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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.
Online Luke.
03-18-2014, 11:54 PM,
#11
Server Administrator
Posts: 1,778
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Joined: Mar 2013

They are ridiculously overpowered and one-sided. They should serve the soul purpose of allowing ships to stay alive a little longer but should not be able to turn a fight into a laugh for one side and a mass of frustration for the other.

The fact that they can just keep coming back is frankly absurd and are absolutely no fun to deal with. They shouldn't be able to repair themselves much at the very least. Having been on the side against them a few times before, they literally drain the fun out of it and the game is no longer fun to play when you're forced to put all your effort into killing it, only for it to run away and come back like nothing happened.

[Image: 4a0e7968-2678-4a66-9449-352a2bb8d72f.png...fit=bounds]
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Offline Lythrilux
03-18-2014, 11:54 PM,
#12
Edgy Worlds
Posts: 10,361
Threads: 737
Joined: Jan 2013

(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...

[Image: Lythrilux.gif]
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Online sindroms
03-18-2014, 11:54 PM,
#13
Member
Posts: 9,435
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Joined: Feb 2008

Make them cruiser sized.

--------------
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 Haste
03-18-2014, 11:55 PM,
#14
Lead Developer
Posts: 3,576
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

Or.

4000 Nanobots.
0 Shield Batteries.

Possibly nerf their hull to "vulnerable to double razor" levels or so.

Problem solved.

[Image: cdSeFev.png]
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Offline SnakThree
03-19-2014, 12:03 AM, (This post was last modified: 03-19-2014, 12:03 AM by SnakThree.)
#15
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

(03-18-2014, 11:55 PM)Haste Wrote: Or.

4000 Nanobots.
0 Shield Batteries.

Possibly nerf their hull to "vulnerable to double razor" levels or so.

Problem solved.

This. They are repair ships. Not charger ships.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
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Offline Nerva
03-19-2014, 12:10 AM, (This post was last modified: 03-19-2014, 12:13 AM by Nerva.)
#16
Member
Posts: 460
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Joined: Sep 2012

(03-18-2014, 11:55 PM)Haste Wrote: Or.

4000 Nanobots.
0 Shield Batteries.

Possibly nerf their hull to "vulnerable to double razor" levels or so.

Problem solved.

This is a simple solution to the problem that seems to work, at least locally. It's a bit quirky*, though. Don't know if it works in Multiplayer.

*Shield Batteries still show up as purchasable item but actually buying them is not possible.
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Offline Altejago
03-19-2014, 01:20 AM,
#17
Resident Trucker
Posts: 1,798
Threads: 125
Joined: Aug 2010

(03-18-2014, 11:55 PM)Haste Wrote: Or.

4000 Nanobots.
0 Shield Batteries.

Possibly nerf their hull to "vulnerable to double razor" levels or so.

Problem solved.

They're already susceptible to snacs.

Just take the guns off them and give them sweet bugger all cargo space so they aren't good for transporting commodities and are combat ineffective.

[Image: KUoTN2f.png]
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Offline Mephistoles
03-19-2014, 01:21 AM,
#18
Gas Miners Guild
Posts: 2,347
Threads: 91
Joined: Jun 2013

(03-18-2014, 11:54 PM)Lythrilux Wrote: Weren't we meant to get repair-beam turrets?

I don't see what could go wrong with reducing the bot/bat capacity of repair ships (without making them too weak) and adding repair guns.

Sigma & GMG Discord Chat: https://discord.gg/d4j3W4v

[Image: stDvDRX.jpg]
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Offline Freeroamer
03-19-2014, 02:46 AM,
#19
Member
Posts: 1,126
Threads: 90
Joined: Jul 2013

Leave them alone...

[Image: freeroamer.gif]
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Offline SMGSterlin
03-19-2014, 02:52 AM,
#20
Member
Posts: 2,207
Threads: 81
Joined: Feb 2010

(03-19-2014, 02:46 AM)Freeroamer Wrote: Leave them alone...
Nope.

I'm guessing you're only saying this because you own one, or like the fact they are completely unbalanced and have an unfair advantage.

[Image: smgsterlin.gif]
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