• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
Wiki (mostly outdated)
Technology Chart
Rep hack list
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
Mactan Network
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Developers Forum
« Previous 1 2 3 4
Mining Development Blog

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (4): « Previous 1 2 3 4
Mining Development Blog
Offline GamerGirl
01-14-2016, 09:05 PM, (This post was last modified: 01-14-2016, 09:07 PM by GamerGirl.)
#31
Member
Posts: 121
Threads: 5
Joined: Jun 2013

(01-13-2016, 04:44 PM)jammi Wrote:
(01-13-2016, 04:40 PM)Geolog Wrote:
(01-13-2016, 04:28 PM)Jack_Henderson Wrote: @Geolog : You're mistaking a valid complaint about player-created ingame-elements with negative impact to gameplay for QQ.

Challenging and interesting piracy is more fun then easy ''cherry picking'' in the mining field, unless you think that easy piracy is the way to go.

The administration evidently disagrees with you considering there are now rules preventing PoBs developing in or near mining fields.
Pob's in mining fields are not the problem. Miners that fill up bases needs a transport to haul them (small miners) and the big hegemon miners are easy to target. Turn on shield of base and the miner is no where. However the transport as in a transport with a capital armor makes it almost impossible to destroy, before reaching the nearest npc base. It is even worse with a battletransport! Also there is in every field i have been a NPC base less then 18k away. There you have the real problem, distance and capital armor on the shipping sides, making pirating almost impossible.
Reply  
Offline Karst
01-14-2016, 09:28 PM,
#32
Chariot of Light
Posts: 2,794
Threads: 196
Joined: Sep 2009
Staff roles: Moderator

(01-14-2016, 09:05 PM)GamerGirl Wrote: Pob's in mining fields are not the problem. Miners that fill up bases needs a transport to haul them (small miners) and the big hegemon miners are easy to target. Turn on shield of base and the miner is no where. However the transport as in a transport with a capital armor makes it almost impossible to destroy, before reaching the nearest npc base. It is even worse with a battletransport!

The issue is that as a miner or transport in a field with a pob that you have access to, the unlawful will never even get a chance to shoot the pob or interact in any way if you don't want to, since you can simply dock when you see them at 10k or whatever. That's not to mention the possibility of say, docking a battleship that can be within the field literally in seconds.

Quote:Also there is in every field i have been a NPC base less then 18k away. There you have the real problem, distance and capital armor on the shipping sides, making pirating almost impossible.

Really? Because I can think of exactly three fields that have NPC bases that close.
The Raw Hydrocarbon fields in O-3 and Tau-29, and incidentally, the Kruger Silver field in O-7.

Every other mining field is at least 20k, usually 25-40k from the nearest NPC base. Perhaps I'm forgetting one here but considering I have miners in all fields in the game, I think I have a pretty good memory of them.

[Image: jWv1kDa.png]
Reply  
Offline Venkman
01-14-2016, 09:40 PM, (This post was last modified: 01-14-2016, 09:41 PM by Venkman.)
#33
Fellow Junker
Posts: 3,445
Threads: 217
Joined: Jun 2011

Quote: - Bases located within 15k of mining fields will not be permitted to advance beyond Core 2.

The POB's that are currently in the mining fields are higher than Core 2 which is why they should be moved 15k away from the fields. And yes, POB's in the mining fields are the problem.

[Image: KhTQy6x.gif]
  Reply  
Offline GamerGirl
01-14-2016, 10:16 PM, (This post was last modified: 01-14-2016, 10:21 PM by GamerGirl.)
#34
Member
Posts: 121
Threads: 5
Joined: Jun 2013

(01-14-2016, 09:28 PM)Karst Wrote: The issue is that as a miner or transport in a field with a pob that you have access to, the unlawful will never even get a chance to shoot the pob or interact in any way if you don't want to, since you can simply dock when you see them at 10k or whatever. That's not to mention the possibility of say, docking a battleship that can be within the field literally in seconds.
Cloak, cd the turret/station, shields go up. And the point is rather invalid, because everyone or almost everyone uses the playerlist. So if you are on a transport and you enter system A you check it in the playerlist and see if there are dangers. You see this happening with a lot of players. If a hostile is there they just log another ship and continue their journey on another time. This can apply too in mining fields for miners, so before you even see a hostile on your scanner you have long pressed f1 or docked on a station.

(01-14-2016, 09:28 PM)Karst Wrote: Really? Because I can think of exactly three fields that have NPC bases that close.
The Raw Hydrocarbon fields in O-3 and Tau-29, and incidentally, the Kruger Silver field in O-7.

Every other mining field is at least 20k, usually 25-40k from the nearest NPC base. Perhaps I'm forgetting one here but considering I have miners in all fields in the game, I think I have a pretty good memory of them.
I look in this tomorrow another time, but the systems i usually mine in. (on other miners too) are all close to npc bases.)
Most players use small miners, so then isn't the transport the problem? Most miners use small ships and fill up the big transports. Miners like these can always escape, unlike hegemon miners. But this is the only exception of the case.
Reply  
Offline Jack_Henderson
01-14-2016, 10:29 PM,
#35
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

It's fascinating how long some people can deny the obvious.

[Image: 3-wise-monkeys.bmp]

+ IMG| DISCORD: https://discord.gg/TWrGWjp
+ IMG| IS RECRUITING: Click to find out more!
Reply  
Offline Auriec
01-15-2016, 07:28 AM,
#36
Member
Posts: 836
Threads: 45
Joined: Jul 2012

In my opinion, rules regarding POB placement should also be enforced retroactively. Disappointingly, this was never done since the rule was implemented which means the bases that caused the rule in the first place were never affected by it. Nonetheless, I don't consider POBs itself in fields uncounterable. A cloak is all the preperation you need. The bigger problems arise once there are weapon platforms. Yes, the fields will be moved further away from NPC bases. Everything in regards to POBs is for the administration to decide, I have no influence over that.
No need to turn this into a feces-flinging-contest, each of you. Take it to PM if you insist.
Reply  
Offline Findarato Veneanar
01-15-2016, 07:47 AM,
#37
Member
Posts: 421
Threads: 15
Joined: Sep 2012

Why not just move the POBs away from the fields a bit, it's not like they have to be destroyed, just moved a few k out.

Seems like something that should have been done as soon as the rule was made.

Signatures may not be bigger than 700x250, 1MB. ~Skorak

https://www.youtube.com/watch?v=EddX9hnhDS4 https://dl.dropboxusercontent.com/u/6623...%20Sig.png http://i.imgur.com/BpOtRCf.jpg -My stance on all the censorship in this community.
|:~ TBS ~:|:~ LMP ~:|:~ BMF ~:|:~ SW ~:|
  Reply  
Pages (4): « Previous 1 2 3 4


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2023 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode