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Remove shields from repair ships. - Printable Version

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+---- Thread: Remove shields from repair ships. (/showthread.php?tid=113432)

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RE: Remove shields from repair ships. - Haste - 03-19-2014

(03-19-2014, 11:39 AM)Pancakes Wrote: Remove the batts, I can agree with that. However, if that's the case, make repairship have basic hull higher than SNAC damage.

And then we change from having to down a shield a thousand times to having to down that hull a thousand times. Not an improvement.

Repair ships should be awfully prone to being destroyed if targeted directly. Players can currently fly them straight into a pack of hostile bombers, and if they're mashing F quickly enough, can drop off their bots and simply return to a friendly station to restock.


RE: Remove shields from repair ships. - Birdtalon - 03-19-2014

I want to get myself a repair ship now after seeing this thread it sounds fun.


RE: Remove shields from repair ships. - Technogeist - 03-19-2014

I don't really see their purpose in the game in the first place.


RE: Remove shields from repair ships. - Divine - 03-19-2014

tl;dr all the other posts above.

Devs can split and implement so many shiny new features, finally give the capital class vessels other bots/bats for use as the snubcraft is using.
Repair-ships then are just able to carry capital class ship bots/bats (cargo to them actually) but use for their own snubcraft bots/bats.

Solves also the annoying issue of Dreads supplying snubcraft in fights.

Don't know. All up to Freighters (maybe Gunboats too) use snubcraft b/b.
Transports/Caps use the capship b/b.

Or something along those lines.


RE: Remove shields from repair ships. - Knjaz - 03-20-2014

(03-19-2014, 10:54 AM)Snak3 Wrote: Yes, using macros to gain advantage is against the rules.
Also, have you heard about tactic, where one can use very very small shield and keep on hitting shield batteries, to stay alive for VERY long time? Repair Ships can do that with ridiculous amount of batteries it has.

Also, if Repair Ships would thurst at slower speed, it would be more vulnerable to heavier shipclasses. Now it can outthrust gunboat, and that leaves it only to face few snubs, which cannot effectively bite at it. While bomber can SNAC it, it is highly unlikely, due to constant shield regenaration via batteries.

Remove shields, and this ship will live until first SNAC, making them utterly useless in combat.
Remove the ability to SNAC them, and bombers will cry.

Previously, repair ships have been easily countered by double missiles. Devs nerfed missiles due to some weird reason, when those in fact were the only way to kill a shieldrunning pro bomber in a capship.


RE: Remove shields from repair ships. - pipsqueak - 03-21-2014

My solution.

Class 6 Freighter Shield.
NANOBOTS: 4000
BATTS : 600
Thruster speed between GB and bomber. if not possible then bomber.

They will still be annoying by having numerous batt regens, but considering it is relatively easy to take down a 30k shield, the pilot will be eating through his batt pool rather quickly.
Not to mention, a cap with its shield down will be having direct damage to its hull as the repair ship will not have any batts to give much sooner.

Also if I remember a repair gun has not been introduced because of them insta-killing ships with full hull.
With FL Hook could we make up a specific message when that event occurs? so the person who gets killed has the ability to get the player sanctioned?.

I'd say, make 10 of these guns with serial number and have admins hand these guns out to individuals on request basis (keep track of them). Remove these guns if they were used to destroy someone.


RE: Remove shields from repair ships. - Grail - 03-21-2014

After reading this thread,
the conclusion is that Repair ships go to battles, supply ships over and over with nanos and bots. So, instead of nerfing them or extinct them, why not change its id and prevent them on enter and exiting a battle? If the flee they are out and can`t come back, and if they appear on a battle, they need to have a proper id and iff so they can follow the rule.

3.4 Fleeing from combat and then docking at a station or planet while you are in 10k range of the ship you were fighting counts as PvP death. Freighters and transports in this case may return to the system for the sole purpose of trading.

Or just remove the repair ship of freighter/transport class

Just a thought

PS:edited


RE: Remove shields from repair ships. - t0l - 03-21-2014

Just take it out of the game.


RE: Remove shields from repair ships. - Knjaz - 03-22-2014

(03-21-2014, 05:07 PM)Grail Wrote: After reading this thread,
the conclusion is that Repair ships go to battles, supply ships over and over with nanos and bots. So, instead of nerfing them or extinct them, why not change its id and prevent them on enter and exiting a battle? If the flee they are out and can`t come back, and if they appear on a battle, they need to have a proper id and iff so they can follow the rule.

3.4 Fleeing from combat and then docking at a station or planet while you are in 10k range of the ship you were fighting counts as PvP death. Freighters and transports in this case may return to the system for the sole purpose of trading.

Or just remove the repair ship of freighter/transport class

Just a thought

PS:edited

Returning to system after death in a supply ship with the purpose to supply bats/bots is considered rulebreaking since... forever?


RE: Remove shields from repair ships. - sindroms - 03-22-2014

After flying a battleship again, especially a cloaker, I can suggest that you simply reduce the Repair ship's shield battery count down to what you would expect from a ship its size. That should, more or less, fix the issue. Or at least give it a vulnerability to Bombers.