RIP Couden's 400 billion credits investment in Tempest Siege Squad™.
So basically (some) of Zentor's adjustments will end up in the current version?
Hope that the ore count reduction rumors are true with this, as the server simply does not have enough players to maintain 2-3 ore depots per ore we currently have.
Posts: 873
Threads: 73
Joined: May 2020
Staff roles: Story Developer
The Team was always onboard with Zentor's changes. All active developers agree on a fact that the PoB gameplay should be more balanced than it is now and gameplay options expanded. However, these changes are not being implemented by Zentor, but by other staff members and contributors.
Ores were to be reduced initially, but in the middle of development process, it was decided to keep them around anyway. That is a prime example of why leaks by former staff members and other sources are counter-productive and even at odds with what is happening if the patch is still WIP. And should we be fully transparent as some players want, the community could be easily confused and even discouraged by our constantly changing plans and other adjustments. The development is an organic process thanks to the discussions we have and not everything is set in stone.
The hell you mean bad thing - on the contrary, you want community feedback, involve it in the process, you people think completely backwards so often lol
I Maintain Orbitals 2 POBs mostly on my own. Usualy i go Once a Month to Put FOW and Hull Plates into it. We have a Base Goal of 20k per Comodity. This change would mean that i have to Refill our POBs every 2 or 3 Days.
Dont Get me wrong i like it that there will be Changes, and its good to.get rid of Abandoned POBs Quicker. But Maybe you should Start with a More Slow Increase of the Rates? As it looks to me you put the POBs on a 8 Times Faster Consumption Rate. I like that unsuplyed POBs degrade Faster, but Maybe make the Consumption rate only 2 or 4 Times Faster than now? Like this it wont be so Extreme?
(03-29-2023, 06:34 PM)Racerdude Wrote: I agree there is a better method, but the repair rate should nullify any degradation. I think the seconds in the tick should increase but the rate of degradation jacked way up. Shouldn't need a daily supply for a base. Once a week for the current pop would be reasonable.
agreed, some people dont have the time to log everyday and maintain per day, does it mean the base should perish then?
(03-29-2023, 07:07 PM)Shinju Wrote:
(03-29-2023, 06:25 PM)Reno Wrote: This
Dumbest idea i ever seen on this server.
Like everyone here is a 12 year old, with lots of free time!
It was stated before but let's do that again. PoBs aren't supposed to be maintained by ONE(1) person, so it's not really that hard to either get help by friends or RP with corps to get it done for you.
It's a nice change. Finally we will get rid of some PoBs just taking up space in the game... I mean there is much more PoBs than active players so.
(03-29-2023, 07:06 PM)Major Thomas Wrote: Well this should bring down server activity even more,good job!
It should boost the activity, because you will have to supply your base more OFTEN, which means you will have to log more often than once a week or two to deliver few supplies. And that means bigger chance to actually engage in encounters. Or you could just say how will that negatively impact activity.
so whats the real purpose? to increase the activity of the maintainers? to just see the base maintainers maintain and log off? and the so called "players online" for the short time period will be cool? of course its just for cleaning up the server from unmaintained PoBs.
anyways hope your changes will do good to the community.
I like the fact abondoned POBs will decay faster it's much needed, but making consumption rate 6 times what it is now is pretty heavy, maybe just double it and see where that goes it can always been increased later on down the line.
(03-29-2023, 05:40 PM)St.Denis Wrote: As of the next Server restart, the following changes will happen:
1) Wear and Tear (W&T) tick has been increased from 1 per 120 seconds to 1 per 20 seconds. This will have the effect that Bases will use 8,640 RA (or another Repair Material) per day (currently 1,440 RA per day).
Other effect is that Bases will now degrade 6 times faster. So instead of 'hanging' around for 460+ days, this will be reduced to @76 days.
2) Repair Rate has been increased from 2,000 per tick to 6,000 per tick. Bases will repair quicker and Core 3 & 4s will no longer use a second RM (or double if only one is available) at each W&T tick.
3) If your Base has less Crew than is required by the Core Level, then the W&T rate will be doubled. This will have the effect of further reducing the time non-maintained POBs 'hang' around.
EDIT: It has been decided that Points 1 & 2 will go live in 2 weeks time (12th of April) and Point 3 will go live tomorrow as that won't affect those people who 'care' for there Bases.
I'm obviously an idiot, so can I ask for a little more clearer of an explanation, just to be sure:
Point Two: states repair rate is increased? Awesome, bases are harder to be sieged/popped. Also will only eat one unit of RA per tick if no damage is taken from players, otherwise will use all three repair items to try and counter dealt damage by players- Makes sense. Correct if wrong please.
So that means if not attacked, RH and SP will sit there untouched and the base will only ever eat RA's right?
Point Three: states bases without the correct amount of crew will die much faster, fair game.
I like the direction. This should be a group effort with some purpose behind it.
(01-01-2024, 12:15 PM)Ravenna Nagash Wrote: In a live role playing environment, you are not owed or mandated to be given a duel. Fights develop differently every time and people have varying degree of time to log on their hands or have their own plans.