(06-04-2016, 01:03 PM)nOmnomnOm Wrote: Basically the better ship would fry the simple civ equipment due to too much power and so it is reduced in power to compensate
This doesn't make any sense at all.
Look at it like this . . .
Real life situation. You have a phone, it has a charger. It has 2.5A charging power. That's 2.5A per minute. But that's just for your phone because the charger was made for your phone by the manufacturer.
So you let your friend use your charger. They get about 1.9A charging power. That's 1.9A per minute. It's still pretty good, but since their phone wasn't made by your phone's manufacturer, it gets a power nerf because of incompatible technology.
Whether or not this makes sense to you, it's the way things work in the real world.
This Tech Nerf thing is supposed to happen this way. If everyone had access to all the Tech then the balance of the game would be crap.
When it comes to the guns on ships, each type of ship is equipped with hard-points to attach the guns. For ships made by one manufacturer the hard-points are one type for each gun class. And for other manufacturers they will use other types of hard-points which causes a change in the way these guns connect to the ships neural net computer.
This makes the tech balance out. Also, back in the day, all the guns worked on all the ships no matter what on Vanilla. This was viewed by most people in every community as a problem of the original game design. So it was fixed by those who modded the game by adding tech nerfs in some mods. I like the idea personally.
Sure there are times I'd like to get 100% on a Prosecutor flying on a Freelancer ID, but then it wouldn't be a special ship anymore for those who get 100% now would it?
Tech nerf is a way to allow specialized weaponry. But with the Civilian Tech, I know for a fact that most players want to use their ID specific Tech over Civilian Tech hands down.
The Civi tech thing for Generic IDs. . . that's for the admins to decide. But nOm has a good point there.
THE IMBALANCE OF POWERis a construct ofTHE MINDsystemic to the reactions between the subjects of the system.POWERis given by those who acknowledge such power.REFUSALto acknowledge power removes that power forTHE REBEL; however, it produces anomalies in interactions throughout the system. TheseANOMOLIEScause theUNPREDICTABLEnature of the system that all usersCRAVE.
(06-04-2016, 01:03 PM)nOmnomnOm Wrote: Basically the better ship would fry the simple civ equipment due to too much power and so it is reduced in power to compensate
This doesn't make any sense at all.
So you let your friend use your charger. They get about 1.9A charging power. That's 1.9A per minute. It's still pretty good, but since their phone wasn't made by your phone's manufacturer, it gets a power nerf because of incompatible technology.
Whether or not this makes sense to you, it's the way things work in the real world.
Late to the party, but still..
In the real world you just buy an adapter, or a universal charger, which would cost you about $10. No reason why in a science fiction game that already takes many liberties absolutely no one has been able to figure out how to make one. You'd literally have to accept that many factions are perfectly capable of building capital ships, but they just can't figure out how not to burn out their snub guns. Or reverse engineer. Or jury rig. Or.. well you get the idea.
(06-01-2016, 09:07 PM)Petitioner Wrote: I sincerely don't understand why everyone besides OCs, Sairs, and Coalition doesn't get 100% on everything that's labelled civilian. And I don't just mean generic IDs like Pirate and Freelancer, but also faction IDs like Core, Order, Bundschuh, etc. It's civilian technology, and in-rp accessible to pretty much everyone. Why isn't that the case on the tech chart, too?
Used to be something in the past. Like look at the chart... There isn't a faction with 100% BW and Civilian cells.
(06-01-2016, 09:07 PM)Petitioner Wrote: I sincerely don't understand why everyone besides OCs, Sairs, and Coalition doesn't get 100% on everything that's labelled civilian. And I don't just mean generic IDs like Pirate and Freelancer, but also faction IDs like Core, Order, Bundschuh, etc. It's civilian technology, and in-rp accessible to pretty much everyone. Why isn't that the case on the tech chart, too?
Coalition don't have 100% on anything but coalition tech though.
(06-01-2016, 09:07 PM)Petitioner Wrote: I sincerely don't understand why everyone besides OCs, Sairs, and Coalition doesn't get 100% on everything that's labelled civilian. And I don't just mean generic IDs like Pirate and Freelancer, but also faction IDs like Core, Order, Bundschuh, etc. It's civilian technology, and in-rp accessible to pretty much everyone. Why isn't that the case on the tech chart, too?
Used to be something in the past. Like look at the chart... There isn't a faction with 100% BW and Civilian cells.
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Fly house-specific pirate / unlawful factions if you want to use that house's weaponry. As stated elsewhere, it's not like civilian guns are lacking in the performance area anyways.
(05-07-2016, 04:16 PM)Croft Wrote: I think for the most part its to make the generic ID's less appealing, even if it is only slightly.
Pretty much this. It's been a running trend since .85, there's no legitimate balance reason for doing so. I'd like to see civ house weaponry get 100% on all the generic IDs. After all, it is civilian weaponry. House or not. Using "pirates aren't civilians" as an excuse not to let them use them is merit enough for nerfing flashpoints rofl.
The disincentivizing measures need to stop. They're annoying more than anything else.
(05-07-2016, 07:10 PM)Hannibal Wrote: why complain about weapons available for a fighter with that id when you should not have a reason to fly a fighter on that id?
I'd like to think there's an actual explanation for this post, but I'm struggling to see it and I read over the thread twice to make sure.
Literally every ID on the server should allow a fighter.
Past that, some people choose their own affiliation charts because X group doesn't represent them well enough. I don't see why an independent pirate should suffer any nerf in a fighter of all things.
Unless you actually have some reason behind this measure or even some reason behind your post I think Traxit called it well enough for what it is.
It's not a complicated issue, if the pirate ID becomes a better choice than any of the House pirates those groups suffer, its the same reason the FL ID can only fly 3.5k transports.
(06-22-2016, 04:02 PM)Croft Wrote: It's not a complicated issue, if the pirate ID becomes a better choice than any of the House pirates those groups suffer, its the same reason the FL ID can only fly 3.5k transports.
How do house pirates suffer? They have bases everywhere, lore to support them, allies in the form of other factions and non-factioned characters. A Pirate ID'd faction would technically have to fly out of Barrier Gate. Sure, you can use Freeports or Junker bases but that can have consequences. Or they would have to negotiate their way into a house pirate station but that faction can simply just go lol no.