(12-21-2013, 09:12 PM)The_Lost Wrote: Will the Leeds Magellan hole be blocked by a PoB now? It would not suprise me the least...
God no, please no. Things like these are why POBs are bad.
I can think of a few Jump Holes that have NPC Bases and Weapon Platforms already around them. So, what is the difference with players building a Base with WPs?
The biggest difference is that POBs can be destroyed and are very vulnerable at the early stages. Also they need to be constantly supplied. This could be seen, in RP, as an extension of the NPCs continued building for the future.
The POBs that actually block JHs are a tiny minority of the POBs that are currently built. Most of the Bases that have been built, in the last 18 months or so, have generally been destroyed very quickly. I think that those that have survived, and this has been a small minority of those that have been attempted, have been through the hard work and determination of those builders. Kudos to those people that have stuck with it through thick and thin.
'I would like to be half as clever as some people like to believe they are' Life is full of disappointments, it is how we handle them that helps to define us, as a person
(12-22-2013, 12:24 PM)Snak3 Wrote: Because blocking some Jumpholes blocks interaction possibilities.
Naa you just have to find another route
I am not a native English Speaker, so i make grammar errors.
But it annoys me when people make silly comments about that... especially brits who for the most part can't speak their own language let alone anyone elses!
(12-22-2013, 12:24 PM)Snak3 Wrote: Because blocking some Jumpholes blocks interaction possibilities.
I still can't see where this would stop interactions happening. Take the following example of a Base (each one will/may differ but it should give you a general idea.
Take a Level 4 base with the following slots taken up:-
5 x Storage
2 x Weapon Platforms
1 x Shield Module
1 x Docking Module Factory
1 x Jump Drive Factory
1 x Cloaking Device Factory
1 x Hyperspace Scanner Factory
This requires the following materials:-
40k of Armanents (8 x 5kers)
470k of Hull Segments (188 x 5kers)
295k of Robotic Hardware (59 x 5kers)
480k of Industrial Hardware (96 x 5kers)
250k of Optronic Arrays (50 x 5kers)
90k of Quantum Arrays (18 x 5kers)
30k of Scientists (12 x 5kers)
60k of Bio-Neural Arrays (12 x 5kers)
60k of Magnetic Superconductors (12 x 5kers)
40k of Critical Temperature Alloys (8 x 5kers)
150k of Reinforced Alloy (30 x 5kers)
150k of High Performance Alloy (30 x 5kers)
150k of Heat Sinks (30 x 5kers)
75k of Plasfoam Conduits (15 x 5kers)
75k of Nanomembrane Filters (15 x 5kers)
10k of Fusion Devices (4 x 5kers)
With a 5k hold ship this would require 587 trips (most 5kers, due to weapons, armour and shields, do not have a 5k hold for commodities). If, as an average, each trip takes ½ hour then it would take 293.5 hours to build the base to this state. This gives plenty of time for interaction.
Hull Segments, Robotic Hardware and Reinforced Alloy are the required materials for repairs. When a Base is in the state of building it is at its most vulnerable. The base, as use you can see, uses 'repair materials' to build some of the modules. It uses all of the 'repair materials' when it is upgrading from one level to another. See below for commodities needed for a Core Upgrade
50,000 Hull Segments (20 x 5kers)
100,000 Industrial Hardware (20 x 5kers)
50,000 Robotic Hardware (10 x 5kers)
50,000 Reinforced Alloy (10 x 5kers)
50,000 High Performance Alloy (10 x 5kers)
50,000 Optronic Arrays (10 x 5kers)
50,000 Heat Sinks (10 x 5kers)
25,000 Plasfoam Conduits (10 x 5kers)
25,000 Nanomembrane Filters (10 x 5kers)
Granted once a Base is fully functional it is a beast to take down, conventionally, and may stop some interaction, but during the building of it there is nearly 300 hours of possible interaction (and this is also a very conservative estimate). This also doesn't take into account the required 'repair materials', Food, Oxygen and Water that it constantly requires to be kept alive.
'I would like to be half as clever as some people like to believe they are' Life is full of disappointments, it is how we handle them that helps to define us, as a person
(12-22-2013, 12:24 PM)Snak3 Wrote: Because blocking some Jumpholes blocks interaction possibilities.
Naa you just have to find another route
Soon there wont be any decent roots left. Consider this CR build player base in tau 23 within weps range of tau 37 hole. what happens? the system well die along with action.
Can we not just have 10 players log their BSs and destroy all bases that block JHs?
That should be the aim of the Basshunters, not destroying bases just to grief other players.
I'll be logging my OC Dread to destroy any base that blocks JHs, someone should make a faction that aims to do this, then maybe people would think twice about it.