• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
« Previous 1 … 167 168 169 170 171 … 779 Next »
Capital Ships and the Future of Discovery RP 24/7

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (18): « Previous 1 … 5 6 7 8 9 … 18 Next »
Capital Ships and the Future of Discovery RP 24/7
Offline Anaximander
06-24-2013, 03:00 PM,
#61
Member
Posts: 1,261
Threads: 62
Joined: Jun 2012

But you got a better chance of being annoying in a Liberatir than you do in a Turtle. If you want to spoil someone's day you don't go in a cap because you die very fast.

Battleships and caps in general are pretty stunted, from the moment you undock it's on borrowed time unlike snubs that have an infinitely higher PVP survival rate.

Caps aren't the problem, it's the players. Those that goof around in their caps as well as those that - contrary to common sense and simple logics - see caps as the root of all evil in Disco.
Reply  
Offline Di'taraAlpha
06-24-2013, 03:03 PM, (This post was last modified: 06-24-2013, 03:04 PM by Di'taraAlpha.)
#62
Member
Posts: 143
Threads: 8
Joined: Apr 2013

Idea: turn down the Rotate speed on all Cap turrets. That way they'd be useless against fighters and you couldn't use them for anti-fighter activities, and balance would be restored as bombers would present a larger nemesis for caps. Problem solved. Caps would still have a tactical niche as spacetanks, but less people would fly them.

It'd work
Reply  
Offline Anaximander
06-24-2013, 03:05 PM, (This post was last modified: 06-24-2013, 03:06 PM by Anaximander.)
#63
Member
Posts: 1,261
Threads: 62
Joined: Jun 2012

And if you at the same turn ditch bombers so cap pvp and snub pvp is completely separate from one another, I'd be a happy camper.

Although Gov's shield resistance idea is much better; some small cruisers and gunboats require relatively fast turret tracking for the BS to keep up.
Reply  
Offline Highland Laddie
06-24-2013, 03:30 PM,
#64
Member
Posts: 2,082
Threads: 21
Joined: Mar 2013

Quote:Idea: turn down the Rotate speed on all Cap turrets. That way they'd be useless against fighters and you couldn't use them for anti-fighter activities, and balance would be restored as bombers would present a larger nemesis for caps.

There'd still be BS missles to contend with, so they wouldn't be completely useless.
Reply  
Offline Thyrzul
06-24-2013, 03:33 PM,
#65
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

(06-24-2013, 03:00 PM)Anaximander Wrote: But you got a better chance of being annoying in a Liberatir than you do in a Turtle.

Sure, like dual torps are not enough annoying, right?

Both caps and snubs can be annoying, the former because it can remove you fast, the latter because you can't remove it fast. Or vice verse, depending on what you fly.

I recall seeing Gov's shield balance idea already somewhere in the dev forums, apparently been already countered there by a dev already.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
Reply  
Offline Di'taraAlpha
06-24-2013, 03:40 PM,
#66
Member
Posts: 143
Threads: 8
Joined: Apr 2013

Quote:some small cruisers and gunboats require relatively fast turret tracking for the BS to keep up.

There goes the "invincible AI Kruzer" stratagem, straight out the window.
Reply  
Offline Highland Laddie
06-24-2013, 03:40 PM,
#67
Member
Posts: 2,082
Threads: 21
Joined: Mar 2013

Quote:Also, guess what, usage restriction doesn't affect ships in any way. It filters the ones who want to use them. It filters the "people generating lolwuttery".

How, exactly? From what I'm guessing, it seems that caps will only go to those who are judged as most worthy...which is a crappy situation for folks who want to fly them but might not have the right connections. I personally don't fly caps much if at all, but I'd rather have that be my choice than someone else.

Quote:And good luck balancing people.

This is why folks get banned/jailed for misbehaving, yes?
Reply  
Offline Thyrzul
06-24-2013, 04:24 PM,
#68
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

(06-24-2013, 03:40 PM)Highland Laddie Wrote: From what I'm guessing, it seems that caps will only go to those who are judged as most capable to use them properly (read: if a system got like 3 warships to defend, you won't fly 4 into war away from that system; you don't initiate assault with mobile freeports; etc)

Fixed that for you.

(06-24-2013, 03:40 PM)Highland Laddie Wrote: This is why folks get banned/jailed for misbehaving, yes?

Kind of. Server rules and the consequences for breaking them are the ways to force people to play nice and fair as you can't balance them like you balance ships and gear.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
Reply  
Offline Highland Laddie
06-24-2013, 05:39 PM, (This post was last modified: 06-24-2013, 05:52 PM by Highland Laddie.)
#69
Member
Posts: 2,082
Threads: 21
Joined: Mar 2013

Okay, same difference. Who determines the "proper" use of a Capship? Technically, the Admins/dev team should be the ONLY ones making that decision. Not some small sub-section of the community.

You may not like it that a Zoner group has decided to use their Juggernauts/Nephilims/whatever to spearhead some kind of assault/defense, but that should be their decision on how to use their capship, not yours.

Here's a thought - instead of just restricting BS by ID or via special permission of a faction/group - why don't you just increase the cost of purchase for BSs and all BS-relative weapons and equipment?

Then....the most dedicated who actually get them are going to be the people who will put in the time/effort to earn the money via trading, mining, etc. (which gives pirates, escorts, etc. more things to do, increasing server activity altogether).

This seems more of a positive reinforcement for earning caps than simply restricting them.

Or...maybe make them build-able from PoBs? There's an idea...
Reply  
Offline NonSequitor
06-24-2013, 06:03 PM,
#70
Member
Posts: 911
Threads: 116
Joined: Dec 2007

(06-24-2013, 05:39 PM)Highland Laddie Wrote: Here's a thought - instead of just restricting BS by ID or via special permission of a faction/group - why don't you just increase the cost of purchase for BSs and all BS-relative weapons and equipment?

Then....the most dedicated who actually get them are going to be the people who will put in the time/effort to earn the money via trading, mining, etc. (which gives pirates, escorts, etc. more things to do, increasing server activity altogether).

This seems more of a positive reinforcement for earning caps than simply restricting them.

Or...maybe make them build-able from PoBs? There's an idea...

This would only encourage an even more somber grind mentality, leaving even less of a desire to actively rp a trader/miner. Although I'm not a proponent of instant gratification, I'm definitely not advocating the other extreme - the eternal grind.

On PoBs: If I had to gather the materials and construct the BS myself, the ship had better be a good sight more powerful than it is now. Otherwise it would be a colossal waste of time and effort.
  Reply  
Pages (18): « Previous 1 … 5 6 7 8 9 … 18 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode