Obviously, independent capital ship captains are incompetent, because they do not adhere to strict role play regulations in the creation of their ships and characters.
To test whether or not they are part of the logical chain of command. If they don't have a commanding officer, then they are outside the chain of command, and therefore shouldn't have a multibillion dollar piece of military equipment.
' Wrote:To test whether or not they are part of the logical chain of command. If they don't have a commanding officer, then they are outside the chain of command, and therefore shouldn't have a multibillion dollar piece of military equipment.
Actually, a test for chain of command would be whether they are FR5'd or not, based on whether they adhere to FR2. (An effective system, which whilst can be abused by official factions, is in place.)
What you are suggesting is whether their RP is fully integrated into a faction's RP. (Which is a rather useless test as this would require internal knowledge and constant checking up and in on the faction, it's roster and so on, which means they may as well be part of the official faction.)
Of course, that goes against the whole idea of being independent. (Pick your play time, devote how much you want to.)
Edit: Also, that would be multi-million. Somehow I think you are trying to make RL=FL.
' Wrote:Obviously, independent capital ship captains are incompetent, because they do not adhere to strict role play regulations in the creation of their ships and characters.
So only if you make up excellent roleplay you are allowed to fly a ship? How about letting people have fun?
' Wrote:ask [LN] since they do only capspam when they come in Hamburg
Huh? Really? I don't think so... Might want to be careful saying [LN] since that's the official faction, the one I run. The overwhealming majority of liberty navy caps are indys. Note, unless it has [LN] at the start of the name, it's not one of ours...
Don't talk about indi capital ships, they don't fail that badly. There is alot of good guys who just have alternative char as battleship and they don't want to join the officials to have it and rp with it because they are besy with their faction they are already in.
' Wrote:Boost their hull, make them slower, and dont make them turn when they get bumped into by players and especially npcs.
Rest is fine as is.
It'd need to be a pretty hefty buff to compensate for being utterly raped by cruisers.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
in a hypothetical scenario where battleships are all buffed to like 3 times their basehull; nothing changes too much...
even with 3 times the hull, they ll still die first in any larger battle - mostly due to the fact that fighter vs. fighter lasts waaay too long ( and the looser in the high skill competition is usually determined by the first one that mentally gives up - or gets bored ... instead of the one that has the greater skill )
there have been thoughts about dramaticly boasting the passive defenses of warships ( buffing the hull ) - it has a few interesting aspects... - so lets just assume everything stays as it is ( weapondamage etc. ) and only the hull is increased. ( thinking of 10x the current hull AT LEAST )
- bombers still have it as easy as now - only now they really need buddies to add enough firepower to destroy a warship - or it will most likely simply withdraw heavily damaged to some base, simply cause it lasts
- warship vs. warship battles are different to fighter combat - cause its not about "who has more hull vs. weapondamage and energy core anymore ( in such simple terms )" but it is more about who uses what weapon to what tactical advantage. - NO warship will be destroyed or even heavily damaged by a single powercore - and battelships take LONG to recharge.
so a warship vs. warship fight might become a lot more dynamic - when teamed up against - they ll still die fairly quickly though
the downsides
- 2 bombers will most likely not kill even a low skill battleship anymore, cause they get bored ( unless they are of that strange breed of people who get excited when they can harm someone without getting harmed )
- fighting warships can in general take too long to bother.
well, 3x bust will be cool alternative to give battleships more weapons (effective one) against little targets.
At least those 2 bombers will better avoid the fight then trying to shoot that battleship.
I'll try some solutions for battleships on local server to see how some ways of fixing it could work.
But most of them requires view distance to player ships to be extended to 15k >.>