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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Player Base Repair Idea

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Player Base Repair Idea
Offline Syrus
01-20-2014, 08:45 PM,
#11
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Posts: 1,583
Threads: 86
Joined: Mar 2010

(01-20-2014, 05:38 PM)Jack_Henderson Wrote: I would rather get rid of the bases, than going into that "full RL job mode" that would be required to secure my fictional pixel base.
Either the bases are practically impossible to destroy - like now - or they are incredibly easy to destroy for whoever has the time to spend on it.


Were this to be implemented the damage factor could be tweaked so that a base can survive for many hours before dying unless a big bunch of players logs on Hvy BS...the thing is, this COULD happen, but it's highly unlikely.

What if 40 Hvy BS would log now when you aren't around? They'd still kill the game...eh, base in a time in which you couldn't respond. Thing is, this many players logging ... improbable.

Considering that I'm calculating with a Core 4 base, a dmg of .05% might actually be better. As I said, that's up to the balancing though.



There is no good solution for making bases destroyable but at the same time keeping them save enough for people who don't want to spend too much time on them...Otherwise you'd just need to make them indestructable. I don't know.

You could also give the bases "a really big crapton of HP" (via low damage like 0.01% dmg received) and make the repairing "slow" as well. So 15 Hvy Cerb BS would take a little less than a full day (24 hours) to kill the base if they really tried - but the repairing done by the base suppliers would also be rather slow.
That would ensure the base survives long enough for everyone to be home from work and all (and you aren't even as long aways as other people are ...), while not making all damage void if enough damage was done. But would you really want to sit there for 1 hour repairing your base?

[Image: 7tAtSZe.png]
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