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Rules update 5.7 6.6 6.7

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Rules update 5.7 6.6 6.7
Offline Mímir
05-13-2012, 08:11 AM,
#451
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

The old balance is still there - a lone cap still dies to 2-3 competent bombers, and they make a very nice target for those of us with average to low skills. If 4-5 players put their mind to making an anti-cap vigilante squad (4 bombers, 1 gb to protect them against snubs) patrolling the lanes, those lone caps would be cleared out in no time. In a cap vs snub battle it sucks to be in the big ship and be more or less helpless against those small targets whizzing around, there's been plenty of cap pilot QQ about that in the past.

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Username removed
05-13-2012, 08:52 AM,
#452
Unregistered
 

So capital military war ships can now pirate transports ? as a pirate me no see logic in here, but whatever.
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Offline Evan_
05-13-2012, 09:06 AM,
#453
Member
Posts: 1,472
Threads: 28
Joined: Dec 2009

' Wrote:The change is still young, give it a few days before you make claims and conduct tests like that.
Actually the pirates in Agmen's story were aware of the change, most of them probably had access to unlawful caps too. I was in the LF. *waves* Cruiser-piracy indeed sounds fun, but apart from taking down a trader really fast, it's ineffective. I personally wouldn't do it in anything that doesn't have a mine launcher.

Taking down caps with bombers is great fun. Lawfuls learned it trough time to only leave the hubs with them in numbers. I assume the same will happen to the pirate caps once the bomber vigilante groups Mímir mentioned appear. I (as a piracy fan) would rather join them, than the cruiser pirates.

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Offline Thyrzul
05-13-2012, 09:12 AM,
#454
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

' Wrote:You also forget this game is called "FREELANCER" so being solo is the way as 1 admin put it awhile back how 75% of the server plays. So yeah lets tell that 75% of the player base we do not need them right? Just like all other servers then, with an average of 20-30 players on at peak. No thx. I like it the way it is, with everyone having the right to choose indie/solo/faction/gang or what ever.
I did not say we don't need that much of the playerbase. But I neither think we really need this much caps. I don't think every who-knows-who has to fly a cap just to have a bit bigger e-peen. Yes, this change I proposed would mean turning Scyllas as well as LDs into their value in credits. Including your Yorktown as well, I see why you are so butthurt about this idea. But it would include my Obstinate and Redemption as well.

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Offline Eduard
05-13-2012, 11:51 AM,
#455
Member
Posts: 1,102
Threads: 123
Joined: Dec 2011

' Wrote:I did not say we don't need that much of the playerbase. But I neither think we really need this much caps. I don't think every who-knows-who has to fly a cap just to have a bit bigger e-peen. Yes, this change I proposed would mean turning Scyllas as well as LDs into their value in credits. Including your Yorktown as well, I see why you are so butthurt about this idea. But it would include my Obstinate and Redemption as well.

I kinda agree with your idea about how to handle the capital ships, the only draw back would be that it would reduce the playerbase, because there are lolwuts who just play with their capital ships, and they also have more than 1 char, like power traders, and on those power traders, pirate depend, and there are also the ones who might get annoyed by the idea...Still, those so called lolwuts could transform into normal people if they accept the changes as they would learn what RP really is
And about the freelancer thingy...yes you can be solo, but solo pilots don't pilot a capital ship, because they won't be solo then...They would be besides an entire crew...Solo pilots pilot fighters, or bombers, maybe freighters.

(08-10-2015, 07:03 PM)Antonio- Wrote: King Eduard is the greatest
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Offline Coin
05-13-2012, 12:22 PM,
#456
Difficult Customer
Posts: 3,329
Threads: 82
Joined: Apr 2008

how about we have a new class of capital ship - one large enough to provide decent escort fire-power

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Offline Govedo13
05-13-2012, 01:02 PM, (This post was last modified: 05-13-2012, 01:23 PM by Govedo13.)
#457
Member
Posts: 4,663
Threads: 97
Joined: Jul 2009

' Wrote:how about we have a new class of capital ship - one large enough to provide decent escort fire-power
Nice idea- now go to model/skin/hardpoint one, then make sure to propose proper weapons and stat because this thing is not able to be balanced- the said GB/Cruiser hybrid. So it is impossible to implement easy.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline Ursus
05-13-2012, 01:28 PM, (This post was last modified: 05-13-2012, 01:32 PM by Ursus.)
#458
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

You dont need a new ship class, you just need transport weapons to be at the same military-grade level as every other weapon.

