marauder,Nov 11 2006, 08:02 PM Wrote:The only factions would be groups/gangs of players who watch each others backs, or rampage around shooting at everyone...
The player factions would be more like squadrons/wings of elite pilots equipped with the best equipment available anywhere.
What I meant by pure RP is that anyone with a zoner ID (just an example) would only be able to mount/use zoner weapons and fly hawks, falcons, eagles and dromedarys, just like the zoner NPCs do.
Continuing with that example an Rhienland military ID would allow a player access to any rhienland weapons sold on a military base and to use the valkeryie, wrath, Rh gunboat, Rh cruiser, Rh BS.
Neither ID would allow the player to use any weapons that the faction whose ID they carry can't, so the zoner player can't use civilian, pirate or house weapons, the rhienland military player wouldn't be able to use any pirate or civilian weapons, nor any weapons form any other house.
So yes the purely RP I meant would be restrive, and probably never happen either, but then players would be part of the NPC faction whose ID they have mounted.
[snapback]43866[/snapback]
Then my vote stands. I would be fine with nothing but faction weapons if the weapons/ships were balanced reasonably well and everyone abided by the rules.
I would imagine though that this would mean nixing the nomad weapons or seriously downgrading them, making chain guns one or other of the factions weapons(civilian would be nice,) and downgrading them as well.
Can the house capital planets sell infernos and battlerazors?
If your a lawful player with the NPC pirate factions hating you then so does the order, and if you kill enough pirates the zoners go hostile, so unless you keep bribing the zoners you can't get infernos or battlerazors for a lawful character.
Besides which why should lawful players have a harder time getting the weapons then pirates?
Yes the order and the outcasts developed them but no-one bothers to RP with regards to weapons and equipment.
YEa you have a point marauder. Just because the hosues are not close to the aliens doesn't mean their not gonna have advanced weird tech. LIke a millitary faction is gonna develope its own type of super battleship armour killer too? May even be similar to the battle razor. I think they should be sold to a lawful guy if they have full green with a certain millitary faction. ( dont bretonia battleship stations have battle razors on them?)
Really? Well, I remember once in SP, I pissed of the brets by accident, and that cannon just insta killed me. It was pretty cool but I was allways careful of them after that.....
I've read the latest posts, of which posts by Marauder, Kane and DarkOddity pose most interest (imho). I agree that balance is one of the main things that we should achieve, and I believe that this mod is fairly more balanced than many other mods out there.
Viper is too strong? Well, yes it is, but this strength is fixable. Once the hull has less hps, or hitbox gets fixed (actually, hitbox is not the only thing that causes immunity), this ship will be more or less equal to others. Manta is also slightly overbalanced, but this is also fixable. When those ships get fixed, what fighters will become the best? Any ideas on this?
Next. Weapons. That's probably the most complicated thing for the mod.
Doing level 9 weapons for all, or most pirate factions is close to impossible. Too much work with few people using those guns. Each nation now has its own level 9th, and you may use those as well. If there are some specific weapon types that you wish to be upgraded, please specify them. But please don't make the list 50, 100, 200 items long.
Capship weapons. There's a lot of controversy here. I realise that all such weapons need a powerup, so that they deal at least 20% more damage. It is also possible that gunboat weapons get upgraded even more (speed, range, firepower), since not many people use gunboats now, and gunboat turrets are no longer mountable on cruisers or battleships. Next step is removing all forward guns from gunboats and replacing them with turrets. This will eliminate some balance threats, while making gunboats more competitive against fighters.
Liberty Cruiser forward gun will stay, maybe I'll even make it even more powerful for this ship to become a full-scale battleship killer. That is, if you find it suitable.
Missiles. Well, that's complicated, since missiles seem effective against fighters... or are they not? As for anti-capship missiles, they are hardly possible cause of immunity issues.
The two fighters currently causing the niggles, are the Manta and the Viper. I was witness
to an hour long PvP last night, with a Viper having an awful lot of shots just passing straight
thought it. The Manta just needs a good looking at overall. The manouverability is the main
concern to everyone not able to buy it, from an RP perspective.
Not sure about what will become the best, though from recent experience, I suspect the Eagle
will be seen a little more regularly once more.
Me, I'll just whine about the loss of the Ravenclaw and the Talon's abilities, but I always do
that anyway.
The rest, as usual, I will have to leave in your more than capable hands, the black art of the
balance still escapes me.
But, all said, this is still the best mod out there, big thanks ...
Hoodlum
Some say he is a proud member of: "The most paranoid group of people in the Community."
I'm intended to keep new ships on lower profile than advanced House ships and original level 10 ships. Reason (primarily) missile immunity (secondary) retaining Freelancer style in fighter combat.
As for capital ships, well, you all know that I've allowed myself a good deal of freedom renaming them... that's a complicated question, since newly added large battleships look glorious, but perform badly when docking or moving through asteroid fields.
Later, there's that damn spinning battleship problem that plagues Discovery right from the beginning. Will I find any suitable solution? I don't know.
At least its only these few balance issues to deal with.
All in all the orignal FL weapons are balanced, but with anyone being able to easily get nomad and codename weapons with little, if any, difficulties they don't get used much.
Plus with all the other weapons added there isn't as much varity in fighter loadouts because everyone seems to focus on PvP more then fighting NPCs, as an example: you don't need to equip tizonas or coladas when fighting NPCs.
As for the capships, some look like FL ships, others don't, but they are getting used, so you don't see factions using as many 'questionable' capships anymore.