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Joined: Aug 2007
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(05-29-2015, 12:45 AM)Tyria.Regalia Wrote: Interaction transcends talking to each other. As is apparent from the PvP element of the game. Playing hide n seek should be an option as well. The miner has to work to run away from the pirate, the pirate doesnt have to work to find the miner.
Also hiding is an option for every other step of the mining/trading process, the mining fields is the one point where pirates don't have to worry about targets just flying off-plane.
(05-28-2015, 09:36 PM)Garrett Jax Wrote: The following rule regarding POBs in mining fields will be enforced upon all future POB builds:
Quote:Core Two
- Players are required to post the name, IFF, system and purpose of their base in this subforum prior to becoming Core 2. These posts remain invisible and are only accessible by the server staff.
- Upon posting their existence, base owners will receive, from the admins, a set of 'blueprints' which is required for their upgrade. Blueprints are non transferable and will be absorbed in the upgrade of the base.
- Before a player/faction attacks a Core 2 base (or higher), they must role play either in game or on the forums and provide the link to this RP in the Attack Declaration thread. - Bases located in mining fields will not be permitted to advance beyond Core 2.
This will not apply to Player owned bases already above Core 2 that currently lie in mining fields.
There has been much debate regarding miner/pirate activity surrounding POBs. From the miner's standpoint, pirates log out in space, watch the player list and then log in to nab their target. The other side has miners insta-docking the moment that a pirate shows up on their scanner. Both create a no win/no fun scenario for both sides of the interaction.
We wanted to create a game mechanic that would enforce this rule, but the dev workload is high and priorities have placed it nowhere near the top. Admittedly, this does not solve the problem of POB's that have been grandfathered in, however it prevents the problem from becoming exacerbated. The devs have promised us that they are continuing to look at the issues concerning POBs on many levels. For now, the Admins will tweak the rules here and there and try to maintain a fair balance.
This rule does not apply to jumpholes/jumpgates. If you feel that a particular POB is disruptive to server gameplay, due to its proximity to these solar objects, then state your case in a Player Request and we will investigate it.
And if i'm planing to place base not inside of mining field, but 500m-1k outside of it then what? I will still can't make it core 3?
That's a great question, Black Jack. The Admins have an idea of minimum distance, but I'd love to hear what you and the community have to say about it.
(05-29-2015, 05:56 AM)Scourgeclaw Wrote: Far away enough that someone can't just impulse to it and dock the instant they see another player en-route to interact with them.
(05-29-2015, 06:04 AM)Garrett Jax Wrote: So, what does that mean in terms of distance? 10k? 15k?
Let's say. I'm going to construct my second base in Omega 11 for diamonds storage. I was thinking about placing base near Mining location but with this new update...... I moght construct it near Solarius... Or if you make that possible i will place it where i wanted. 1k from mining field. And for pirates it's better to stop transports, not miners. Not much miners everywhere anyway. And you can't find 1 if you need it. That's why i want to place base there and grant free docking access.
15 K would make sense, it is enough for the miner to flee if they are quick enough and for the pie-rat to catch him ...
Back on the OP , the only reason I could think of of having a POB in the middle of the mining fields, ( apart from the usual let's-put-tons O' weapon platforms out kind of thibng would be if POBs could deploy "automated miners" .. as long as you feed it, it mines ore into the POBs hold