While reading I had an idea to which Jammi dropped me an amazing comment:
[0:06:05 | Módosítva 0:06:09] Jamie - BMM Rep: Could be interesting, yeah.
It's something!!!
So yeah, here's the concept:
Make repair check rate slower but multiply the cost of repair materials by the same amount. If instead of 2 RA consumed per every 20 seconds the base is set to consume 1 per every 2 minutes (12 times slower), then set it's cost from 250 to 3000 (12 times more expensive).
Result:
- Less server load
- Less turns required to fill a base with materials of equal repair value -> less time spent on supply
- More valuable cargo, awaiting to be pirated
Whether these are pros or cons, I'll let everybody decide for themselves. Whaddya think?
While reading I had an idea to which Jammi dropped me an amazing comment:
[0:06:05 | Módosítva 0:06:09] Jamie - BMM Rep: Could be interesting, yeah.
It's something!!!
So yeah, here's the concept:
Make repair check rate slower but multiply the cost of repair materials by the same amount. If instead of 2 RA consumed per every 20 seconds the base is set to consume 1 per every 2 minutes (12 times slower), then set it's cost from 250 to 3000 (12 times more expensive).
Result:
- Less server load
- Less turns required to fill a base with materials of equal repair value -> less time spent on supply
- More valuable cargo, awaiting to be pirated
Whether these are pros or cons, I'll let everybody decide for themselves. Whaddya think?
the idea is nonsense, doesn't make any difference at all
> less runs mean less chance for pirates to catch a transport, increases the rate of ppl metagaming to catch one
> the lost server load will be compensated by other things (farming)
> bad idea to increase the price, equipment prices will rise in the roof because Alloys are also used for other things (cloak (a lot), for example)
> slower repair rate means either increasing hitpoints or mass of the bases to compensate the less repair rate or they would die off even faster, costing us more and being faster to be destroyed, heck? (then again we have a group of ppl on this forum yelling at the devs to balance bases again because they are "too hard" to destroy)
please, these are all cons. No clear-minded base owner would ever agree to that
(12-03-2015, 01:03 AM)Rebirth Wrote: the idea is nonsense, doesn't make any difference at all
> less runs mean less chance for pirates to catch a transport, increases the rate of ppl metagaming to catch one
> the lost server load will be compensated by other things (farming)
> bad idea to increase the price, equipment prices will rise in the roof because Alloys are also used for other things (cloak (a lot), for example)
> slower repair rate means either increasing hitpoints or mass of the bases to compensate the less repair rate or they would die off even faster, costing us more and being faster to be destroyed, heck? (then again we have a group of ppl on this forum yelling at the devs to balance bases again because they are "too hard" to destroy)
please, these are all cons. No clear-minded base owner would ever agree to that
1.) Less chance to catch a transport with supply commodities, as less time is spent on supplying, more can be spent on regular trading, do not forget that either.
2.) Well, it's not like current or future player activites could weight into server load as much as FLHook checks for every PoB in-game (for all three repair commodities) for every 20 seconds all the time. Is it?
3.) Commodity requirements for module construction can be also cut in accordance with raise in price if no other changes to the system are intended.
4.) Amount of repaired hull points per commodity unit/repair check can be also raised in accordance with raise in price if no other changes to the system are intended.
Keep in mind that main concern in mind when developing the idea was low cargo value, that's why points 3 and 4 weren't mentioned, but there is really a lot of things you can do by just playing with numbers. And also by using your brain of course.
(12-03-2015, 10:54 AM)Curios Wrote: Remove pobs = all problems solved.
unfortunately you cant just remove them anymore, not outright anyway. the best thing you could do is to create new activity rules for the bases. (id use the faction activity rules as a benchmark) which in turn would get rid of almost all of the bases slowly, OR the base owners would be forced to actually play the game and get others to do the same. making their base worth while. otherwise even if 1 dude keeps a base alive pointlessly its not going to stay that way unless people start giving a shit again.
(12-03-2015, 10:54 AM)Curios Wrote: Remove pobs = all problems solved.
unfortunately you cant just remove them anymore, not outright anyway. the best thing you could do is to create new activity rules for the bases. (id use the faction activity rules as a benchmark) which in turn would get rid of almost all of the bases slowly, OR the base owners would be forced to actually play the game and get others to do the same. making their base worth while. otherwise even if 1 dude keeps a base alive pointlessly its not going to stay that way unless people start giving a ***** again.
If admin balls are hairy enough then they can do that.
Anyway removing any weapons from bases would be a good start.
(12-03-2015, 01:01 PM)FluffReborn Wrote: I stand to the Protege's point:
Maintaining POB should be rewarding players - not punishing them for lack of it.
In my opinion the problem stems from people feeling entitled to have their PoB by default and without required effort instead of looking at it as a reward for hard work and dedication of time.
EDIT: Hey, guess what, maintaining your PoB rewards you with a PoB you can use to store stuff and make exotic ship equipment.
(12-03-2015, 01:01 PM)FluffReborn Wrote: I stand to the Protege's point:
Maintaining POB should be rewarding players - not punishing them for lack of it.
In my opinion the problem stems from people feeling entitled to have their PoB by default and without required effort instead of looking at it as a reward for hard work and dedication of time.
EDIT: Hey, guess what, maintaining your PoB rewards you with a PoB you can use to store stuff and make exotic ship equipment.
You don't seem to understand the main point.
I don't want to have to log every day/week/month/whatever just to make sure something that I worked for would explode because I wasn't petting it enough. If it were to be destroyed by another player that's fine - after all it's a multiplayer game. However if it is destroyed by game mechanics because I chose not to log for a week, that's not fun for anybody.