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Docking ring weaponry - Printable Version

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RE: Docking ring weaponry - Laz - 02-29-2016

(02-29-2016, 01:33 AM)Explorer487 Wrote: D. 'Bout time.

That is all.



RE: Docking ring weaponry - moebus - 02-29-2016

Voted A.

For the disco background coherence, planets and bases should be able to defend themselves against hostiles (especially against ships that could threat them). Otherwise, to keep the coherence of the background, we should accept that ownership of planets/bases would change weekly (if not daily) each time a successful attack is made by players (there would not be so much people to defend at night!, disco time zones are not balanced).

I understand bases/planets defense systems limit the roleplay of hostile players flying near-by bases/planets, but would it be coherent that hostiles could fly without being annoyed by NPC defense around these planets/bases? Of course a defense system gives an advantage to the defender, but it can be overcome easily : have fights far away from planets/bases OR if you like challenges, then agree to do theses fights one time on your territory and then the second time on the opponent territory (like in some sports competitions).


RE: Docking ring weaponry - Kauket - 02-29-2016

(02-29-2016, 04:54 AM)Char Aznable Wrote: You hit a nerve? Far from it. Your argumentation is just going in circles. You're using PvP-Reasoning while I am using RP-Reasoning. Since this is an RP server I was thinking that the latter would apply.

Sorry, it's not anything personal. Don't think yourself too important. You're 2ic of Hellfire [Image: winking.png]
Jesus Christ.

Firstly, this is still a GAME. A Space-sim fighting game.

It's for fun. Nor does your position in whatever faction matter - if you want to be so rude, I can comment on your lack of ingame appearance and limited region of gameplay (343/taus/southern kusari) affecting your opinions. Leader, 2ic, member or not - that's irrelevant.

Remember the last time we tried to keep everything to 'accuracy'? Remember Nomads not needing to blabber before attacking? Yeah I do.


Also 30 seconds is more than enough time to either cruise away ( Yes - you CAN'T CD people if they have damage immunity ) - or re-dock again. Honestly, those missiles just need to go, or at least get replaced - then again - you have the npc battleship patrols at all capital planets. People say that unlawfuls shouldn't raid the planet? Too bad. Lawfuls shouldn't be hiding there.

Another idea is to add a weapon platform that uses a battleship model as a solar - making it killable - make the respawn time longer than a casual platform - which can act as a defence instead of the ring. So basically, a Battleship weapon platform that can be disabled after certain damage.

And the main motivation for me when it comes to getting it removed is the typical scenario of the raiders not having a lot of players in the playerbase and then people - who outnumber the attackers, start to hug the missiles. A glorious example of this is a typical Core raid with 3 people in Gamma - getting encountered by 8 other Corsairs - most of them running off to hide after we coordinate to beat them. It's stupid. It sucks.


Oh and uh, I can't be bothered with this thread after this reply.



RE: Docking ring weaponry - Lythrilux - 02-29-2016

Le +1 to the post above me!!111 But seriously, Nyx hits the nail on the head. Alpha and Gamma are definitely the worst places where there's docking ring weaponry as well.


RE: Docking ring weaponry - TheSauron - 02-29-2016

(02-29-2016, 03:19 PM)Oldum Wrote: "why fix what ain't broken"

Voted A. You have thousands cubic Ks of space to kill each other in, why would you forcefully kick into that tiny bubble around one planet in the entire house and surrounding space? It's like you'd deliberately want to get shot at by them. You know they are there, you know what happens when they hit, and yet you barge straight onto them. I personally spend most of my online time as an unlawful or quasi-lawful and I am yet to have a single issue with those missiles.



RE: Docking ring weaponry - Haste - 02-29-2016

I'd like to see docking rings be armed with something that reliably/steadily damages any hostile ship regardless of class (discouraging snubs and caps alike), but doesn't threaten any ship class with splash damage instakills.

Large-scale fights near capital planets are almost always hugely stupid in terms of roleplay reasoning and should be discouraged, but the current method is a bit too much in my opinion.


RE: Docking ring weaponry - Skorak - 02-29-2016

Long range zappers that do adequate damage?


RE: Docking ring weaponry - Arbs - 02-29-2016

(02-29-2016, 09:53 PM)Haste Wrote: I'd like to see docking rings be armed with something that reliably/steadily damages any hostile ship regardless of class (discouraging snubs and caps alike), but doesn't threaten any ship class with splash damage instakills.

Large-scale fights near capital planets are almost always hugely stupid in terms of roleplay reasoning and should be discouraged, but the current method is a bit too much in my opinion.

I have to agree. This is basically my opinion on the whole thing.


RE: Docking ring weaponry - Skyelius - 03-01-2016

Hey people,

I really think the best solution would simply be to give docking rings an uber pulse weapon (no hull damage) to keep all hostile shields and power cores disabled. Perhaps several; one that completely disables fighters that linger for 10 seconds or more (thinking 5000 pulse damage and 0 hull damage for the fighter version with over 2000 m/s speed and 3000m range) and a slower but more powerful version that cannot effectively hit fighters (perhaps 1000 m/s speed and 4000m range).

This doesn't "make RP interactions over planets" impossible, but if you are hostile to the planet, you have to deal with losing shields and power, though with no fear of being vaporized.

-Sky


RE: Docking ring weaponry - Lythrilux - 03-01-2016

(03-01-2016, 01:38 AM)Skyelius Wrote: Hey people,

I really think the best solution would simply be to give docking rings an uber pulse weapon (no hull damage) to keep all hostile shields and power cores disabled. Perhaps several; one that completely disables fighters that linger for 10 seconds or more (thinking 5000 pulse damage and 0 hull damage for the fighter version with over 2000 m/s speed and 3000m range) and a slower but more powerful version that cannot effectively hit fighters (perhaps 1000 m/s speed and 4000m range).

This doesn't "make RP interactions over planets" impossible, but if you are hostile to the planet, you have to deal with losing shields and power, though with no fear of being vaporized.

-Sky

Judging by the poll there's going to need to be a compromise, this solution sounds good.