(01-17-2013, 11:29 AM)Kangarawrawr Wrote: -snip-
It's made worse in that it's impossible to effectively siege a base past core 2 unless you can field a hundred Russians or have the playerbase of the Corsairs - even then you'll cause the server to crash out for hours.
And here lies the whole problem with PoB, they're just too hard to take down, and to siege them until all supplies are down is just downright boring and takes at least 1.5 days.
Right now if a base goes above lvl2 it's nearly invincible, even if it's just 1 person supplying it.
And that clearly goes against what was planned.
Regards Xelon
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(01-17-2013, 11:53 AM)monmarfori Wrote: Try nerfing base health that gives one who siege the base easier to deplete supplies.
No.
I spend 1h daily on base-related rp/flying and I do not want to spend more.
If you want to down a base, down it fast enough. If you let it grow past level 1, it is your own responsibility. Then it will stay as long as players keep it supplied. And for a toy that has many many hundreds of hours spent on it, that's only fair.
Please only comment on my statement, if you have been responsible for the management and upkeeping of a base for longer than 6 months (because you'll learn the pain after the honey-moon "this is sooo new and soooo cool" phase is over).
Bases are fine.
Fix the few ones that are harming gameplay.
Try this fixing by talking to the players/factions that are responsible for it.
Keep in mind: The fixes for the 3 bases that intuitively come to my mind are really easy to achieve:
> a less aggressive defense mode for some player bases (Itabashi), which can be done by typing 1 line.
> a little less efficient turret placement that doesn't cause insta kills but keeps the rp of "this is our space and you are not welcome" (GC, KC) intact, and does drain some bots on large ships and thus keeps its visible rp effect.
(01-17-2013, 11:53 AM)monmarfori Wrote: Try nerfing base health that gives one who siege the base easier to deplete supplies.
No.
I spend 1h daily on base-related rp/flying and I do not want to spend more.
If you want to down a base, down it fast enough. If you let it grow past level 1, it is your own responsibility. Then it will stay as long as players keep it supplied. And for a toy that has many many hundreds of hours spent on it, that's only fair.
Please only comment on my statement, if you have been responsible for the management and upkeeping of a base for longer than 6 months (because you'll learn the pain after the honey-moon "this is sooo new and soooo cool" phase is over).
Bases are fine.
Fix the few ones that are harming gameplay.
Try this fixing by talking to the players/factions that are responsible for it.
Keep in mind: The fixes for the 3 bases that intuitively come to my mind are really easy to achieve:
> a less aggressive defense mode for some player bases (Itabashi), which can be done by typing 1 line.
> a little less efficient turret placement that doesn't cause insta kills but keeps the rp of "this is our space and you are not welcome" (GC, KC) intact, and does drain some bots on large ships and thus keeps its visible rp effect.
Oh please. So what if your shiny toy gets killed? It's YOUR responsibility to aptly defend it. You shouldn't solely rely on its defense network (in fact, if you get to that point you're already doing it wrong) to stop the base from dying. YOU should defend it. Bases are overpowered, this is something we've seen demonstrated on numerous occasions.
(01-17-2013, 12:07 PM)Kangarawrawr Wrote: Oh please. So what if your shiny toy gets killed? It's YOUR responsibility to aptly defend it. You shouldn't solely rely on its defense network (in fact, if you get to that point you're already doing it wrong) to stop the base from dying. YOU should defend it. Bases are overpowered, this is something we've seen demonstrated on numerous occasions.
Typical reply of someone who has no idea of bases.
If you even have to defend it, you are doing it wrong.
(01-17-2013, 12:07 PM)Kangarawrawr Wrote: Oh please. So what if your shiny toy gets killed? It's YOUR responsibility to aptly defend it. You shouldn't solely rely on its defense network (in fact, if you get to that point you're already doing it wrong) to stop the base from dying. YOU should defend it. Bases are overpowered, this is something we've seen demonstrated on numerous occasions.
Typical reply of someone who has no idea of bases.
If you even have to defend it, you are doing it wrong.
I've assisted in the construction, maintenance and defense of bases - so yes, I do have an idea about them. (Though I never bothered with owning one). It's nobody's fault but your own if it dies, and quite frankly with the power in any base owner's position they shouldn't be given the added benefit of practical invincibility which can only be breached by undergoing a days-long siege which stands to crash the server.
Might want to think twice before you decide to be a condescending and profusely presumptuous bag of dog vomit.
I don't much care for PoBs so I stay clear of them, a pretty simple solution.
However it seems by the comments on this thread that the two main issues are Base position and strength. What if each system had a number of preset locations say near jumpholes, off the side of tradelanes and in fields. For example illegal groups could build near jumpholes and in fields where as lawful groups could build off tradelanes and near jumpholes creating a contested area. Obviously the two can still attack each others bases, they simply can't build on those spots.
To balance the bases using the core upgrades have it limited, illegals can build up to level 3 in fields but only level 2 near jumpholes, lawfuls get level 3's off tradelanes but only level 1 near jumpholes and so forth. Balancing the defenses is far trickier but I don't know much about them so I'll leave it to those who do.
And just as an added extra why not give Carriers the ability to deploy base siege platforms (by module or as standard which ever works) slow firing and slow projectiles useless against anything that isn't stood still but pack one hell of a punch.
I think Henderson is quite right, though i wouldn't mind having bases defense capabilities nerfed, if they would be easier to supply (using less repair commodities or something) in exchange.
When i set up my own base, i created a new ship to use it solely to supply my base.
Currently that ship has 550 hours of game-time on it, even though it is not the only ship i use to supply the base.
So yea, i wouldn't want to see something that i put so much effort into able to be easily destroyed by a bunch of people that feel like destroying bases.
(01-17-2013, 01:16 PM)Croft Wrote: And just as an added extra why not give Carriers the ability to deploy base siege platforms (by module or as standard which ever works) slow firing and slow projectiles useless against anything that isn't stood still but pack one hell of a punch.
Bases are invisible to NPCs, if i got it right, so in case you want to create an NPC controlled platform that shoots the bases, it guess it had to go both sides and would cause bases to shoot npcs as well, probably causing server lags, triggering shields, and making it possible to farm npcs afkly.
Also, if those platforms were actually NPCs that stay while your ship moves away/logs off, it would be quite overpowered, no madder how much damage they cause, simply by the fact that they would permanently trigger the bases shields.
Shields only Goes up If the turret or base itself is hit. For the turret i say Its stupid As it is outside the base. But codewise i must say Its a good sollution.
But As there has been told here Its the players themselves who are (Ab)using these tools. The pob itself is good As it is. As i think We should thank Cannon and all of the dev team making it how it is now. Because it Brings activity creating one. Also on the forum and rp.
But then again do we want to be stripped by our freedom wich the devs and admins give us? If you want to See it gone so badly why not try hire Those base destroyers? Like the ones who did Those YouTube movies of That ic base in okinawa. And As you See how anoying something might be it Brings rp.
Also almost forgot GMG. Ok so rephacked? Why not take a different tradelane? Dont think you Will go fast As gmg to liberty. As h3 for example. Just instead in new Tokyo to the planet you take the other lane to go around.
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