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Darkwind's discussions - Printable Version

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RE: Darkwind's discussions - St.Denis - 02-03-2021

With this in mind:
https://discoverygc.com/forums/showthread.php?tid=80349&pid=2195727#pid2195727
and that approximately 50% of the POBs are decaying/not looked after.

Would it be possible to increase the level of 'Wear and Tear' on a POB, so that if a POB has less than the required Crew on board it decays at a quicker rate?

Something like:
76-99% of Crew - x2 the rate of decay
51-75% of Crew - x3 the rate of decay
26-50% of Crew - x4 the rate of decay
0-25% of crew - x5 the rate of decay.

The RP reasoning of this would be that the full Crew is needed to look after the Base and keep it going. Less Crew, more damage sustained by the Base that remains unrepaired.

Now, ooRP, the clever people would just fill their Bases up with Crew and get around this.

But if it is also put in that, if there is insufficient of any of the Food, Oxygen or Water, that any of the Crew, that aren't covered by the FOW available, die at each of the 2 Daily checks (I have no idea what % or number dies at each check at the moment), ie. Only 400 FOW is available at the check and there is 4000 Crew, then 3600 crew die.

This would get rid of, quicker, all the abandoned Bases/those that are not looked after.

If people want a Base, then they should be prepared to look after it. It doesn't take much to look after a fully repaired Base each day.

A Core 1/2 needs 400/800 each of FOW and 1440 RA per day. 1 5ker trip.
A Core 3/4 needs 1200/1600 each of FOW, 1440 RA and 1440 RH (2880 RA if you only supply 1 Repair Material) per day. That, effectively is 2 5ker trips per day.


RE: Darkwind's discussions - darkwind - 02-03-2021

(02-03-2021, 05:10 PM)St.Denis Wrote: With this in mind:
https://discoverygc.com/forums/showthread.php?tid=80349&pid=2195727#pid2195727
and that approximately 50% of the POBs are decaying/not looked after.

Would it be possible to increase the level of 'Wear and Tear' on a POB, so that if a POB has less than the required Crew on board it decays at a quicker rate?

Something like:
76-99% of Crew - x2 the rate of decay
51-75% of Crew - x3 the rate of decay
26-50% of Crew - x4 the rate of decay
0-25% of crew - x5 the rate of decay.

The RP reasoning of this would be that the full Crew is needed to look after the Base and keep it going. Less Crew, more damage sustained by the Base that remains unrepaired.

Now, ooRP, the clever people would just fill their Bases up with Crew and get around this.

But if it is also put in that, if there is insufficient of any of the Food, Oxygen or Water, that any of the Crew, that aren't covered by the FOW available, die at each of the 2 Daily checks (I have no idea what % or number dies at each check at the moment), ie. Only 400 FOW is available at the check and there is 4000 Crew, then 3600 crew die.

This would get rid of, quicker, all the abandoned Bases/those that are not looked after.

If people want a Base, then they should be prepared to look after it. It doesn't take much to look after a fully repaired Base each day.

A Core 1/2 needs 400/800 each of FOW and 1440 RA per day. 1 5ker trip.
A Core 3/4 needs 1200/1600 each of FOW, 1440 RA and 1440 RH (2880 RA if you only supply 1 Repair Material) per day. That, effectively is 2 5ker trips per day.

I think there can be implemented the same thing in a different way to achieve similar goals. Answered with details before. Under consideration.


RE: Darkwind's discussions - Skorak - 02-06-2021

Not sure if this one is for you but It'd be cool if the table on the forums could show selected commodities.

So you could display how much ore is on your pob.


RE: Darkwind's discussions - darkwind - 02-06-2021

(02-06-2021, 05:34 PM)Skorak Wrote: Not sure if this one is for you but It'd be cool if the table on the forums could show selected commodities.

So you could display how much ore is on your pob.

This idea is already in progress


RE: Darkwind's discussions - darkwind - 02-07-2021

POBs and weapon platforms, part 2. Free free to add your opinion in the thread.


RE: Darkwind's discussions - darkwind - 02-22-2021

Woohoo. The day of big multiple changes today. 5 changes, you can find here.


RE: Darkwind's discussions - darkwind - 04-12-2021

I noticed that some people did not notice how to use faction IFF docking regulations

Just in case repeating.
you enable for example /base defensemode 5, which allows no one!

then you insert /base myfac to get list of which IFFs you can add as friends able to dock your base. (basically any faction at all)
Reminding, official and indie factions share the same IFF! For example if you add bretonia police IFF, you add bretonia police indies and officials to be able for docking.
/base addfac IFFnumber //to add someone to the base access list (and friends), IFFnumber you look in /base myfac
/base lstfac to check which ones were already added
/base rmfac to remove from the list
actually there is also hidden command /base clearfac, which removes everyone from list, for total cleansing.

*Shrugs* probably should be added to Player Base Tutorial
in the nearby future will appear the same feature for a black list.


