Discovery Gaming Community
Developer Notice: Player Owned Bases Update - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3)
+--- Forum: News and Announcements (https://discoverygc.com/forums/forumdisplay.php?fid=13)
+--- Thread: Developer Notice: Player Owned Bases Update (/showthread.php?tid=113189)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


RE: Developer Notice: Player Owned Bases Update - tothebonezone - 03-13-2014

(03-13-2014, 04:57 PM)Ponge Wrote: But in real life not every single person has access to a tank or something equally powerful to blow up a building



You don't need a tank to blow up a building.


(03-13-2014, 04:57 PM)Dead Reckoning Wrote: Can bombers scratch bases?

Only if they don't have a shield. You'd need an obscene amount of bombers (around 40 or 50 as a guess) to take out a shielded core 1.


RE: Developer Notice: Player Owned Bases Update - Highland Laddie - 03-13-2014

Quote:I wonder how Zoners will stop encroachment by malevolent parties in the future with no BS cerb capable ships. Can bombers scratch bases? Not saying parties would encroach on Zoner areas or that they couldn't diplomacy their way out of it, but if the chances of rebuttal are significantly reduced, it does become an option.

I guess it would depend on which "malevolent party" you speak of. Zoners do have the Order, Freelancers/Mercs, Bombers, Gunboats, AND diplomacy at their disposal to help counter threats. Not to mention...there's also Noms out there to attack bases trying to encroach in the Omicrons.


RE: Developer Notice: Player Owned Bases Update - Lythrilux - 03-13-2014

To be honest, I like this but I DO have one issue with bases still...
Perhaps we could implement something so that factions without caps can still do notable damage to bases without needing to fill half the server with ships?


RE: Developer Notice: Player Owned Bases Update - danski2011 - 03-13-2014

For the simple people such as myself, how much RA does a base need per day to cover wear and tear damage now?

Edit: Don't worry, just skipped over something whilst I was reading the first post.


RE: Developer Notice: Player Owned Bases Update - Omicron - 03-13-2014

(03-13-2014, 10:53 AM)Tel-Aviv Wrote: I have a feeling that someone is going to auto-afk shoot a station with better chances now. Okay

(03-13-2014, 04:57 PM)Dead Reckoning Wrote: I am curious to see how future Omicron politics play out after update 7 (assuming that is when Zoner ships get changed).

[Image: g138153328740488589.jpg]


RE: Developer Notice: Player Owned Bases Update - St.Denis - 03-13-2014

(03-13-2014, 09:20 AM)aerelm Wrote:
These changes were promised for update 6, but unfortunately due to various technical difficulties they had to be postponed. After beating the plugin with a large stick for about a week, the changes are finally ready thanks to our resident FLHooker, Kazinsal, and are being implemented server-side.

Details of the new POB plugin update is as follows:

  1. Shield protection ratio is reduced to 97% (previously 99%)
  2. Wear & tear damage reduced to 300 per minute per core (previously 600)
  3. Factory construction requirements reasonably reduced.
  4. Construction speed for shield module increased.
This basically means bases will be easier to build, easier to maintain, but also easier to siege and destroy. The actual cost of the upkeep and upgrade is also considerably reduced by these changes and to compensate for the vulnerability core 1 bases will receive with the new shield protection rate, construction of the module itself is made twice as fast.

Feel free to use this thread for any possible feedback, but in case of any possible bugs, please use the appropriate bug report thread.

[*]Wear & tear damage reduced to 300 per minute per core (previously 600)

Maybe I am missing something within the Post. Up to the start of this change the Bases 'ticked' every 20 seconds. My understanding of this was that every 20 seconds the base 'checked' for damage. If the Base wasn't under attack then it repaired the 'wear and tear damage' which used 2 Reinforced Alloy every 20 seconds which equates to 8648 RA used every 24 hours.

The question that springs to mind is, how does reducing the 'wear and tear' from 600 per minute to 300 per minute reduce the required commodities if the Bases still 'tick' every 20 seconds?

I would like, please, a clarification on how this a) reduces usage of Repair Commodities b) makes them easier to maintain c) reduces the actual cost of upkeep.


