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Vote: Nanobots Dillema - Printable Version

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RE: Vote: Nanobots Dillema - Mephistoles - 03-10-2014

If this is going to be tried, please reduce the stupidly high amount of hull damage mines do. Otherwise, you're actually reducing the skill ceiling as the eternally-noobish random mine/CD spam becomes even more effective.


RE: Vote: Nanobots Dillema - Ironwatsas - 03-10-2014

Anything that would shorten snubcraft PvP must be done.

However, I stick by my opinion that the best way would be to tone down the ludicrous amounts of armor that Discovery ships have, and return the armor/firepower levels to roughly the median state of vanilla FL (fighter health being around ~1000 to ~3000 range, cap health balanced toward that), and removing armor upgrades completely.

Shields would remain the primary defense tool, and the only one that can be 'upgraded' by the player.


RE: Vote: Nanobots Dillema - Vipera Berus - 03-10-2014

as a player- who usually lasts a while without getting a kill and then gets blown up in snub fights I'm all for any change that makes repairs cheaper. On the other had would like to test it - otherwise I shall remain unconvinced its a good idea.


RE: Vote: Nanobots Dillema - tothebonezone - 03-10-2014

That wouldn't change a thing if armor still multiples nanobot repair by its amount.

Bad words are bad.-J


RE: Vote: Nanobots Dillema - SnakeLancerHaven - 03-10-2014

(03-10-2014, 02:15 PM)Ironwatsas Wrote: Anything that would shorten snubcraft PvP must be done.

However, I stick by my opinion that the best way would be to tone down the ludicrous amounts of armor that Discovery ships have, and return the armor/firepower levels to roughly the median state of vanilla FL (fighter health being around ~1000 to ~3000 range, cap health balanced toward that), and removing armor upgrades completely.

Shields would remain the primary defense tool, and the only one that can be 'upgraded' by the player.

Meh I'd set a limit of max 9k - 10k or 8k - 9k armor though, 1k - 3k is realy low armor D: and also currently the guns got better so snub fights got shortened a lil, was a good idea to buff the guns. I think we should leave it at how it is currently with the new guns )))


RE: Vote: Nanobots Dillema - Ponge - 03-10-2014

What about the newbie players (in transports and miners), who get attacked? We cannot expect them to use the proposed system skillfully.
Or this will apply only to combat ships?


RE: Vote: Nanobots Dillema - Goddess Astra - 03-10-2014

For larger ships, this won't have enough of an effect, so I doubt anyone in even transports will see too much of a different, to be honest. Transports and up don't micromanage their hull repair to the same extent that snubs do.

As far as this change goes, I've been wanting something like this for a long time, so I'm happy to see it implemented.


RE: Vote: Nanobots Dillema - tothebonezone - 03-10-2014

Remove nanobots entirely, give hulls a 1-2% regen per second, and double the amount of shield batteries.

Now THAT will solve a lot.


RE: Vote: Nanobots Dillema - HuggieSunrise - 03-10-2014

I can see the point for snub pilots. but large caps arent balanced at all. I mean really the difference between a snub and cap fight is about the same five minutes of win or lose... caps just represent whales having sex more.

Also. This change would see the repair ship being put to use again. Thad be neat. But still In the long run i think all of this is heading to standardised hull/equipment. Whitch isnt bad to me. as long as say a snub fight feels like a snub fight a gunboat fight feels like a gunboat fight a cruiser fight feels like a cruiser fight etc.

P.S. hull regen on a capship with crew on it would be a cool idea.


RE: Vote: Nanobots Dillema - Luke. - 03-10-2014

I'm honestly not sure which I prefer. On one hand, nanobots do make a fight drone on for quite a while but on the other hand, those less skilled will have almost no chance if nanobots are decreased.

In an RP sense, there would be more as one could surely not repair half a ship buuut eehh.

I'll go with no for now, simply because I was bad at PvP once (inb4youstillare) and they were helpful in finding your feet in battle against higher skilled oponents and in group fights. Ah, there's another factor to consider that would swing me in favour of a decrease as group fights, due to botfeeding, can really take a ridiculous amount of time.

Bugger it, voting to keep them the same. It's just easier that way.