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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Vote: Nanobots Dillema

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Poll: This is a poll. Read the original post then pick an option.
You do not have permission to vote in this poll.
Option 1: Keep nanobots the same
50.00%
72 50.00%
Option 2: Make nanobot use "Skill-based"
50.00%
72 50.00%
Total 144 vote(s) 100%
* You voted for this item. [Show Results]

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Vote: Nanobots Dillema
Offline Mephistoles
03-10-2014, 02:14 PM,
#31
Gas Miners Guild
Posts: 2,347
Threads: 91
Joined: Jun 2013

If this is going to be tried, please reduce the stupidly high amount of hull damage mines do. Otherwise, you're actually reducing the skill ceiling as the eternally-noobish random mine/CD spam becomes even more effective.

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Offline Ironwatsas
03-10-2014, 02:15 PM, (This post was last modified: 03-10-2014, 02:16 PM by Ironwatsas.)
#32
Member
Posts: 1,180
Threads: 118
Joined: May 2008

Anything that would shorten snubcraft PvP must be done.

However, I stick by my opinion that the best way would be to tone down the ludicrous amounts of armor that Discovery ships have, and return the armor/firepower levels to roughly the median state of vanilla FL (fighter health being around ~1000 to ~3000 range, cap health balanced toward that), and removing armor upgrades completely.

Shields would remain the primary defense tool, and the only one that can be 'upgraded' by the player.

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Offline Vipera Berus
03-10-2014, 02:21 PM,
#33
Member
Posts: 332
Threads: 18
Joined: Sep 2009

as a player- who usually lasts a while without getting a kill and then gets blown up in snub fights I'm all for any change that makes repairs cheaper. On the other had would like to test it - otherwise I shall remain unconvinced its a good idea.
Offline tothebonezone
03-10-2014, 02:44 PM,
#34
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That wouldn't change a thing if armor still multiples nanobot repair by its amount.

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Offline SnakeLancerHaven
03-10-2014, 02:55 PM, (This post was last modified: 03-10-2014, 02:59 PM by SnakeLancerHaven.)
#35
Volgograd Industrial
Posts: 2,873
Threads: 238
Joined: Feb 2012

(03-10-2014, 02:15 PM)Ironwatsas Wrote: Anything that would shorten snubcraft PvP must be done.

However, I stick by my opinion that the best way would be to tone down the ludicrous amounts of armor that Discovery ships have, and return the armor/firepower levels to roughly the median state of vanilla FL (fighter health being around ~1000 to ~3000 range, cap health balanced toward that), and removing armor upgrades completely.

Shields would remain the primary defense tool, and the only one that can be 'upgraded' by the player.

Meh I'd set a limit of max 9k - 10k or 8k - 9k armor though, 1k - 3k is realy low armor D: and also currently the guns got better so snub fights got shortened a lil, was a good idea to buff the guns. I think we should leave it at how it is currently with the new guns )))

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Offline Ponge
03-10-2014, 03:12 PM,
#36
Member
Posts: 1,266
Threads: 103
Joined: Feb 2013

What about the newbie players (in transports and miners), who get attacked? We cannot expect them to use the proposed system skillfully.
Or this will apply only to combat ships?

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Offline Goddess Astra
03-10-2014, 03:14 PM, (This post was last modified: 03-10-2014, 03:15 PM by Goddess Astra.)
#37
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Threads: 113
Joined: Apr 2010

For larger ships, this won't have enough of an effect, so I doubt anyone in even transports will see too much of a different, to be honest. Transports and up don't micromanage their hull repair to the same extent that snubs do.

As far as this change goes, I've been wanting something like this for a long time, so I'm happy to see it implemented.

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Offline tothebonezone
03-10-2014, 03:31 PM,
#38
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Threads: 49
Joined: Mar 2013

Remove nanobots entirely, give hulls a 1-2% regen per second, and double the amount of shield batteries.

Now THAT will solve a lot.

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Offline HuggieSunrise
03-10-2014, 03:32 PM, (This post was last modified: 03-10-2014, 03:32 PM by HuggieSunrise.)
#39
Member
Posts: 1,559
Threads: 125
Joined: Jul 2008

I can see the point for snub pilots. but large caps arent balanced at all. I mean really the difference between a snub and cap fight is about the same five minutes of win or lose... caps just represent whales having sex more.

Also. This change would see the repair ship being put to use again. Thad be neat. But still In the long run i think all of this is heading to standardised hull/equipment. Whitch isnt bad to me. as long as say a snub fight feels like a snub fight a gunboat fight feels like a gunboat fight a cruiser fight feels like a cruiser fight etc.

P.S. hull regen on a capship with crew on it would be a cool idea.
Offline Luke.
03-10-2014, 03:35 PM,
#40
Server Administrator
Posts: 1,784
Threads: 89
Joined: Mar 2013

I'm honestly not sure which I prefer. On one hand, nanobots do make a fight drone on for quite a while but on the other hand, those less skilled will have almost no chance if nanobots are decreased.

In an RP sense, there would be more as one could surely not repair half a ship buuut eehh.

I'll go with no for now, simply because I was bad at PvP once (inb4youstillare) and they were helpful in finding your feet in battle against higher skilled oponents and in group fights. Ah, there's another factor to consider that would swing me in favour of a decrease as group fights, due to botfeeding, can really take a ridiculous amount of time.

Bugger it, voting to keep them the same. It's just easier that way.

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