RE: Developer Notice: Player Owned Bases Update - Moberg - 03-13-2014

@St.Denis

Wear and tear damage is regular damage inflicted to the base. It deals a certain amount of damage to the base. As soon as this damage is inflicted, the base begins to repair the damage.
Now, if you half this damage, you also need half of the commodities to repair the damage.


RE: Developer Notice: Player Owned Bases Update - St.Denis - 03-13-2014

(03-13-2014, 07:37 PM)LordVipex Wrote: @St.Denis

Wear and tear damage is regular damage inflicted to the base. It deals a certain amount of damage to the base. As soon as this damage is inflicted, the base begins to repair the damage.
Now, if you half this damage, you also need half of the commodities to repair the damage.

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.

Base uses 8640 RA per day. That equates to 2 RA every 'tick'. 3 'ticks' per minute, 180 'ticks' per hour and 4320 'ticks' per 24 hour period. At 2 RA per 'tick' this equals 8640 RA used per 24 hour period.

What has changed?


RE: Developer Notice: Player Owned Bases Update - St.Denis - 03-13-2014

(03-13-2014, 07:21 PM)Lythrilux Wrote: To be honest, I like this but I DO have one issue with bases still...
Perhaps we could implement something so that factions without caps can still do notable damage to bases without needing to fill half the server with ships?

I find it strange that those people interested in destroying Bases have now got a way but some are still not happy that they can't do it within the rules.

What is the fixation with destroying Bases?

Having played with the figures it seems that it takes 89 minutes for 10 Battleships (each with 3 Cerbs) to destroy a Level 4 Base that is fully stocked. Those Factions that have BSs with 4 Cerb slots ie Gallics can actually kill the same base with 9 Valors in 31.75 minutes.

Interesting thought.


RE: Developer Notice: Player Owned Bases Update - danski2011 - 03-13-2014

(03-13-2014, 07:31 PM)St.Denis Wrote:
(03-13-2014, 09:20 AM)aerelm Wrote:
These changes were promised for update 6, but unfortunately due to various technical difficulties they had to be postponed. After beating the plugin with a large stick for about a week, the changes are finally ready thanks to our resident FLHooker, Kazinsal, and are being implemented server-side.

Details of the new POB plugin update is as follows:

  1. Shield protection ratio is reduced to 97% (previously 99%)
  2. Wear & tear damage reduced to 300 per minute per core (previously 600)
  3. Factory construction requirements reasonably reduced.
  4. Construction speed for shield module increased.
This basically means bases will be easier to build, easier to maintain, but also easier to siege and destroy. The actual cost of the upkeep and upgrade is also considerably reduced by these changes and to compensate for the vulnerability core 1 bases will receive with the new shield protection rate, construction of the module itself is made twice as fast.

Feel free to use this thread for any possible feedback, but in case of any possible bugs, please use the appropriate bug report thread.

[*]Wear & tear damage reduced to 300 per minute per core (previously 600)

Maybe I am missing something within the Post. Up to the start of this change the Bases 'ticked' every 20 seconds. My understanding of this was that every 20 seconds the base 'checked' for damage. If the Base wasn't under attack then it repaired the 'wear and tear damage' which used 2 Reinforced Alloy every 20 seconds which equates to 8648 RA used every 24 hours.

The question that springs to mind is, how does reducing the 'wear and tear' from 600 per minute to 300 per minute reduce the required commodities if the Bases still 'tick' every 20 seconds?

I would like, please, a clarification on how this a) reduces usage of Repair Commodities b) makes them easier to maintain c) reduces the actual cost of upkeep.

I would assume that every 20 second tick =/= 300 damage.
Rather it's 100 damage per 20 second tick which would add to 300 damage per min.
Whereas before it would be 600 damage per min or 200 damage per 20 second tick.

Less damage (600 to 300 per min) means less Ra is used in repairing wear and tear damage

This would then mean half of the RA that was needed is now needed, so 8460 a day to 4230. Thus it is easier to maintain and reduces how much is needed to pay for Ra.