I enjoy the opportunities for roleplay scenarios that it has provided me with. Hasn't been any major concern about the usage I do it with. So why would I give that up?
For fun - convince me. Without ad hominems, think-of-the-childrencommunity, argument clinics and all that sort of stuff.
I wouldn't go has far as taking them off game but in my opinion what should happen is for each "x" time while cloaking the Nomad/Wild would loose a bit of Hull from time to time like if being cloaked was "wasting/Draining" his energy so that players wouldn't allways be cloaked but yet they would have an exelent cloaking time.
There's few Nomad or Wilde players. Nomads are in fact descendants for Dom Kavosh heritage and they possess advanced yet distinct technology.
As far as I am concerned, Nomads are way advanced that mankind, yet they are only good in numbers. Why take advantage to the faction (in fact, alien) that is kinda superior? They need cloaks, even infinite ones, because there are no Nomad bases except those in Omicrons. Solo mission without cloak would be suicide, yet they ships are biological, not metal, so they should be like Chameleons.
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(10-13-2014, 03:51 PM)Treewyrm Wrote: For fun - convince me.
[11-10-2014 15:16:39] Yuri (Treewyrm): it’s not going to change.
You know perfectly well that regardless of what arguments people bring to the table, you won't be convinced. I don't mean to be a *Snip*, but I felt pointing that out to any aspiring forum warrior could potentially save people some time.
(10-13-2014, 05:20 PM)Toji-Haku Wrote: So. Why to take away their advantage?
Because this isn't about the roleplay background. Why aren't navy ships stronger than pirate ships? Why are civilian / borderworlds ships often as potent if not more potent than those made by (para)militaries? Because gameplay trumps lore in these cases. The same should be applied to cloaks. Interactions (even if it means being chased down by Order| ships out for blood) > Theatric Marduk decloaks.
I think we can start talking about balancing/removing unlimited cloaks for nomads as soon as humans face the same gameplay disadvantages they do. Extremely spread out bases that take forever to reach, hostile to everyone but themselves, indies limited to an area that's mostly dead (only Gallia is more dead), no trading, and so on. While these disadvantages are in place rightfully, given that Nomads are the main antagonists of the game (or atleast supposed to be), it does not strike me as a problem to give them some gameplay advantages over human factions in order to balance these huge disadvantages of a playable faction.
I don't really like this "all-must-be-equal" balance at all, especially when it makes me prefer civilian over military equipment in terms of strength. Everyone should have their own advantages and disadvantages in their equipment. Liberty Navy could have more efficient weapons, Rheinland Military could have strong weapons with low efficiency. That'd give equipment something more unique and not result in the same guns spread over Sirius, just with a different visual.
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(10-14-2014, 08:50 AM)LordVipex Wrote: it does not strike me as a problem to give them some gameplay advantages over human factions in order to balance these huge disadvantages of a playable faction.
Perhaps there are other means to balance these things, then?
Instead of infinite cloaks, some form of jumpdrive could be far more suitable, provided it can't be used as a guaranteed escape mechanism in combat. Promotes interaction all over Sirius, rather than the exact opposite. Yes, unique jumpdrives that operate on a system that differs from the regular coordinate-based one would have to be coded, I guess.
Of course, Nomad ships - the snubs in particular - just need a balance overhaul. The Voidrunner has pathetic firepower. The Sascya is absolutely earth-shatteringly fat and impossible to miss. The Nammu is huge and has very limited usefulness (that being decloaking on lighter gunboats and 'long-range bombarding' capitals) compared to a regular gunboat.
Perhaps infinite cloaks are an alright temporary fix. I just don't think they are the best solution to the problem at hand. And simply speaking from my own, personal experience, they've severely reduced interactions both as a Nomad and as a variety of human characters. With our dwindling population, I think interaction should only be encouraged, never discouraged.
Oh, and honestly: this myth that getting around as a Nomad was difficult or even impossible prior to them having permanent cloaks really needs to be 'busted'. Travel times are long, yes, but I never had a problem flying from Iota to New York to New London to Tau-23 to... You catch my drift. Short of people camping jumpholes and/or -gates in Liberty's capital, anyways. And honestly, any Nomad that flies there kind of deserves being shot to pieces. It is, after all, the capital of the second strongest House in the game.
Plus, everyone I know used to park ships in a few different places. Drake being the most centrally located one. Travel times from Drake to 'interactions' really aren't that long - when I last played a week or three ago, the Cortez - Coronado - Baffin - Taus route was quite populated.
While long(er) travel times may not be a particular problem for either of us, it does seem to be a problem for other players. Especially regarding OC-Sair war, I've heard often enough that people "won't bother flying 20+ minutes to fight for 5".
I really like the idea of a special jumpdrive. To make it bad for escaping you'd need high charge times and/or make jumpdrives finally disruptable with CDs, much like cloaks. However, it's still an improved version of equipment that humans can not have, and I'll predict that "UNBALANCED QQ" will be the result of its implementation.