• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Interactive DarkMap
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 14 15 16 17 18 … 547 Next »
Missions are overpowered

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (12): « Previous 1 … 8 9 10 11 12
Missions are overpowered
Offline Grumblesaur
06-17-2020, 05:57 AM, (This post was last modified: 06-17-2020, 05:58 AM by Grumblesaur.)
#111
Fleet Tender
Posts: 2,742
Threads: 56
Joined: Sep 2008

(06-16-2020, 12:59 PM)Charo Wrote: So I spent all of my money (I had like 15m left over lmao) on a cap4 cruiser to do missions. I took this approach as a normal player, not a tryhard. I took whatever highest missions were offered without resetting the board, I did them at a major base in house space, and I did them back to back (I'm subtracting an hour for setup/an RP encounter I had). Most of my missions were against gunboats, but I had 3 against high level fighters and 2 against cruisers (both failed, but one mission I killed a cruiser before dying)

In 2 hours (3 before the subtractions) I made 95 million credits. A real far cry from what I'd get from ore trading. If I minmaxed I'm sure I could have squeezed out some more, but I think it's best to approach this comparison under the 'typical player' idea.

To add another data point to this, I have done a similar exercise with an Enclave battlecruiser in Aquitaine a few times, and in the course of an hour I can usually make between 90 and 110 million credits. I have a CAU VI mounted. I lose to cruisers every time. The lighter gunboats (Rogue and Gaian) are generally not too much trouble, but the Bretonian gunboats can eat through more than half my hull if I'm not careful. Anything bigger than that will eat me alive while I'm flying solo, and anything smaller can scarcely drop my shields.

A less careful or experienced player, or one with less optimal equipment, will find more challenges in the missions, and have a higher failure rate. It's nonsensical to assume that every mission would be completed successfully, with so many players who don't know how to turret steer very well, and others who barely understand engine killing or weapon groups. It may be possible to earn 150 or 200 million credits via missions, but you'll have to be doing everything perfectly, and be in the right system with a short travel distance, plentiful spawns, and high payouts.

I don't think it's unreasonable to reward people for that kind of mastery of the game mechanics, especially when they're willing to pew at battleships in their Valor or Overlord and be easy prey for a few hungry bombers lurking nearby.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
Reply  
Offline Karst
06-17-2020, 10:04 AM,
#112
Chariot of Light
Posts: 3,023
Threads: 218
Joined: Sep 2009



Here's a brief video as a demonstration for those of you that might have been struggling with missions.
The risk to myself in this mission is zero. I have a CauVIII, but I could have done that mission with an AU or even no armor at all.
Missions are cool & good and all but the "challenge" of a six minute mission against gunboats is nonexistent.

I'm excited by the possibility of shipclass-dependent rewards, since doing a gunboat mission on a gunboat can actually be challenging, while with a battlecruiser you get....this. I think adapting the rewards to actually reward challenging yourself could solve the problem.

I also think (and this is something pretty much no-one has addressed) the general principle of making money substantially faster than was previously possible is fundamentally problematic. And it doesn't even matter that it's missions for that to be an issue, it'd also be problematic if there were suddenly a normal length ore route that pays 16k or whatever. Most people are aware that there's a lot of inflation in the disco economy, and we keep talking about "money sinks" and the need to have more of them. Well, if there's going to be a way to make a lot more money than before, there's an obvious need to take that money out of the economy again, too.

[Image: jWv1kDa.png]
Reply  
Offline Groshyr
06-17-2020, 10:06 AM, (This post was last modified: 06-17-2020, 10:06 AM by Groshyr.)
#113
Member
Posts: 3,894
Threads: 388
Joined: Mar 2018

Made 3.5 million mission on a cruiser, get 3.5m for mission and 6,4m for targets. Not OP, quite low, spent like 8-9 min to make this one.

Ed: maybe you should try flying other ships than your [ALG] BCR? You know, flying bigger ships for missions is kinda meh
Reply  
Offline Egon Bigmemes
06-17-2020, 11:28 AM,
#114
Member
Posts: 1,714
Threads: 110
Joined: Mar 2009

I'm all for making missions harder, but I'm not for making them give less rewards.

I would like to remind people that much of the Ore hauling stuff had Karsts involvement. Make your ore system more profitable or more worthwhile, maybe make the routes shorter, or maybe turn your eyes to the regular trade and make trade routes that arent just "Pick up this cargo from <anywhere> and haul it to <anywhere> for the same exact credits per second"
Reply  
Offline Groshyr
06-17-2020, 11:29 AM,
#115
Member
Posts: 3,894
Threads: 388
Joined: Mar 2018

I'd wish to have more anti-cap missions around, really. Many stations offer maximum GBs. So I agree with Saro, make GB missions harder if you can't add more spots for anti-cruiser+ missions
Reply  
Offline Lythrilux
06-17-2020, 11:41 AM,
#116
Edgy Worlds
Posts: 10,369
Threads: 737
Joined: Jan 2013

It'd be nice to make missions more rewarding when done as a group without them becoming easier because the FL AI is so trash. Maybe reward goes up as the group increases, but NPCs get some kind of stacking buffs.

[Image: Lythrilux.gif]
Reply  
Offline Lonely_Ghost
06-17-2020, 11:46 AM,
#117
Member
Posts: 1,217
Threads: 48
Joined: Nov 2010

Karst, sry man, no offense to ya,

But let the ppl make money fast. Srsly. Just literally let them make money fast within rules and RP, so they would be able to spend them on new characters, ships, fly around, explore and get better understanding of things and stuff happening in game.

It is very important for this game to make sure that players don't need to spend too much time on build-up. This is very discouraging factor, which could 180 potential new (to mod, not game)/old players to get into the game.

Leave it as it is, or even more make it simpler. People keep playing the game because they are having fun. I guess you know what's happens if ppl are not having fun.

So either, please, don't screw it. Or get used to love 20-30 players online at average.
Reply  
Pages (12): « Previous 1 … 8 9 10 11 12


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode