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  Discovery Gaming Community Welcome Help & Support Tutorials & Tools [Guide] Player Owned Base

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[Guide] Player Owned Base
Offline St.Denis
11-04-2023, 07:13 AM,
#371
Member
Posts: 100,601
Threads: 1,347
Joined: Dec 2011

(11-04-2023, 05:57 AM)SwiftWing Wrote: I'm trying to find a listing for POB crew/scientist etc for each POB buildable Modules can anyone point me in the correct direction please if it has already been listed.

I think that Refinery crew and the likes should be included on the Build Items in the Guide, because each Items list needs to have the number of crew numbers listed at the bottom of the , if none, "Crew: None" should be used etc. or something.


Construction materials for Industrial Refinery
Hull Panels - 5000
Industrial Materials - 5000
Robotics - 5000
Construction Machinery - 5000
Optronics - 2500
Crew: 100 <-----

is this possible to be added to the POB Guide?

Are these of any help?

https://discoverygc.com/forums/showthrea...pid2307807
https://discoverygc.com/forums/showthrea...pid2307813

'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
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Online Lemon
11-04-2023, 07:25 AM, (This post was last modified: 11-04-2023, 07:29 AM by Lemon.)
#372
The Legendary Lemon
Posts: 2,359
Threads: 114
Joined: Apr 2020

- POBs built in non-House space that are bordering a House system, as listed below, are not allowed to be engaged for lack of payment, should one be issued.

- Should add this means by House Lawfuls, you have Core, Crayter, GMG Laws and unlawful pirate lines who can issue demands

It's a bit disappointing you want the RP from Core 3+ but you still allow basically a /1/2 without making demands by unlawfuls etc.
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Offline SwiftWing
11-04-2023, 01:39 PM, (This post was last modified: 11-04-2023, 01:49 PM by SwiftWing.)
#373
Member
Posts: 200
Threads: 53
Joined: Apr 2019

(11-04-2023, 07:13 AM)St.Denis Wrote:
(11-04-2023, 05:57 AM)SwiftWing Wrote: I'm trying to find a listing for POB crew/scientist etc for each POB buildable Modules can anyone point me in the correct direction please if it has already been listed.

I think that Refinery crew and the likes should be included on the Build Items in the Guide, because each Items list needs to have the number of crew numbers listed at the bottom of the , if none, "Crew: None" should be used etc. or something.


Construction materials for Industrial Refinery
Hull Panels - 5000
Industrial Materials - 5000
Robotics - 5000
Construction Machinery - 5000
Optronics - 2500
Operational needs: Crew - 100 <-----

is this possible to be added to the POB Guide?

Are these of any help?

https://discoverygc.com/forums/showthrea...pid2307807
https://discoverygc.com/forums/showthrea...pid2307813

Yes of Great help thanks, but any chance they can also be added to the Build/Construction needs requirement for each POB Refinery's and POB construction list, so everyone will know in advance of when constructing anything? this will help greatly when finishing there construction because they can have them ready to drop and or pick the Items up while there doing all there other running around for Construction Smile thanks so very Much and God Bless Smile

Might can be listed as something like this "Operational needs: 100 Scientists"
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Offline St.Denis
11-04-2023, 01:49 PM,
#374
Member
Posts: 100,601
Threads: 1,347
Joined: Dec 2011

(11-04-2023, 01:39 PM)SwiftWing Wrote: Yes of Great help thanks, but any chance they can also be added to the Build/Construction needs requirement for each POB Refinery's and POB construction list, so everyone will know in advance of when constructing anything? this will help greatly when finishing there construction because they can have them ready to drop and or pick the Items up while there doing all there other running around for Construction Smile thanks so very Much and God Bless Smile

Might can be listed as something like this "Operational needs: 100 Scientists"

As in this?
https://discoverygc.com/forums/showthrea...pid2308906

'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
Reply  
Offline NOVA-5
11-05-2023, 10:33 AM,
#375
Smegger
Posts: 1,378
Threads: 60
Joined: Jan 2009

(05-16-2012, 02:10 AM)Discovery Freelancer Tutorials Wrote: • 150 Industrial Materials
• 150 Super Alloy
• 100 Basic Alloy
• 100 Optronics
• 50 Construction Machinery
• 50 Nanocapacitors

• 2,500,000 credits

Once the base as been deployed,
that 2.5m will vanish into the ether?
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Offline St.Denis
11-05-2023, 10:48 AM,
#376
Member
Posts: 100,601
Threads: 1,347
Joined: Dec 2011

(11-05-2023, 10:33 AM)NOVA-5 Wrote:
(05-16-2012, 02:10 AM)Discovery Freelancer Tutorials Wrote: • 150 Industrial Materials
• 150 Super Alloy
• 100 Basic Alloy
• 100 Optronics
• 50 Construction Machinery
• 50 Nanocapacitors

• 2,500,000 credits

Once the base as been deployed,
that 2.5m will vanish into the ether?

I think that is the intention.

'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
Reply  
Offline Gabriel Angelos
11-06-2023, 05:33 AM, (This post was last modified: 11-06-2023, 09:16 AM by Gabriel Angelos.)
#377
Member
Posts: 52
Threads: 16
Joined: Mar 2009

I belive it will be very helpful if the devs can add batch number at crafting. It will help regulating overuse of supply. Specially in hydroponics bay where water resource are being consumed by crew and for crafting. If there is a max batch number then it will be helpful to regulate essential supplies.
EDIT :
Please change Toxic waste generation of Advance scrap smelting from 150 to 200
Also why two food rations
[Image: 2lTzS5c.png]
Please make it single
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Offline St.Denis
11-07-2023, 11:38 AM,
#378
Member
Posts: 100,601
Threads: 1,347
Joined: Dec 2011

Base Decay


Just in case people think they have a few days to before they need to worry about supplying their Bases, just be be aware of the Decay Rates.

Quote:- - Core 1
• Maximum Hit Points = 12,000,000

- - Core 2
• Maximum Hit Points = 16,000,000

- - Core 3
• Maximum Hit Points = 20,000,000

- - Core 4
• Maximum Hit Points = 24,000,000


Quote:• Wear and Tear Damage every 60 seconds = (200 * Core Level)
• Wear and TearBase will take 4x Damage on bases below Crew requirement

If your Base hasn't got enough Crew, then this is how long it will last from full health.

Core 1 - 200 x 1 x 4 x 1440 (minutes in a day) = 1,152,000 per day - will last 10.4 days before destruction.

Core 2 - 200 x 2 x 4 x 1440 = 2,304,000 - will last 6.9 days before destruction.

Core 3 - 200 x 3 x 4 x 1440 = 3,456,000 - will last 5.8 days before destruction.

Core 4 - 200 x 4 x 4 x 1440 = 4,608,000 - will last 5.2 days before destruction.

So please be aware that you don't have much time before your Base disappears.

'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
Reply  
Online Lemon
11-07-2023, 12:01 PM,
#379
The Legendary Lemon
Posts: 2,359
Threads: 114
Joined: Apr 2020

This has to be an oversight surely lol
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Online Reno
11-07-2023, 12:02 PM,
#380
Imperio Eliminator
Posts: 392
Threads: 27
Joined: Feb 2008

It's a job now.



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