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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Remove shields from repair ships.

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Remove shields from repair ships.
Offline Grail
03-25-2014, 04:19 AM, (This post was last modified: 03-25-2014, 04:20 AM by Grail.)
#51
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Posts: 687
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Joined: Sep 2008

(03-22-2014, 10:20 AM)Knjaz Wrote:
(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?

Not just talking about returning after death, but if the rule is there and the ship is engaged so why are complaints about it? Report them if they return to resuply the big ships. So why reduce the function of the Repair Ships? If they have 400/400 bat/bots so be it.

I was just making the point of if its on the rules...

Peace man!
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Offline Pancakes
03-25-2014, 09:12 AM,
#52
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Posts: 3,395
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The problem is that repair ship can just shield itself for so long, that it can easily thrust to the nearest heavily guarded base/area (like Planet Los Angeles in California, or Manhattan in New York) after supplying the allies with nanobots while also wasting the enemy lots of engaging crafts

[Image: p2SKLap.jpg?1]
BLOOD FOR THE BLOOD GOD
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Offline tothebonezone
03-27-2014, 10:01 PM,
#53
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I'm going to bump this because lol, repair ships.

User was banned for: https://discoverygc.com/forums/showthrea...tid=202684
Time left: (Permanent)
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Offline sindroms
03-27-2014, 10:09 PM,
#54
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Posts: 9,435
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Oh man, that was hilarious. Poor roc bomber, though.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline Zed26
03-27-2014, 10:15 PM,
#55
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Posts: 324
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Joined: Mar 2010

(03-18-2014, 11:54 PM)Lythrilux Wrote:
(03-18-2014, 11:52 PM)Haste Wrote:
(03-18-2014, 11:51 PM)Lythrilux Wrote: I think we might need to opt to make them -slightly- less killable.

By making them slightly less killable you mean deleting them, right?

Not at all. I believe they have their valid uses, however they do need re-balancing to make them more viable.

Weren't we meant to get repair-beam turrets? If I look at FLStat, there's an entry for a 'Repair Turret' in the guns section...

Would you like to know more?
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Offline Govedo13
03-28-2014, 10:59 AM, (This post was last modified: 03-28-2014, 11:19 AM by Govedo13.)
#56
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Posts: 4,663
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[Image: Fuck_logic.gif]

From:
http://discoverygc.com/forums/showthread.php?tid=105352

There are long time planned solutions, that are however hard to implement because they would require a lot of work.

(09-26-2013, 06:57 PM)Govedo13 Wrote: Different repair guns that repair different ship classes?

1 Cap repair gun:
If this is not doable then it wont work perfect but it is still doable via fixed gun, no crosshair, longer recharge time and gatling Solaris effect that does not allow to hit small targets like fighters from first time so hitting and repairing fighters wont be fast and easy unless the repair ship pilot is extremely lucky. At the same time the repair ship could be really effective for fixing bigger boats since they would be more easy to hit because they have bigger surface.

2 Snub repair gun:
At the same time make easy to hit fighter repair gun with stats that suits fighter repairs.
Leave only 1 repair gun slot per ship so the choice should be tactical.

3 Boosted repair gun MK2:
2 better versions of the standard repair guns.
Add additional better type of repair gun that repairs both caps and fighters at average rate, make it POB constructed and give 80% chance to loose it upon death.

4 Bots:
About the caps- it is quite easy to fix it by putting the current amount of restored bots into the capital ship hp, This screws the armours a bit however, but could be fixed by additional buffing the hp. Anything bigger then GB should have no more then 30-100 bots for share because ships bigger then GBs cannot be instant-killed and they basically does not need it.
5 Shield batteries:
Batteries could be incorporated into the shield capability and add smaller recharge buff to compensate their tactical usage.
Small amount of them could be left for all bigger ships- 40-60 just to have the option to repulse one heavy gun hull hit.

Carriers should make exception because their role is to feed and repair the fighters- you switch their heavy slots with cruiser ones but give the carriers option to mount fighter repair gun and boosted fighter repair gun.
GBs- they could keep 1/3 of their current bot/bat amount in order to prevent instant-killing attempts..

Make the repair ships fragile so they cannot be used effectively without cover.
Bottom line- no codding is needed and all proposed in the post is doable with the available resources. It just requires a bit of time to fine-tune it.
Note that I forget to say that fighter and bomber bots/bats should remain the same as now, and transports/freighters should get GB like treatment.

(10-12-2013, 09:04 PM)Blodo Wrote:
(10-12-2013, 07:52 PM)Coin Wrote: repair guns instakill fully repaired ships. need sauce code.
Nah. We have a h4x that bypasses this small problem.

We don't have one to stop bot/bat/ammo sharing/dropping though, would be lovely if anyone could help with that (if nothing else then by spamming starport forums for a solution from a h4x0r Tongue )

Anyway we will be moving along with this. The idea is as follows:
- Repair ship receives a repair gun slot (only it can mount it), has amount of bots/bats reduced to acceptable levels (probably something like 100 or 150, possibly with a strafe increase to account for this nerf)
- Repair gun is a forward gun (so repair ship must remain in steady position) with a very low refire (probably something to the tune of 15-20 seconds)
- Repair gun will be ammo based (something like 5-10 charges perhaps) but will repair a large amount of health in one shot (probably a couple hundred thousand hp), this will account for the fact that the ship that is being repaired must have its shield down (this is due to the way the gun functions, sadly it can't repair with shield up - but this in a way makes things more realistic)

The tactic that will be assumed for the repair ship:
- The main use of a repair ship will be to support capitals, it can try it on fighters but its effectiveness will be vastly reduced, since the charge will be mostly wasted and it will be a bit of an ordeal to get the fighter to align just right with the gun
- Its main use will be in repairing gunboat (and larger) sized ships where the instarepair can be used with 100% efficiency and targeting will be easier so you can prevent a misfire and ammo waste
- In group fights the repair ship will remain behind the cap that is the target (the cap will be its shield), strafe around to avoid incoming fire from any fighters that may come close while training its forward gun on the ship that is receiving fire, ready to repair it when its shield goes down

Points of interest:
- Repair ship quietly leaving the fight to restock and return -> can be fixed by capping its cruise at something like 320-330 to allow pursuers to catch up and kill
- Repair ammo carried around for the repair ship by other people in group -> will sadly be a reality until we can come up with a way to block trading/dropping of certain ammo
- Cost of the repair ammo -> up for discussion, can be a decent money sink
- With some ALE magic maybe we can come up with an interesting particle effect to show the enemy fleet that a ship is being repaired

Discuss.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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