(04-08-2023, 09:02 PM)Racerdude Wrote: You fools just don't get it. What will happen will happen regardless of player input. Without strong centralized leadership, Checks and balances don't exist. This is literal cut/paste that I've posted and sent to staff:
I still believe there is a different direction that these changes can go that will not only maintain the status quo for we POB enthusiasts, but also please the people (me also included) who believe there are too many unused or abandoned POBs.
1. Increase the seconds per tick or reduce the amount of material each tick uses. Let it be easier to maintain POBs.
2. Make the barrier of entry harder. Let the large undertaking be at the very first step by reworking the level 1 of the POB level.
Core 1 - Very small HP and 1 slot. That slot would be used to upgrade. Let the blueprint cost be much higher than it is now, perhaps in the billions, and still require admin approval given the same request requirement. This will make people think before building a POB and require a good amount of work be accomplished up front.
3. Increase the deterioration rate once supplies are empty. #1 makes it easier and less time consuming to maintain the POB, let #3 penalize POB owners who are not keeping up with their POB. This would also quickly remove unwanted/abandoned POBs
I'm not even concerned about the crew leaving level as I always make sure there's enough FOW. Crew can all leave at once for all I care, no opinion on those levels.
If you are at all intrigued by my proposal, I can take it to the next level and provide numbers. Or if you think it's a bad idea, let me know and I'll shut up and return to my corner.
(Voice of Morgan Freeman: "It was on that day when Racerdude found a corner. Tired and sore, the community never heard from him again.".
IMHO, I think it would be fine if the rate of decay increased 8x if there was no crew onboard. Everything else probably could've been left the same without problem but...that's just one man's opinion.
(04-09-2023, 05:42 AM)Leo Wrote: IMHO, I think it would be fine if the rate of decay increased 8x if there was no crew onboard. Everything else probably could've been left the same without problem but...that's just one man's opinion.
As a noob I wouldn't make barriers to entry to make PoBs really on the account of just letting people try them, they are complicated as is - I agreed with Zentor's easier deploys, it worked well with much higher decay
As of the next Server restart, the following changes will happen:
1) The Wear and Tear (W&T) tick has been increased from 1 per 120 seconds to 1 per 60 seconds. - Will reduce the time non-maintained Bases survive.
2) Repair Rate has been increased from 2,000 per tick to 4,000 per tick - Bases will repair quicker.
3) If your Base has less Crew than is required by the Core Level, then the W&T rate will be increased by a factor of 6 - Thereby further reducing the time non-maintained POBs 'hang' around.
4) When Repairing a Base, they will now use 3 of each Repair Material instead of 2 - This will have the effect that a Base will 'use' 4,320 RA per day.
5) This overides the changes mentioned in the OP.
'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
Praise the lord, staff worked with the community, took feedback - I must say under OP rules RP PoBs of non trade factions with IFF restrictions would just have to be straight up abandoned and left to die after some testing and scoping interest of getting people to help out - FWO tends to be easier to get with ALTs like Kyushu rice etc. For unlawfuls but not so repair commodities.
I think this is a great example of staff working with the community, really the step in the right direction!
(04-12-2023, 12:45 AM)St.Denis Wrote: As of the next Server restart, the following changes will happen:
1) The Wear and Tear (W&T) tick has been increased from 1 per 120 seconds to 1 per 60 seconds. - Will reduce the time non-maintained Bases survive.
2) Repair Rate has been increased from 2,000 per tick to 4,000 per tick - Bases will repair quicker.
3) If your Base has less Crew than is required by the Core Level, then the W&T rate will be increased by a factor of 6 - Thereby further reducing the time non-maintained POBs 'hang' around.
4) When Repairing a Base, they will now use 3 of each Repair Material instead of 2 - This will have the effect that a Base will 'use' 4,320 RA per day.