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Make nanobots tactical - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Make nanobots tactical (/showthread.php?tid=149602) Pages:
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RE: Make nanobots tactical - sasapinjic - 04-24-2017 Or to "mount" regens on equipment slot ? That will finally give equipment slot some use ! RE: Make nanobots tactical - Haste - 04-26-2017 I think a lot of people are jumping to conclusions in this thread. Tactical nanobots are cool, and wouldn't necessarily favour VHFs if we changed some armor stats around here and there. Unfortunately, people decided to assume that this change would be made half-assedly and thus break balance for little benefit. (In case it wasn't evident, I like this idea.) RE: Make nanobots tactical - Sombs - 04-26-2017 Not wanting to be rude, but those assumptions come from somewhere. ^^ RE: Make nanobots tactical - CommanderX - 05-31-2017 Speaking of nanobots change idea, I would like to suggest an alternative. Step 1: Introduce Massive Nanobots and Massive Shield bateries to capital ships ( Thanks to this, capital ships wouldn't be able to feed subcrafts with endless regens.) Step 2: Change Shield bateries and Massive Nanobots to heal overtime instead of instantly, and allow captains of capital ship to decide how quickly they heal (the faster the healing, the faster they'll drain). Fighters/bombers have very low hull and weak shields, so in critical situations they need to quick heal in order to not be destroyed. Battleships/Cruisers/Carriers/Battle Cruisers however recover their shield slowly and don't need to worry as much of being instant killed. For example: Cruiser fight another cruiser and end up with no shield and his hull is slowly going down. He can set Massive Nanobots to slowly auto-repair, getting 1% hull repair each 2 seconds at cost of 1 massive nanobot, since the battle is going to be long/ However, situation can suddenly change where enemy get bomber support. Cruiser captain under heavy fire retreat towards his alies while setting auto-repair on fast. He'll recover 3% hull each 1 sek at cost of 5 massive nanobots (repairing becomes 6 times faster, but nanobot lose becomes 66% higher). Thanks to this new system, capital ships wouldn't be able to feed subcrafts, and it will let capital ship user decide if he want to take risk with slow repair for long fight, or quick repair during emergency. Massive nanobots and massive shield bateries should also be more efficient than current regens, since capital ships would be giving up ability for instant healing. It would also encourage captains to keep distance and cooperate with others rather than rush into danger, since heavy firepower and big numbers can overpower repairing speed and destory ship before it can use all of its regens. From PR perspective, it also makes sense that small units like fighters and bombers can be repaired quickly, but large ships should require time to do so. Just an idea of mine. On one side it buffs caps since their nanobots and shield bateries will repair more hull at smaller cost, making capital ships last longer on the battlefield if used wisely. On another side it's also a nerf, since being ambushed or getting very close to NPC battleship and enemy forces means that it can be destroyed before using all regens, or it will run out of regens faster. (Repair over time speed would be balanced between gunboats/cruisers/BC/Battleships, since the smaller the ship, the more fragile hull and shield,) |