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Here's my Evaluation of Discovery - Printable Version

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Here's my Evaluation of Discovery - Dab - 08-10-2005

So when Igiss makes cap ship turrets with power we wont use them anymore.

I think giving cap ship weapons energy drainage shoud be done on the next update/patch, because it is quite unfair to the battleships when a fighter can run circles around them and pound them better than an other battleship


Here's my Evaluation of Discovery - Timber Wolf - 08-10-2005

Yet despite this claim you say you're going to do just that.


Here's my Evaluation of Discovery - Dab - 08-10-2005

Okay if igiss says he's gonna fix it i won't do it :( .


Here's my Evaluation of Discovery - Wrath - 08-11-2005

Increasing battleship speed will have zero effect against a fighter at the speed change I propose. It will just make it easier to navigate..... some of the ships are so problematic that you really don't want to move them anywhere. The Rheinland battleship as well as the kusari can't use tradelanes most of the time. The Rheinland behemoth also has problems docking with jump gates, but more of last patch than this one.

Kane right now battleship weapons have zero weapon power required to shoot them.... you can stick them on fighters. It looks funny except for the cruiser forward gun which has no graphic.

As for the gunboat guns, maybe just up the power cost by a lot and leave the damage as is?

I also agree that the coded level 10 guns could use a boost maybe..... Honestly though 4 nomads are probably better with 2 level 9 guns that require energy.


Here's my Evaluation of Discovery - daedalus - 08-13-2005

daedalus,Aug 9 2005, 07:08 PM Wrote:Maybe there's a way round this by reducing commodity prices, say dividing them by 10, so that something previously at $1600 would be $160. It would slow down trading.

10 million for an Osiris would then look expensive.
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Just a note to say, regarding the above, that equipment prices (guns, thrusters, mines etc) would also have to be divided by 10 otherwise npc loot drops and stuff on wrecks would be too valuable.

Igiss, -

I'd like to see all the new ships (excluding the three new fighters and CSV) given a class 9 freighter rating apart from gunboats, cruisers and battleships which would be class 10. Maybe consider making the liners and the mining ship class 10 also, but certainly not trains and transports which should be more vulnerable.

Simply make the class 9 freighter shield a normal shield, but the class 10 a bit stronger, say 120k. I think 160k is too much. Maybe make gunboats and cruisers come with the class 9, but able to mount a class 10 (bought from somewhere), and have battleships come with the class 10. Get rid of the multiple shield strengths for each class and type, it's not necessary (i.e. the different ratings for class 10 graviton freighter shields).

That, as well as fixed guns and turrets which cannot be unmounted, would solve all the problems.

I'm also in favour of energy usage for the larger ships, but on a practical level I think this would be very hard to get right, to a point that everyone agrees on. It would be simpler to avoid it if at all possible. And I'm not confident it will stop a fighter firing a cruiser forward gun.

Other suggestions: Create an "uber-mine", like the Nova torpedo, which will hurt the larger ships. Can I suggest the name "Shredder"?
Increase codename gun damage (shield and hull) by 50%. These guns are too weak to be useful at that level.
Increase battleship normal speed to 100.
Slightly decrease gunboat forward gun damage (as in my suggestion above, they'll have the same shield level as battleships).

I still get the feeling that the Discovery mod is "almost there". With these fixes it will be.


Here's my Evaluation of Discovery - Wrath - 08-14-2005

Honestly I think it's not a big deal gunboats and crusier can use the 160k shield; the hull difference is astronomical. Fight a stock gunboat (with the 160k shield) vs a stock battleship with say a 40 or 80k shield and the battleship will still win hands down. A 350k hull vs 50k is a real no brainer.


There is no real way to balance large vessels against a fighter; the moment you do there isn't much point to a capital ship anymore. Good game, thanks for trying! Move along to the next mod on the list.

I agree with daedalus on the issue of adding levels to cruiser forward guns. The system wasn't designed to deal with massive energy bursts over time. I think it will be possible to put the cruiser forward gun on a fighter with 4 nomads and say a missle of choice. Guns will fire if the ship has any energy available; overload a medium range fighter or freighter and you will still have at least one gun always fire when you are out of power.
Four nomads, and a missile will drain zero power meaning the cruiser forward gun fires as it pleases.....


Here's my Evaluation of Discovery - daedalus - 08-14-2005

Wrath,Aug 14 2005, 12:26 PM Wrote:Honestly I think it's not a big deal gunboats and crusier can use the 160k shield; the hull difference is astronomical.  Fight a stock gunboat (with the 160k shield) vs a stock battleship with say a 40 or 80k shield and the battleship will still win hands down. A  350k hull vs 50k is a real no brainer.
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The same shield class for all three has to be the solution, you are right, and its what I was suggesting (class 10). I just thought maybe that only the battleship should have it straight away when purchased, but it makes little difference really, unless the class 10 is outrageously expensive.

If it has to be 160k then so be it, but I don't think it's good for the mod for battleships to be that strong against the more traditional freelancer ships like the eagle, it changes the feel of the game too much and just makes it a battleship mod. A team of 2 or 3 fighters should have a chance of taking down a player battleship I feel.

Igiss, - any news on which direction you think the mod might be going?


Here's my Evaluation of Discovery - Wrath - 08-15-2005

Only the battleship comes with a 160k shield, gunboats have the 40k and cruisers 80k.



Here's my Evaluation of Discovery - Fire-Fly - 08-15-2005

Don't speed up the battleships, i aggree with timber. battleships are ment to be slow because of their size, you're all getting to picky now that you have access to these ships..

cap ship power limits? how will you limit this? fighters have a small power source so have limited energy to fire with.

cap ships have their own reactors and so have plenty of power for the job so if there was a limit, it would have to have very low amounts of power drainage for each weapon seeing on the size of the ship.

I for one do NOT want to see my cap ship going faster, i brought it fully aware of how slow it is, but i'm happy with it the way it is, if you speed it up, it will only make navigation harder as you will still have to turn the ship which would be slow anyway so theres not much point i'd say.


Here's my Evaluation of Discovery - Kane - 08-16-2005

That's a good point. Cap ships arn't supposed to be fast, or be manuverable. They are for gettling lot's of firepower to a certain spot, looking imposing, and being able to take punishment. If you want a fast and manuverable ship, go buy an Eagel.

Like I said before, cap ships have their own dedicated reactors specificly designed to power their weapons. Fighters and freighters shouldn't be able to mount these weapons because of the power requirements. How about you make them take about as much energy as the codename weapons (most likely more), but have the cap ship reactors able to handle this load indefinately? Would that work? Is that even possible?