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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Merge transports' nanobots into hull

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Merge transports' nanobots into hull
Offline Corpus13
04-07-2018, 04:39 PM,
#61
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I don't know many players, who actually play pirates somewhere outside of Liberty. So merger of nanobots into hull will make life harder for them and so on. Take a look at the other side of the coin.

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Offline SnakThree
04-07-2018, 04:46 PM,
#62
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(04-07-2018, 04:39 PM)Corpus13 Wrote: I don't know many players, who actually play pirates somewhere outside of Liberty. So merger of nanobots into hull will make life harder for them and so on. Take a look at the other side of the coin.

How will it make life harder?

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Online Sand-Viper
04-07-2018, 05:00 PM,
#63
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Not being able to one-shot armorless transports will make piracy harder? It'll make it easier, because as SnakThree pointed out, many players will not listen to the words "You will die in one blow - Stop, please!" It often takes actions to show newer and stubborn players the reality of the situation. If an armorless transport remains one-SNAC'able, this causes frustration on *both* sides of the piracy encounter. The transport is frustrated for being killed so quickly. The pirate is frustrated because they just lost out on making some money, and possibly a good RP. Both pirate and transport benefit from this proposed change.

With nanobots merged into the hull, it actually gives the transport more time to mash the shield battery key against Scorcher bombers and high-count Charon pirate transports. If a player dies too quickly, they don't even get the *chance* to tap that nanobot key, thus the nanos are completely useless to the victim, anyways.

Also, yes, Repair Ships would receive a buff from this in the sense that they would have more max health to work against before their "patient" is topped off.

If we maybe kept a few nanos per transport (50-100 per?) so that piracy transport players could repair dents made by farming NPCs, this is a win-win all around!

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Offline LaWey
04-07-2018, 05:01 PM, (This post was last modified: 04-07-2018, 05:03 PM by LaWey.)
#64
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I'm pirate outside of liberty. We use..hmm bombers wings, gunboats, cruisers...BS? No matter what people will make with transport, if we want pirate this is outside house - we will pirate, if we want kill it - we still will kill it.

But for all transports it make life MUCH easier. You ANYWAY tap this frikin nanobots. In fight you are grab from NPC\killed player maximum 20-40 of them, this is a BIG DEAL for transports?

Kinda dont understand which life should be harder. If pirates want kill lonely targer, they are will kill it. Merging of nanobots just help make sense of pirating this 5k trains which blown up from first snac. PIRACY =\= BLUE targets.
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Offline Binski
04-07-2018, 06:32 PM,
#65
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Why not just boost the base armor level on transports? I'd rather see that, and perhaps a readjustment to armor multiplication factors to avoid invincible cau8 transports.

For caps I understand, but even with them, using nanobots to keep your hull above 0 at a pivotal time is and was always part of the challenge involved in pvp here. The attacker gets annoyed that when they think the attackee is about to go down, as they use their last burst of health to keep going. If you're good, it can save you, if not, you die with nanobots still in your hold. Or you use them all and still die.

If you are pirating someone, don't lock yourself into the only option being 1 hit kill. This seems like a balance question, of wep dmg vs base hull strength. I know what you're getting at but ditching regens completely seems un-freelancerish to me. Its part of the challenge. All of it could be solved by making sure most unarmored transports have base hp higher than that of any single shot by a heavy wep.

For caps, the fight dynamics are unquestionably better without regens and instead repair ships come in, but on smaller ships, I still think its important for everyone to have a self repair while in space, so you can repair without docking (and survive off the environment, like npc's botts/batts harvesting).

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Offline scallywag
04-07-2018, 07:31 PM, (This post was last modified: 04-07-2018, 07:34 PM by scallywag.)
#66
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Please, keep it how it is. No need to make it harder for transports. It's hard enough dodging pirates as is. Not like they can fight back. Why take away the little defense, if any, that transports have?

Also, for transports which operate in radioactive systems, this would be detrimental.
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Online Laz
04-07-2018, 07:35 PM, (This post was last modified: 04-07-2018, 07:37 PM by Laz.)
#67
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I really don't see any major negative for either side by making this change, why is everyone so against the idea? People are acting as if this is taking something away from traders, if anything it's harder for pirates who lose the advantage of free nanobots from insta-kills during fights.

Also I agree with @"Sand_Spider"'s idea.

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Offline SnakThree
04-07-2018, 07:54 PM,
#68
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(04-07-2018, 07:31 PM)scallywag Wrote: Please, keep it how it is. No need to make it harder for transports. It's hard enough dodging pirates as is. Not like they can fight back. Why take away the little defense, if any, that transports have?

Also, for transports which operate in radioactive systems, this would be detrimental.

You are mistaken. This would majorly help unarmored transports. Please read more carefully.

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Offline Skorak
04-07-2018, 08:00 PM,
#69
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Incredible. This is a buff for transports. The nanobots will be converted into armor.

The only difference is you cannot be instantly killed by snacs for example.

Only downside is that you cannot repair yourself up by looting nanobots.

Not saying this gets into the game.

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Offline LaWey
04-07-2018, 08:03 PM,
#70
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