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General checklist - 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) +--- Thread: General checklist (/showthread.php?tid=57696) |
General checklist - Jinx - 04-09-2011 this is what has to be figured out.... i am referring to the term "fighting off"... what exactly does "fighting off" include? my definition is: - being stronger than the attackers and being able to destroy them easier than they have it to destroy me - being UNable to pursue them - so THEY can choose when to attack and when to retreat why has it failed on disco so much? - cause players consider their "roleplay" to be more "pvp" ( competitive, resultbased gameplay ) - "if its not dead, its the fight isn t won" - players are sore loosers... when they cannot win and actually decide to retreat - many a players resort to "verbal attacks from afar" or pointless "hit and run tactics .. just to make the gameplay ( not the characters life ) as hard as they can - or in short... they are a pain in the behind " - many ships that CAN destroy others, even if they cannot pursue others are used in different roles - where the option to retreat becomes smaller for the other side.... hence its not "fighting off" anymore but "fighting with an advantage" the above just tells you that what is very clear to comprehend in theory - and also a very good concept ... often fails with the common pvp players attitude and the rules of the game ( rules = game mechanics in that case ) so - we either have transports that can destroy the attackers - or we haven t got such transports. - its the same with battleships ( or capships in general ) no matter how slow they are.... there are situations when speed becomes irrelevant - and weaponpower is the only concern. General checklist - Prysin - 04-09-2011 i can see quite a few factions that would benefit from being given Hybrid ships like bulldog or gladiator. Xenos and gaians would be able to build them and it would help the activity as these hybrid ships are really neat. Gallic unlawfuls would most likely have one within the 3 main unlawful factions. BHG would benefit from it and ive suggested it many times, as a vessel able to stop while packing the same firepower as a normal fighter is the ideal ship for bounty hunting. Bulldog and Gladiator, and Werewolf, their not very well known. All of them are terribly good ships. and really scary, especially the werewolf as i remembered meeting one when i was code lootin with my trident.... back then, rogues was green to OC, so bomber armour, sluggish VHF speed, inferno and 5 archangels.... D: But people dont see this, they dont see the terribly destructive power these ships has. All they see is "Weird, useless, ugly, bad powercores".... i think hybrids should be added to the game to more extent Also, i fully agree with gunships, their the ideal shipclass for factions whom resources say it would be more productive to build many lighter crafts then few heavy ones... Like the Rogue/Molly gunship idea, i love that one and i really think they of all factions deserve to have a light GS. battlebarges (combat transports) im not that happy with, sure we have shire and akegata or whatever its called. Both destructive in their own way.... But when i was in USI, we had a couple of members who could shoot down tridents in their CAU8 Adv. Trains... simply cuz the armour and power of Type 2 is overwhelming. Even with only 7 turrets its quite a brutal force. BTW/Ptrans/Train series/Shire/Akegata has nice arcs and should not be underestimated. General checklist - Mickk - 04-09-2011 ' Wrote:this is what has to be figured out.... Yeah, I can see where you are coming from Jinx. Maybe that particular term was the wrong one to use. On the other hand, as I stated in my previous post, I would like to see more Transports that are capable of defending themselves vs Pirates. General checklist - Taffic - 04-09-2011 I understand the ship arguments, but I went Bases - Sirius structures are so generic & any deviation from this is welcome. General checklist - Vasuv - 04-10-2011 ' Wrote:I understand the ship arguments, but I went Bases - Sirius structures are so generic & any deviation from this is welcome. All houses have a battle transport exept rheiland And I think the model which jinx submitted are great General checklist - Swallow - 04-10-2011 Do we have have an option for *replace imports*? General checklist - Jinx - 04-10-2011 @Echo: rheinland may not have a battle transport yet - but it has ships that other factions do not have - and is about to get a light battleship, too. @ General checklist - Vasuv - 04-10-2011 ' Wrote:@Echo: rheinland may not have a battle transport yet - but it has ships that other factions do not have - and is about to get a light battleship, too. Any example General checklist - ProwlerPC - 04-10-2011 I'm for adding a 3rd siege cruiser into the mod, but not till .87. The stage is set ;) General checklist - Omicron - 04-11-2011 heavy fighters, those are SO underused. Order could get proper one, as well BHG (Hammerhead is only a nerfed Manta) and houses: Liberty (same thing with executioner), Rheinland (none, except mk1 valkyrie). |