RE: Darkwind's discussions - darkwind - 04-14-2021

Dev Leak(base) - disabling hostile defense mods

new features:
  • e785615 - hostile defense mods were locked under 'siege mod', which requires for base to receive 8 million damage for its activation. The bases will not attack everyone by default any longer, only if they were triggered to siege mode. Defense mods continue to fulfill nodock regulation role. Their role to identify hostiles is still important during activated siege mode.
  • 957fdd0 Chain reaction = activation of siege mode to one base, activates siege mods to nearby bases as well (within 8k range as the default value)
  • a759c4f nearby bases get activated siege mod in chain reaction, only if they are hostile in 'emulated siege mode' to at least one of the attacker. Basically, check for reputation.
  • 50e15af duplicated white list IFF lists for bases to have its blacklist IFF version in order having better way, which IFFs are enemies to the current base + it regulates nodock blacklist for the base
    New commands were added to the change
    /base addhfac <IFF group> // adds IFF to hostile base list
    /base rmhfac <IFF group> // removes IFF from hostile base list
    /base clearhfac // clears IFF hostile list
  • 2c7f351 added system-wide + logger warnings to players and admins for chain reacted siege mods activations (similar messages were added in previous commits for activation of siege mode of the targeted base, and for activation of personal self-defense against one player)
  • 5e3d150 improved siege mode trigger condition
    instead of 8 million sum of damage by all players, the damage must be made by ONE particular person
    in this it will be more abuse proof and will help better to justify rule enforcing against triggering siege mods

fixes:
  • replaced return 1.0 to return true, in nodock regulating function, which I left by accident in a previous pull request.
  • SpaceObjDamaged had been activating SyncReputationForBase too often due to a previous PR, fixed to be activated only once when necessary.

API:
base.cfg
  • siege_mod_damage_trigger_level = 8000000
  • siege_mod_chain_reaction_trigger_distance = 8000


why it should be accepted:
  • (redacted) original discussion (heavily outdated due to super inefficiency proposed implementation)
  • discord votings: (lazy to insert image)
  • also made a survey about it among players, more than half of players wish for it. but almost half of players do not wish it.
  • The balance devs would make the change to remove 'PoB area domination(which shoots all hostiles)' anyway, but in a much more crude way.

notes:
  • After consideration that, more than half of players wish it, all developers except one voted yes, and plus I think it is a good change as well, I decided it should be made. And balance people would do something drastic like removing weapon platforms if not having this code addition, I thought it would be better to have it made in a more elegant solution in my opinion.
  • built dlls to test
  • Game masters could make a new rule, that invoking siege mod trigger without attack declaration leads to sanctions, for example:
    image

    This messaged is logged in playerbase_events.log
  • Fixes #157 , information inside the issue is outdated

Current status of development
  • Finished coding, awaits coding review



RE: Darkwind's discussions - First_Prime - 04-14-2021

Greetings Everyone,

I am not a POB owner or an expert on the topic so my opinion might not be worth much but I will add my two cents worth anyway. From flying around Sirius as well as reading this thread it seems to me that there is an issue which exists with with abandoned bases. If this assumption is correct then why not apply a simple life tested solution to this problem as is being done everyday in real world.

In real world abandoned properties (taxes have not been paid, health violations, and etc. or simply abandoned) get reposed by federal, state, or municipal governments and then get actioned off. Can do the same thing here, first you establish a criteria of what an abandoned base is ( an example could be, hull 75% and the base has not been supplied for a period of no less then 90 days, or any other criteria for that matter) and then based on that criteria the base gets reposed by the Feds (Server Admins) or by local authority (House Governments) and gets actioned off. If the auction fails and the base is not sold it can then be destroyed.

I think this will add some activity to the gameplay that revolves around POBs. Like I said before, I am not an expert on the topic but it seems it might lessen the issue of the abandoned POBs and add some additional gameplay.

Thanks for reading


RE: Darkwind's discussions - LuckyOne - 04-14-2021

In-RP taxes and rules exist, so it's not much of an abandoned base problem. It's more of a everyone wants their own POB problem. Right now most POBs don't lend themselves to being useful to a lot of people, and most owners prefer to have tight control of what is bought and sold or stored on each POB.

In addition to that there is not much incentive to use POB facilities, besides the mining storage ones (equipment market is almost oversaturated for most stuff).

(04-14-2021, 03:59 PM)darkwind Wrote: [*] 5e3d150 improved siege mode trigger condition
instead of 8 million sum of damage by all players, the damage must be made by ONE particular person
in this it will be more abuse proof and will help better to justify rule enforcing against triggering siege mods

Isn't this like, more easy to abuse, in some cases ? I guess it depends if it's ONE account / IP address / charname ? I can picture a scenario where someone keeps switching chars to avoid ever triggering the siege mode and activating the defenses (granted it would be much more labor-intensive than just parking your BS and putting a paperweight on RMB)