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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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What the Delta fight showed: Capital & Group Fights being ruined by...

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What the Delta fight showed: Capital & Group Fights being ruined by...
Offline Titan*
11-09-2017, 02:59 PM,
#61
Developer
Posts: 1,075
Threads: 88
Joined: Jul 2013

remove nemps and cloak+jump
both ruins cap fights
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Offline JonasHudson
11-09-2017, 03:47 PM,
#62
Member
Posts: 400
Threads: 70
Joined: Nov 2016

I have to disagree as well with OP. Can NEMP's be mounted on fighters? though bombers only. Either way, one or the other could very well get shot down or neutralized before it gets the chance to use the thing. No cap fight is complete without a bit of fighter/bomber support...right?

The devs/admins are always trying to add new things to keep us interested. If we couldn't do these things, there would be those complaining as to why cap fights or regular PVP has stayed the exact same over the years. I believe NEMP's ought to be a valid in game weapon. Eventually, like all equipment, many will have them. Perhaps a better CM will come around, some kind of defense (a big expensive moneysink, yet again) so that a fleet can mobilize safely (around say 1 monthership that adds a layer of protecting within a certain range, or something like that). But after the battle starts, fleets change position, ships wind up exposed anyways. And for all the big cap battles ever, the players executing these attacks successfully, or the cloak jumps...they are getting something new and cutting edge out of game tactics applied and they were a long time coming.

This game has always been about the balance of winners vs losers, not much has changed. All I can say is, in the age of devastating weapons, defensive countermeasures are all one can usually do to keep up. In the real world, we have no choice but to deal with nuclear weapons or radar evading craft...so they come up with missile/laser defense etc. So really, I think players will eventually find better efficiency in avoiding these things. That is in fact, the name of the game now at this point, in that situation. A rethink on fleet tactics all around might be necessary. Like, capital fleets just might not be able to cluster for numbers anymore. They may have to remain spread out. This is a change that cannons brought to conventional warfare. You couldn't march your troops shoulder to shoulder very long against big guns, nowadays, troops are instructed to put meters and meters between them to minimize artillery fire or bombing damage.

I hate to say it, because it may wind up being used on my side eventually, but those to manage who pull off these thing with the new stuff and capabilities ought to be considered as well. its taking a lot of credits and time to pull off in the end. Eventually, things will iron themselves out I think. For now NEMPS are still a little rare, but they will only increase in numbers. Aside from being able to shoot down the projectile, I feel it won't be forever before we have some kind of capital ship countermeasure to help keep the weapons from being fired until a certain time. That will create a window where both sides have a chance to prevail over the other fairly. For now though, inrp, these weapons are new, and it should be treated that way inrp. Fleets may have to readjust tactics, in any way they can. Scouts and spies may come in handy for keeping the weapons at bay.

Treat the battle as a learning experience. Next time, your side may have to send guys in first to check for NEMP's among enemy forces (good job for a cloaked ship, good reason to have a cloak CM on hand for the other guys) before assembling your fleets where your enemy can see you. Such mistakes really only have to be made once.

As to cloaks/jumps, I don't see a problem, there are already CM's in place for this stuff, can't win em all. Again, just means if you plan to go to war in the Omicrons, after these most recent battles, its probably time to say, we can't go back there without escorts that employ cloak disruptors. This is Nomad country!

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Offline Jack_Henderson
11-09-2017, 04:19 PM,
#63
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

And how much fun will anybody have when Core adds 10+ NEMPs to their side and the attacker side has 10+ as well? Because these numbers are totally realistic. Do we really want to play like that?

(T-shirt: I logged and all I got was a NEMP to the face)
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Offline Sombs
11-09-2017, 04:23 PM,
#64
Naughty Catto
Posts: 6,790
Threads: 501
Joined: Feb 2014

Yes, you logged for a base siege. There is no mercy when you intend to destroy something for good. Deal with it, get CDs, don't fly clustered. There are enough ways to deal with this, and you chose to complain. Bravo.




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Offline Foxglove
11-09-2017, 04:26 PM,
#65
Actually Sombra
Posts: 2,461
Threads: 169
Joined: Dec 2015

Tbh, this does seem like a typical Henderson 'I got killed and now I dislike X' complaint. I agree that NEMPs are OP. Like any instakill, they are absolute cancer. However, I can't understand your qualms about the jump drives. They are intended to work offensively. The problem is not being jumped, but that some people don't have ways to get back. I would ask @Alex. how difficult it would be to make a /selfkill command for such cases.
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Offline Jack_Henderson
11-09-2017, 04:27 PM,
#66
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

How can anybody be so fundamentally wrong in almost everything like you, Sombra?

Can you perhaps for once not think about the base in Delta about every possible shitmove that can be pulled legally in sieges, etc etc... but step back... look at what the 2 methods do to group fights, and how they negatively affect gameplay on Disco in general?

Look at the complete picture in general terms.
And if you then - after doing this - tell me that you are still fine with these tactics, I rest my case and will just accept that there are some who just do not understand that gameplay considerations are larger than any single player's egoistic interest.
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Offline Jack_Henderson
11-09-2017, 04:29 PM, (This post was last modified: 11-09-2017, 04:31 PM by Jack_Henderson.)
#67
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

(11-09-2017, 04:26 PM)Foxglove Wrote: The problem is not being jumped, but that some people don't have ways to get back. I would ask @Alex. how difficult it would be to make a /selfkill command for such cases.

Really?
Wait... "Discovery is a roleplay server".

Selfkill option?
Respawn option?
Really?

Disco is already roleplay-mega-light.
Do we really want to push the credibility aspect further back and focus on using the gameplay mechanics that makes little sense anyway even more excessively? - I think: no.

P.S. I did not die.
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Offline Laz
11-09-2017, 04:30 PM,
#68
(Sorta) Retired Code Monkey
Posts: 1,905
Threads: 106
Joined: Jan 2014

(11-09-2017, 04:26 PM)Foxglove Wrote: I would ask @Alex. how difficult it would be to make a /selfkill command for such cases.

That command already exists but it was disabled because of abuse iirc.

/selfdestruct I think.

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Offline GuapMan
11-09-2017, 04:32 PM,
#69
Member
Posts: 329
Threads: 26
Joined: Mar 2016

(11-09-2017, 04:26 PM)Foxglove Wrote: Tbh, this does seem like a typical Henderson 'I got killed and now I dislike X' complaint.
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Offline HanCloudstone
11-09-2017, 04:32 PM,
#70
Bulwark of Kyushu
Posts: 515
Threads: 41
Joined: Jan 2017

@Foxglove a ship could go "missing in action" like in certain cases in Stellaris.
Make it unavailable for a reasonable amount of time but teleport it to the last docked base. Profit.

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