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  Discovery Gaming Community Discovery General News and Announcements
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Admin Test: Nomad Jump Drives (Test Concluded)

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Admin Test: Nomad Jump Drives (Test Concluded)
Offline Wildkins
09-29-2017, 03:53 PM,
#31
Freeport 3
Posts: 1,943
Threads: 175
Joined: Feb 2013

My opinion on these changes relies solely on the question of if/when the LSF can reverse engineer them for battlecruisers.

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Offline Antonio
09-29-2017, 05:19 PM,
#32
PvP = RP
Posts: 3,192
Threads: 196
Joined: Nov 2009
Staff roles: Systems Lead

Good concept, horrible implementation. Instant flashbacks to jump drive battleships in older versions where you couldn't do anything before they jumped out, restocked and came back. It's no different with an insta cloak, a cloak disruptor can disrupt you once but what stops you from insta cloaking again when there's no cooldown? Nobody will want to engage in a PvP against an insta cloaker when they know the other guy has a guaranteed get out of jail free card.

With some balance changes it can become a good system, but balancing an insta cloak will be tricky. I'd suggest either adding a cloak cooldown or making it last -very- short, barely enough to escape enemy CD or scan range. That being said, it's nice to see the admins addressing Nomad issues.

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Offline sasapinjic
09-29-2017, 08:39 PM, (This post was last modified: 09-29-2017, 08:41 PM by sasapinjic.)
#33
Member
Posts: 1,693
Threads: 32
Joined: Apr 2015

So, long story short. . .
OF gets mayor buff, indies got nuts!

Thats OK, i prefer nuts anyway.
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Offline Sombs
09-29-2017, 09:14 PM,
#34
Three orange cats in a mech
Posts: 6,808
Threads: 502
Joined: Feb 2014

(09-29-2017, 08:39 PM)sasapinjic Wrote: So, long story short. . .
OF gets mayor buff, indies got nuts!

Thats OK, i prefer nuts anyway.

You know, it was the request of an official faction who put effort into it.




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Offline sindroms
09-29-2017, 09:22 PM,
#35
Member
Posts: 9,435
Threads: 985
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(09-29-2017, 05:19 PM)Antonio Wrote: Good concept, horrible implementation. Instant flashbacks to jump drive battleships in older versions where you couldn't do anything before they jumped out, restocked and came back. It's no different with an insta cloak, a cloak disruptor can disrupt you once but what stops you from insta cloaking again when there's no cooldown? Nobody will want to engage in a PvP against an insta cloaker when they know the other guy has a guaranteed get out of jail free card.

With some balance changes it can become a good system, but balancing an insta cloak will be tricky. I'd suggest either adding a cloak cooldown or making it last -very- short, barely enough to escape enemy CD or scan range. That being said, it's nice to see the admins addressing Nomad issues.

If you read two posts above, this was the original intent. The part of the plugin that is supposed to do a delay is not working - the cloak changes have been reverted until it is fixed.
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Offline Foxglove
09-29-2017, 09:31 PM,
#36
Actually Sombra
Posts: 2,461
Threads: 169
Joined: Dec 2015

The /showcoords and /savecoords commands don't seem to work. If these work like I think they ought to, they are supposed to save coordinates similar to the /setmsg command and that would also explain why they are disabled. Still, it makes coordinated jumping really hard if you need to enter 36 character of coordinates. Everything else seems to work fine. Snatching people works, and I can see this being a very useful took to get rid of singled-out capital ships by dumping them into a far away systems. I like it a lot.
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Offline Ikarus_Hagen
09-29-2017, 11:00 PM,
#37
Fort FRNC-Schleswig
Posts: 460
Threads: 41
Joined: Jul 2015

Just no. A large BAF|MN convoy got jumped into Omicron-Major by a small "Navigator". Please restrict it to Marduks only or bring back the cloak. But jumping is a bad idea.
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Offline sindroms
09-29-2017, 11:01 PM,
#38
Member
Posts: 9,435
Threads: 985
Joined: Feb 2008

If this becomes an issue, I can restrict the jump to larger ships.
EDIT: Out of curiosity, why did you not CD the player?

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Offline Thunderer
09-29-2017, 11:04 PM,
#39
Tea Disposal Unit
Posts: 5,611
Threads: 463
Joined: Jul 2011

Imagine two Nomads jump a human fleet into Nomad space before engaging. The humans don't have a ZOI there, so the Nomads can just gank them one by one, and they can't do anything about it. Would look a little awkward.

Having the rest of everything this thread is about in mind, I think that these features are conspicuously unfair towards human factions, and that the humans should either get a mean of prevention or some special feature for themselves, or that the Nomads should, as they have been given these undeniably overpowered features, have some important features taken away. This is, at least, an opinion of mine and of some of the people I know, I don't know if the players who preferred playing as Nomads or Wilde were serious or sarcastic in their praise of this change.

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Offline Sombs
09-29-2017, 11:04 PM,
#40
Three orange cats in a mech
Posts: 6,808
Threads: 502
Joined: Feb 2014

Nomads can be engaged by anyone anywhere, though.




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