Lawful and unlawfuls are balanced for combat against each other. Fighters, bombers, freighters, gunboats and caps are balanced for combat against each other. Transport guns and transport ships are not balanced for combat against any of the others, or rather they are balanced for 90% lose against most of the others.

Now we have rules that say, all these ships can fight each other no restriction, and consequences for losing a fight are the same among them, but we're still going to make a specific class lose by design. And in order to accomodate that, we're going to get another rule, called the reasonable demand, to replace the other rules.

Just let the transports fight and we can have "space is dangerous" without any of this crap. Either that or put the ships in different combat arenas with different engagement rules again. Pick one

If two ships meet, the winner should get ALL the belongings of the loser, keep them or sell them or walk away, whatever. But in order for that to work, the ships need to have even footing. This game insists on tying down one class, then trying to limit the amount of damage after the fact. Give the transports equal equipment and you wont need to do any babysitting.

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Offline Mímir
05-13-2012, 01:34 PM,
#459
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

Ursus, its just a differet game now. Getting caught off-guard = you lose. So you need to put all your effort into avoid detection, rather than into honing your transport turret pew skills. Other ships than the 5K'er and the Battletransport might prove more profitable for the power trader, along with non-corporate ID's. It's a change of gameplay, and so trading should be approached differently. I'm not saying there won't be any complications, but it's just a trial and lets give it a shot.

EDIT: That being said, the removal of the trader exception can be considered one big nerf to trading, but on the other hand there has been too many credits in the system for a while now, and credits have been too easy to obtain. IMO it needed a nerf in any case.

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Offline Adam_Spire
05-13-2012, 01:44 PM,
#460
Member
Posts: 1,226
Threads: 219
Joined: Aug 2009

' Wrote: lol. I did 5 runs in my ALG, not 1 pirate, and not breaking Imbargo, so not 1 lawful. Trading is still just as easy as ever. Plus i got 1.2bil in bank, so i really do not need cash right now. Was actually hoping for a cap to hit me, and try a few things out. I guess i need to go into pirate alley for that, and get nailed by the lolwut pirates.

Yea. Try that with a RepEx or Kruger, Daumann, or some Independent trader and you'll see the ganking you'll get. ALG is the most neutral shipping company in the game next to the Zoners. Heck, I'd bet ALG could get to places the Zoners wouldn't ever think of going to.

Edit: I just got this image of 4 battleships cruising down a P-Trans on fire. Time to get an interceptor guys.

Edit Edit: This is also officially the coffin nail for Gunboat Defense/offense.

Quote:You dont need a new ship class, you just need transport weapons to be at the same military-grade level as every other weapon.

Lawful and unlawfuls are balanced for combat against each other. Fighters, bombers, freighters, gunboats and caps are balanced for combat against each other. Transport guns and transport ships are not balanced for combat against any of the others, or rather they are balanced for 90% lose against most of the others.

Now we have rules that say, all these ships can fight each other no restriction, and consequences for losing a fight are the same among them, but we're still going to make a specific class lose by design. And in order to accomodate that, we're going to get another rule, called the reasonable demand, to replace the other rules.

Just let the transports fight and we can have "space is dangerous" without any of this crap. Either that or put the ships in different combat arenas with different engagement rules again. Pick one

Transports with Military grade weapons? The heaviest transport gun does 3000 hull damage which is more than what normal BS turrets do.

Transport's get their "balance" from Zoom and turret steer. I've ticked off more bomber pairs doing that in my Titanic. I can't see how 'balanced' it could be for a 12 gun transport to go toe to toe with a battleship.

All ships -CAN- fight each other. I think there is a freelancer mod out there where a fighter can go head to head with a dreadnaught and win. That may work if your Buck Rogers but would send people into a fury here. Again, this all is about the rule where Battleships can't attack transports. The rule was abused and Battleships mocked so often that this was eventually going to happen. We don't need Morepowerfulthanyou Transports. We need better Roleplay.

Space -is- dangerous, you -will- get killed. It's only a matter of being over powered or out classed. Follow the rule I follow.

Don't upset the angry Battleship Captain. Now more than ever.


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