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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Idea on Capships, Bombers, and VHFs

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Idea on Capships, Bombers, and VHFs
Akumabito
10-20-2008, 06:05 AM,
#141
Unregistered
 

' Wrote:I'm done here unless you want to stay on topic.


That's like fleeing in cruise:laugh:
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Offline looqas
10-20-2008, 07:34 AM, (This post was last modified: 10-20-2008, 04:42 PM by looqas.)
#142
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Another interesting thread bites the dust.

I really have to agree with mjolnir about that people go to extreme lengths in oorp to get as competitive gear as they can get. And this makes balancing issues very hard. it's amazing how many guns & ships Disco has. There always is a "winning" combination out there.

The sad fact is that there are always people who have pvp in top of their list in mind. As these people go about they will win battles. Then those who stick to RP are disafvantaged. And nobody likes to take a dive all the time, so they gear up also.

I think the most critical component is the critical mass of players who dictate the direction in weapons and equipment. With critical mass I mean people who have RP weaponry and have a fighting chance in most of the fights. If the balancing folks can keep this critical mass relatively happy then Disco has a future as a RP server.

Flying under radar.
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Offline Fellow Hoodlum
10-20-2008, 03:18 PM,
#143
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Arguing with a Troll is a pointless exercise, every time you acknowledge it's existance, it makes it more
smug, and it thinks it has won ... Best defence is to completely ignore it, it thrives on attention. Don't give
it any.
Only address your debate to those who actually make relevant points in future. In fact if you block it, the
discussion will make sense to those of you truly interested in the subject.

Hoodlum

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Some say he is a proud member of: "The most paranoid group of people in the Community."
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Offline Monk
10-20-2008, 04:33 PM,
#144
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' Wrote:In fact if you block it, the
discussion will make sense to those of you truly interested in the subject.

Hoodlum

haha...brilliant...very useful

for those who don't know about this grand feature go to My Controls==>Manage Ignored Users

It keeps my sanity in check on these forums

ON TOPIC:

I've been thinking about your ideas, Dab. What I have come to thinking is that we could use more ship classes. Instead of trying desperately to tweak guns to provide different semi-classes to a single ship...why not create new classes altogether with their own guns and what not. Maybe this is asking too much of an already stretched thin mod structure but I think it would provide some nice added strategy and variety that is clean and apparent.
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Offline Gamazson
10-20-2008, 05:06 PM,
#145
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Posts: 962
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Joined: May 2007

That is very similar to the method used in Shattered worlds. FRom what I have noticed, is that you get many more classes with many more functions, but all ships of one class are the same. When you attempt to vary the stats on individual ships, you may accidently create a hybrid class which is a nightmare to balance.

AKA Nexus
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Offline ferongr
10-20-2008, 05:27 PM, (This post was last modified: 10-20-2008, 05:28 PM by ferongr.)
#146
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Posts: 139
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As I mentioned on another thread, a useful bomber formula (tried with some skilled friends I know back from when FLU was the most popular FL server...)

Bombers should have:

150% size of a VHF (50% larger)

Guns: 2 guns (only)

An added CD-only slot

No mines (being a purely antifighter weapon)

Turning: Slow (10-20% slower than now)

Strafing: LF strafing!!! (the only real useful way of evading shots while making bomber runs)

Regens: VHF regens.

Shield: A special bomber shield with a very low rebuild time (3-5 secs) but slow regenerating. I would vary the rebuild amount to be 20% as opposed to 10% if possible (have not found the parameter)

Thruster speed: 180.

A high mass to make it less agile in changing speed, being easier hit by fighters in furball fights (but the strafing and shield would mean no easy hits from capships, BUT keeping the bomber pilot on his toes.)

Torpedo mount/hardpoint: almost 0 revolution (like a forward gun)

Supernova: Changing the stats so it cannot deflect the shots angled to the muzzle, like normal guns do (behaving like a large forward gun)

But these changes may be flamed, since bombers lose their "effective against everything, even fighters with the right setup" status, and a player must actually decide and make compromises on what ship he choses, instead of loading a bomber four excaliburs, one SN and one Razor/Inferno and being universaly good against everything.

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Offline mjolnir
10-20-2008, 07:37 PM,
#147
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' Wrote:That is very similar to the method used in Shattered worlds. FRom what I have noticed, is that you get many more classes with many more functions, but all ships of one class are the same. When you attempt to vary the stats on individual ships, you may accidently create a hybrid class which is a nightmare to balance.

How many classes are there? (7? 10? ) I have no idea but I don't think more than 10.

So all you have to do is learn to fly 10 ships?

That to me = boring

In disco some ships in the class are so different that many people who can fly one of them can't fly the other in a fight.


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Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline Rogue63
10-20-2008, 08:22 PM,
#148
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Posts: 93
Threads: 3
Joined: Feb 2007

I will say I have not read through all 14 pages of this, so if this has been brought up already sorry. I did read the original post along with about the 1st 5-6 pages. Also I have not had access to the beta version so i have no idea about the changes being implemented. What I was thinking of was eliminating armour add-ons for any ship bigger than bombers. And for gunboats and higher have available for mounting turrets similair the chain-guns with high refire rates/weopons speed, but at a lower damage output than normal guns for those classes. With the lower damage it would be useful versus smaller ships but not-so-good versus other caps. But keep the longer lasting shield idea or increase the regen rates for caps that others stated. Cap ships should be strong, but not uber. And single bombers should not be able to easily able to take out cap ships. Balancing a mod is the toughest part of the game, and usually not all are happy. So go ahead and flame my ideas, I'm sure someone will.
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Offline guitarguy
11-19-2008, 02:35 PM,
#149
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Posts: 429
Threads: 30
Joined: Nov 2008

Interesting, but your combat sounds rock-paper-scissors, I would say this: just because someone flies a bomber dosen't mean they can always kill a capship, and it doesen't mean they will always die by a VHF, it's about skill.

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Offline jammi
11-19-2008, 10:29 PM,
#150
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' Wrote:I still want to see bombers that have 3-4 torp slots and only 2 guns.
I've started drawings of a new breed of bombers based on vunverable freighters. So far I've started the Liberty bomber drawings, then I'll do the Bretonia and Rhienland and kusari ones. So far with the Liberty one, I've got the idea of to weapon mounts and four torpedo slots (pure torp slot, no CD option).

The idea would be, the ship would come with the four torpedo slots ready brought, with two of the torps being EMPs and the other two being hull busters. The EMPs would have a larger blast radius in order to reach shield generators on battleships, while the hull busters would have a much smaller radius for when the shields are down.

Each of the torps would be a different weapon, so you'd have Liberty EMP Torp 'A' and Liberty EMPT Torp 'B', which would allow more torpeods to be carried.

The other part of actual torpedos being used instead of 'energy cannons' is that flak turrets would gain another use seeing as they could shoot down torpedos. This would work especially well if the torpedos had a huge range, so the Torpedo incoming warning could be heard and reacted to.

Anyway, ideas? I don't want to waste time drawing concepts then nagging someone into helping me with the modeling part if it's a bad idea.

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