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Scanner Technerfs - What does the community think? - Printable Version

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+---- Thread: Scanner Technerfs - What does the community think? (/showthread.php?tid=110660)

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Scanner Technerfs - What does the community think? - Lythrilux - 01-21-2014

Should long range scanners have a technerf? What does the community think?


RE: Scanner Technerfs - What does the community think? - Haste - 01-22-2014

The community thinks that you post way too many polls.

Anyways, technerfing is definitely not the ideal solution, but some sort of way to keep snubs from using Battleship Scanners seems.. Logical enough.

Plus, lane piracy doesn't work very well if a transport can see you at 25k.


RE: Scanner Technerfs - What does the community think? - sindroms - 01-22-2014

Word "technerf" detected.
Commence rage.


RE: Scanner Technerfs - What does the community think? - Curios - 01-22-2014

more technerfs = bad


RE: Scanner Technerfs - What does the community think? - Spud - 01-22-2014

Maybe better scanners should take up more cargo space and reduce power. I was playing this other mod where shields and scanners also drained weapons power, and powercores where purchasable items that added mass to the ship making it more bulky and took up cargo space, that was really nice.


RE: Scanner Technerfs - What does the community think? - Ponge - 01-22-2014

If the problem is that they are military scanners built for battleships and they should not be used on transports/snubs, then nerf it, but give alternatives to pirates, and to civilian transports/scouts to counter those.
Like this:
Pirate cargo scanner: ~16-18k range for ship detection, ~8-10k range for cargo scan (as they should be able to see what the transport hauls.
Civilian long range scanner (for transports only): pirate scanner range +1k for ship detection (this way, they could detect the pirate a little bit earlier, and react; 1k is enough to slip into the pirate's range, especially in a lane, so the pirate is not at that big disadvantage), ~3-4k scan range (normal scan range)
Snub scout scanner (for snubs only): ~22-24k scan range (scout, as it says), ~2-3k cargo scan range, as it is not that much needed.


RE: Scanner Technerfs - What does the community think? - Jack_Henderson - 01-23-2014

The new update that made scanners work as they should is brillant.

The route that devs seem to go is the wrong one.
Why is the first reaction always: "Limit it! Limit it! Limit it!!!"

This game needs less limitation, and more cool perks and money sinks. Scanners can be that.
Different scanner, for different tasks with slight advantages over the cheap normal equipment for exorbitant prices... that's the way to go.

Restriction is hated by everybody, especially if the restriction is not even about gameplay balancing but done to keep the name "Battleship scanner". Gameplay being forced to keep an infocard intact that says "only BS can mount BS scanners?" Hello?!

Gameplay > Infocard!
Cool stuff > Nerfs+Restricion


RE: Scanner Technerfs - What does the community think? - Lythrilux - 01-26-2014

So, now that it has been added regardless of what everyone said, what do people think?


RE: Scanner Technerfs - What does the community think? - Narcotic - 01-26-2014

I'd be for introducing a new equipment called "money sink", which can be mounted without any nerf and effect.


RE: Scanner Technerfs - What does the community think? - Lythrilux - 01-26-2014

(01-26-2014, 09:27 PM)Narcotic Wrote: I'd be for introducing a new equipment called "money sink", which can be mounted without any nerf and effect.

Put Scanners back to normal, rename the BS scanner to 'Long Range Scanner', double the price of the current 25K scanners.
And as an extended suggestion, make scanners external. If I was flying my ship and 500 million worth of equipment had been shot off I'd be really annoyed. A perfect moneysink.
Something like this could also be a good way to cull powertraders.