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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Base Shield Idea

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Poll: Sup?
You do not have permission to vote in this poll.
Cool idea.
30.77%
16 30.77%
You mad bro?
69.23%
36 69.23%
Total 52 vote(s) 100%
* You voted for this item. [Show Results]

Pages (3): « Previous 1 2 3
Base Shield Idea
Offline Manuel Smith
04-11-2012, 07:55 PM,
#21
Member
Posts: 359
Threads: 55
Joined: Apr 2009

' Wrote:Ingame job, whatever. stop nitpicking.

He is only telling the truth bro.

[Image: BGMartinTrauer_zps85c2bd6c.png]
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Offline Jaika
04-11-2012, 08:02 PM,
#22
Member
Posts: 478
Threads: 91
Joined: Jan 2010

' Wrote:Thank you.

His task would be to log in base defenses and turn on shields. Voilà...
-Proove it.
-You're contradictory: If there are still 80 players on the server, it means that at least one of them could be contracted by you as a Nightwatch. That ofc would mainly be a job for people that live in weird timezones.

Also the vulnerability would force players to either hide their bases, or construct them in populated areas near friendlies.
Cheers.

So 'coz i live in a "wierd time zone" that means it's better if i just become e Nightwatch? right? As i see this idea isn't the best and as it was already said this is just a game not a second life or something. And another thing: let's say you contacted me to be a security guy for your base, how i'm gonna know it when the base gets under attack? 'coz i don't want to sit around your base all the time i play. And there is no notification message when someone attack your base. Only the little green message when the base gets destroyed. Correct me if i'm wrong .

There is no such thing as too much firepower.
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Offline CommanderX
04-11-2012, 08:34 PM,
#23
Member
Posts: 189
Threads: 25
Joined: Dec 2009

The problem with bases at the moment is that they are unbelivable expensive, you must deliver alot fuel to it, what cost time and credits, and shield run out fuel fast, and it must be delivered practicaly every day.

Bases maintaining is unbelivable expensive, and even if base are popular now, it is only because they are new, and all want to test out jump drives and cloacking devices, but considering the price you need to pay, it is realy not worth it.

Basicaly if only in 1 day base wont be refulled, it will be destroyed for sure, and sooo much credits, time and efforts what faction put in it go waste.

Sure base can be fun, making factions fight one another over it, but not when it is so expensive.




Anyway here is a idea more suitable than your idea.

First off, reduce the base expenses, less fuel used by shield and less materials to repair it.

Secound, make base fully repairable, for example, when player die, it is character not get deletad, he just need to leave system for 4 hours, so why wont do it with bases.
Basicaly if base is destroyed, it will be unusable for 4 hours, and after 4 hours base wont work until delivery of repair materials will make it operational again ( just as long as repair material is not too expensive and avaible to deliver ).

And after this you can try to go out with idea how to nerf base shield so that players will more often fight over tham.

[Image: assaultbanner.png]
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Offline Narcotic
04-11-2012, 09:40 PM,
#24
Member
Posts: 3,407
Threads: 151
Joined: Oct 2010

Well... it's a nice idea. But somehow, I disagree with it.
And since I can't say why actually, I didn't voted.

I like it how it currently is.

[Image: Narcotic.gif]

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Offline Lusitano
04-12-2012, 08:40 PM,
#25
Storm Chaser
Posts: 1,807
Threads: 192
Joined: Feb 2011

' Wrote:Well... it's a nice idea. But somehow, I disagree with it.
And since I can't say why actually, I didn't voted.

I like it how it currently is.

70% no
30% yes
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Offline (ツ)
04-12-2012, 10:52 PM,
#26
Member
Posts: 523
Threads: 19
Joined: Sep 2011

Nop: it's 100% Foxy!

[Image: tumblr_lp1zo8Cvid1qfpjcv.gif]



Know what? Screw my idea. Enough rage received. Probably devs are having their very own plans with shieldsystem...

That biplane just shot down my jet!
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Offline Trogdor
04-13-2012, 10:18 AM,
#27
Member
Posts: 1,236
Threads: 64
Joined: Feb 2009

No. In fact, [expletive] no.

Unless bases become so cheap to make that you can put one together in a day or two of trading, anything less than complete invulnerability is unacceptable.

You simply cannot guard a base 24/7. If I logged in one morning to find my base had been popped by a couple of twerps in the wee hours of the morning I think I would accidentally everything.

[Image: i4h0ll.gif]
[Image: zonerzonerzoner.gif]
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Offline Knjaz
04-13-2012, 10:58 AM, (This post was last modified: 04-13-2012, 11:04 AM by Knjaz.)
#28
Member
Posts: 1,648
Threads: 80
Joined: Dec 2010

Ok, a question - for how long period shield would activate?

What would prevent, say, a group of players from logging off 3-5 battleships in front of a base, armed with HMs and primaries only, and kill that base in... well, if you take primaries into account, it will be 7.380.000 damage per attempt/logon, if we use 3 heavy capitals that can fire 3 HMs at once and then continue with primares.

need only 4 of such attempts to kill a Core 4 base.

With just 3 caps, that is. If we bring in 5 caps, that will be 12.300.000 damage, and we will need only 2 attempts for Core 4 base. (was using primary guns with 12k damage in calculations)
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Offline Syrus
04-13-2012, 01:41 PM,
#29
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

Dunno if this was already proposed, cba to read through the thread at the moment...

But my idea for the shield would be, to have the shield drain 1 unit of fuel every 30 to 60 seconds as standard ... BUT!
If the shield is attacked it will additionally drain a further amount of fuel every 10 seconds, depending on the damage during the last 10 seconds. There should be a lower limit to this, like, it needs to receive 100k damage before any additional fuel is drained (1 unit), and an upper limit which is like 10mio damage (100 fuel drained). So, every 100k damage drain 1 unit of fuel. (numbers not final, but you get the idea)

Would that be better?

[Image: 7tAtSZe.png]
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Offline JayDee Kasane
04-13-2012, 01:59 PM,
#30
Member
Posts: 2,023
Threads: 51
Joined: Apr 2011

Maybe idea is good. but hey: people spent 3 days to supply a base and built modules not to found it dead because of some noob-caps. it might be good within realism, but right now players meagaming to locate a bases of players and blow it just for lulz.
so my answer is no: untill we have less cost of construcing bases or re-build base afer its dead with not huge cash/time this thing must not be here.
or you need make strong weapons to prevent people kill a base in no time

[Image: 6FadQ6bTk_g.jpg]
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