, 4 and 5 actually, core2 only needs a registration), and with the upcoming changes with update6 (shield blocks 96% damage instead of 99%) a core2 PoB will be very easy to kill. If the PoB is harmful/ooRP, it will never reach core3. If what you say is true and base shields will block only 96 % of the damage, bases will fall by the dozens. That means only 11 heavy core battleships will be enough to destroy even a fully supplied siege-ready Core 4 PoB. Smaller lever PoBs will not have a chance no matter how many and what variety of repair commodities are present. 3 battleships take down a Core 1 (!), 6 do take down a core 2, 9 will finish off a core 3 if 3 repair commodities are on store. By the time one gets to Core 4 with all that RP requirement I think the base will be gone. It is a known fact that a base can not be defended by ships. (3 am lolraids) This change seems like a little over the top. RE: On Base Maintenance: A Ramble - Ponge - 03-02-2014 Yes, but base destruction will require RP (above core1). I really hope these RP post will be reviewed and will be denied or made void somehow if the RP irself is not valid (like someone posts: "I found your base and I'll kill it because I have a cap lololol!"). And I really hope illicitly destroyed bases will be restored, or this system won't work at all. RE: On Base Maintenance: A Ramble - Kosa - 03-02-2014 Agreed. By the way it's still 8600 / day. //And by the way - are you from Hungary too by any chance? RE: On Base Maintenance: A Ramble - Coin - 03-03-2014 of course, those nice high-priced commodities would be perfect for cargo piracy +1 RE: On Base Maintenance: A Ramble - tothebonezone - 03-03-2014 (03-03-2014, 04:37 AM)Coin Wrote: of course, those nice high-priced commodities would be perfect for cargo piracy +1 Actually yes, that's a great point. Cargo worth a few millions on every location, pirate takes half, dosh. RE: On Base Maintenance: A Ramble - Hannibal - 03-03-2014 I don't think the daily consumable amount of goods should be reduced since they are meant to generate trader activity in a current state of overflowed economy of which refrain players from ever logging their trader characters unless for supplying their own bases Thexare Wrote:but it's also at least two trips every day for any faction, three if they don't have 5ks.^ Clearly proving my point right there..why the pirate population is decreasing if a person[or worse..an entire faction ,if base i supplied by multiple peoples] only needs to log a trader character once in a blue moon and you want to decrease that even more? NOPE..just..NOPE RE: On Base Maintenance: A Ramble - larzac - 03-03-2014 I like this idea, like this people who supply bases will need escort because you cant loose a cargo where each unit cost 120K RE: On Base Maintenance: A Ramble - Coin - 03-03-2014 actually, it will create more activity - the units are so expensive that the pob owners will need to trade/mine to create the cash to buy them. it's like single player, chapter 3. you have the run of manhatten, but you have fk'all cash. the highest profit run is diamonds, but you have only the money to buy one diamond, so you have to grind out some crud from pittsburgh until you can afford to buy a few diamonds, and then you are rolling in it. by making them REALLY expensive, a 5ker will keep a pirate in cash for a loong time, and the players need to grind out the cash to make them, and the pobs can be a money sink at last RE: On Base Maintenance: A Ramble - Hannibal - 03-03-2014 (03-03-2014, 05:43 AM)Coin Wrote: actually, it will create more activity - the units are so expensive that the pob owners will need to trade/mine to create the cash to buy them. it's like single player, chapter 3. you have the run of manhatten, but you have fk'all cash. the highest profit run is diamonds, but you have only the money to buy one diamond, so you have to grind out some crud from pittsburgh until you can afford to buy a few diamonds, and then you are rolling in it. 1) And how will this take less time supplying a POB as OP wanted? 2) A pirate catching a trader who's supping a base with cargo worth of 600 mils that is required to keep the base alive for 40 days when there's only 10 players logged..well..let's just say only GOD could pull of that kind of piracy if you know what i mean |