Discovery Gaming Community
Theoretical Scenario - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3)
+--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23)
+--- Thread: Theoretical Scenario (/showthread.php?tid=57180)

Pages: 1 2


Theoretical Scenario - Enoch - 03-23-2011

DI Wrote:Its a new game dynamic.

I dont find that hard to accept at all.
That's actually hard to accept for combat-oriented factions.
I mean, what would happen ? People would just dock, restock, launch and re-engage ? It's already a pain to fight near an enemy base, now it's just going to be impossible. And don't tell me not to fight near enemy bases, populated systems have one base every 10k.
You say that factions that have a base in the system should have the advantage... That's a good point. But I would prefer them to have an advantage thanks to their skill, not thanks to a rule.

DI Wrote:If they guy has an allied base right next to him I shouldnt be able to beat him. It makes no sense.
I agree on the theory side. But I think that sometimes realism should stand out of the way of fun.

Edit : Geez, that's close to be the most constructive post I ever made.


Theoretical Scenario - hypermauler - 03-23-2011

How to abuse the new system In 4 easy steps:


1-Get into a battle with 2 fighters, you and your friend, your ennemy metagame and bring 2 gunship.

2-Once you feel your not winning, you and your friend start fleeing in opposed direction.

3-Eventually , at least one of the two will be out of radar . ( either because both gunboat chase only 1, or they end up being too slow)

4-You or your friend relog with a cruiser! ( because F1 is like a base in open space when no one see you)


The best part, is that the players did not break any rule....
''Discovery OR how to find leaks in the rules to win''

If you were able to dock then relog, then that will make people going to buy 5 battleship with different names.... Like one uPs in a fight! ...


Theoretical Scenario - Veygaar - 03-23-2011

I liked the old rules, except that, if they run. They can't re-engage but can use system still.... THATS what i'd do....


Theoretical Scenario - Huhuh - 03-23-2011

' Wrote:I liked the old rules, except that, if they run. They can't re-engage but can use system still.... THATS what i'd do....

How about, if you leave scanner range of everyone in a fight for 5 minutes you may not re-engage the participants. This means that if someone keeps running away to a base, the opponents can just move away so that the fleeing person can't get back to the fight in time to continue the engagement.


Theoretical Scenario - Veygaar - 03-23-2011

' Wrote:How about, if you leave scanner range of everyone in a fight for 5 minutes you may not re-engage the participants. This means that if someone keeps running away to a base, the opponents can just move away so that the fleeing person can't get back to the fight in time to continue the engagement.

I offered an idea like that when the new rule was first implemented.

And what you said can be easily seen via a /time so there would be no abusing it....


Theoretical Scenario - Hone - 03-23-2011

' Wrote:As far as I feel it, bases arent supposed to be vanquished.

If they were vanquished it would change hte RP cannon of the server.

I Disagree with you there, and point to peublo in the single player, where
the rogue smugglers disabled it, and you had to save it, or the prison ship in the first mission, or heck even freeport 7. Damaging bases is definitely a part of freelancer canon.

' Wrote:Rheinalnd aint supposed to conquer Texas until the day the devs say Rheinland did.

I dont think this need affect that, as the bases would only be temporarily offline, not removed forever.

' Wrote:Just accept that you wont be able to beat a guy near his own base.

Its a new game dynamic.

I dont find that hard to accept at all.

I could accept that, if it wernt for frelancer being on the unrealistically small system scale, which makes all bases too close, and easy to run to.


Plus vulnerable bases would allow for a feeling of achievement if you actually manage to invade another house and damage its bases, I'm not suggesting they be weak, I envisage a stationary BS with the shields of say, 10times that of a player one, as it has had its engines replaced with shield generators.


Theoretical Scenario - Hone - 03-23-2011

having looked around, what about ryoken's "time to repair" idea? That could balance the "docking no longer pvp death" idea of yours. (if the timing was properly calibrated)


Theoretical Scenario - Veygaar - 03-23-2011

' Wrote:I envisage a stationary BS with the shields of say, 10times that of a player one, as it has had its engines replaced with shield generators.
Cool idea.... Someone get Cannon!


Theoretical Scenario - Soul Reaper - 03-23-2011

For the original topic/first post:

Yes.

And as for the 'base' thing, you wouldn't have to destroy bases, although, if you could implant a damage meter on a base, once a certain damage percentage is reached (this would change according to what type of base), then the weapons would simply shut down for an amount of time(differing from base to base, and would have to be long enough to actually count as an advantage). Or, taking it a bit further, the damage amount could have 'levels'.

Example:

50% of damage -> Half the weapons shut down.
75% of damage -> More weapons shut down
100% of damage -> Say goodbye to base defensive capabilities.

Infact, taking it even further, as I don't even know if this could actually be done technically, significant damage could shut down the docking systems to a base.

Example:

50% of damage -> Half the weapons shut down.
60% of damage -> More weapons shut down
80% of damage -> Say goodbye to base defensive capabilities.
100% of damage -> Uh oh, you can't even dock on it anymore.

(percentages are all variable and of course could/would be changed accordingly)

just an idea.