POB destruction discussion thread. - 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: POB destruction discussion thread. (/showthread.php?tid=147469) |
POB destruction discussion thread. - Tunicle - 01-28-2017 POB's for some are a vital element of Disco but have always been a focal point for problems especially with respect to their destruction vs. their construction. In an effort to try and implement a final solution to this imbalance we would welcome input from the community. Assume we are aware of the "POBs should go" and "POBs should be permanent" ends of the spectrum, so try and suggest workable ways forward. Try and be civil and constructive because the mods are presently a little bored. RE: POB destruction discussion thread. - Wesker - 01-28-2017 Take away the declaration requirements, necessary RP, and place them all in Rheinland. Srs tho: they're fine the way they are, people just get over dramatic about whole system. RE: POB destruction discussion thread. - Vendetta - 01-28-2017 People put a lot of time and effort in to building and maintaining a POB. I've always felt that the Roleplay for them should be a lot heavier to build/destroy. For example: Players would be required to roleplay the making of the station, as well as those looking to shoot it would need a really justifiable reason in-roleplay to do so. Not simply: Oh, I don't like that, let's shoot it. The fine system some people use, house laws, investigations in to who owns it, upscale those and make them more required than a single RP post. (Not for Nomads, though. We're lucky enough to have figured out a way to be able to do that kind of stuff.) The other alternative would be to make POBs an SRP thing so they don't spring up out of no where, modify the time required before a siege, modify the hull strength of the station (per level) and limit the amount of ships that could shoot it by Core Level, as well as how the shield mechanic for it works. That way, defenders have a bit of a fair chance of fighting back. Alternatively, don't do anything, and people can stop whining about every single thing in the game being a result of some OORPly motivated action against themselves and acting offended when proven otherwise. Idk. I just woke up. RE: POB destruction discussion thread. - Sombs - 01-28-2017 Quote:Given that Discovery took a major, if not even critical setback today, we may need to come up with temporary solutions to the current problems we have. While I don't know what exactly the issue with the PoBs right now is, I might have an idea on how to regulate base sieges, to have them a bit less unfair.---- From: http://discoverygc.com/forums/showthread.php?tid=146292&pid=1849302#pid1849302 RE: POB destruction discussion thread. - Backo - 01-28-2017 I personally enjoyed the times prior the PoBs becoming a thing as back then people seemed a bit less salty about dying and losing and such. Though that could be just rose tinted glasses at this point. Anyways since it' already too late to remove PoBs I'd rather have thinks kept the way they are. If destroying a PoB required any more effort (in number of people present that is) they might as well be invincible and at that point we're better off just making them a SRP/Official Faction only thing as I don't want to see bases that don't make much sense or don't contribute much everywhere. I'm actually pleased they can't be put at jumpholes anymore to kill activity so that's that. tl;dr: I'm fine with how they are at the moment. RE: POB destruction discussion thread. - Divine - 01-28-2017 To be honest, they should just go away. Previously people flocked together to mine and haul, nowadays I take it's easier to mine, drop it on the PoB and later someone hauls it. Interaction literally zero if people really want. And ofc people get riled up when some other people shoot their shinies. RE: POB destruction discussion thread. - Croft - 01-28-2017 To elaborate on what Sombra posted, I suggested bombers be used as siege engines to allow all factions to potentially attack a base rather than it being limited to caps. Something like a slow moving torp that does no or very little damage to ships so attackers must chose between risking a close up attack or fire from a distance with the possibility of the torp being destroyed. For simplicity's sake an attackers fee would probably be more managable, maybe half to 2/3rds the base's cost including modules? RE: POB destruction discussion thread. - Kopesh - 01-28-2017 Hm,some POBs require way too much maintenance,like daily maintenance,especially for inactive factions who want to maintain a POB. I would suggest radically decreasing the necesary commodities necessary for the maintenance of the POB. RE: POB destruction discussion thread. - JorgeRyan - 01-28-2017 Something I've been wondering for a week while was if pob seiges instead of destroying the base,lowered it down a core level, from which the attackers can try again later and the defenders don't lose immediately. RE: POB destruction discussion thread. - Zayne Carrick - 01-28-2017 Introduction of special siege ship, which can be destroyed once and for all and costs a fortune might make things interesting and balanced. |