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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Thoughts on 4.76

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Thoughts on 4.76
Offline daedalus
09-19-2005, 12:02 PM, (This post was last modified: 09-19-2005, 12:11 PM by daedalus.)
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Posts: 273
Threads: 18
Joined: Jul 2005

Here's my thoughts on some of the most recent changes:

Shields - excellent. Just what was needed. The important thing is that transports and trains can no longer mount battleship shields. Not sure if you meant to allow the Armored Transport to mount a bs shield though - but it seems logical as it should be well protected.

Pilot/Nomad drops - also excellent, very impressive. This allows fighters to make more money from missions and a reason for Nomad hunting, although I would've liked Nomad battleships to drop more.

Codename guns - great, a server where the codenames are worth using! Another good boost for fighters against capital ships. I notice though that some codenames got more of a boost than others, meaning some are now obviously better (e.g. Cerberus obviously better than Diamondback) and some won't get used. This wasn't the case before, apart from one unusual case, Wild Fire, where I think the programmers got the energy usage wrong. If you look at a table of gun damage you'll see what I mean - I think Wild Fire was meant to have the same stats as Onyx and Guardian. (If you want me to send you a table of what I mean, please let me know).

Energy Usage for cap ship guns - this is one change which I don't think has had much impact, I think because cap ships recharge too fast for it to make a difference. For example, I have a Nomad gunboat with 5 battleship missile turrets on it and no energy problems because the power plant recharges so fast. Maybe slow down the recharge. It looks silly but it very powerful, but as Wrath said, silly isn't fun for long.

Features still unbalanced - there are now less unbalanced features. The two main unbalancing features remaining involve mounting special gunboat/cruiser forward guns on battleships (and any other turret mount) and the ability to mount battleship turrets on non-battleships (see my previous example). Also, some ships like the Osiris are only worth buying for it's guns as other ships have more mounts which they can be tranferred to. I also think missile turrets do too much damage.

Possible suggestions - 1. can Ioncross cheat detection be set up to detect abusive weapon load-outs (e.g. cruiser forward gun on a non-cruiser?) This might be easier than doing it in game.
2. Decrease the power recharge on cap ships.
3. This one might surprise - remove forward thrusters from all cap ships. The thruster allows a gunboat and cruiser to fly like a fighter and this is what makes putting battleships turrets on them so attractive. I personally don't see any reason why gunboats and cruisers (and even trains and transports) should have forward thrusters, it doesn't feel right to me. It should be an advantage only for the smaller ships.
4. Make all battleship turrets do the same damage. Those with less turrets like the Osiris then have more armour / cargo to make up for less firepower. Otherwise players then just mix ship/turrets to get the best combination (rheinland bs with Osiris guns I think).
5. Missile turrets are too effective, especially against ships which are vulnerable to them and can't dodge them easily, like trains and gunboats/cruisers. The fact that missiles do so much damage gives battleships with missile immunity too much of an advantage. (I don't have a problem with the 'dead zones' as such, it can be considered part of the natural defence of a bs).
6. I suggest giving cap ship turrets a class rating, making gunboat and cruiser turrets class 9 and bs turrets class 10. This would prevent bs turrets being mounted on anything other than a battleship (and possibly a class 10 fighter, if that's still possible!). I can't think of a way to prevent a bs mounting cruiser forward guns... leave that to you Igiss!
7. There's a one-way New York jumphole in New York that doesn't serve much purpose. Moving this to the empty Unknown would be cool.
8. One other thing - I recently checked out the Crossfire mod before the server went down, and although it looked messy, one thing that did impress me was the way they've disabled the F1 options (other than Resume Game) when the ship is in space. I would fully support that.

I hope there'll be a 4.77, even if only minor changes, as with each new release new interest is generated.

Role-played characters:
daedalus - Liberty Navy
bandersnatch - Ruthless criminal possessed by a (huge) alien
Shredder - Small-time Kusari pirate, looking to join the Blood Dragons

"Bounty Hunters. We don't need that scum." - Admiral Piett
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Messages In This Thread
Thoughts on 4.76 - by daedalus - 09-19-2005, 12:02 PM
Thoughts on 4.76 - by Igiss - 09-19-2005, 12:55 PM
Thoughts on 4.76 - by Fire-Fly - 09-19-2005, 01:44 PM
Thoughts on 4.76 - by daedalus - 09-19-2005, 01:51 PM
Thoughts on 4.76 - by daedalus - 09-19-2005, 02:04 PM
Thoughts on 4.76 - by Fire-Fly - 09-19-2005, 02:13 PM
Thoughts on 4.76 - by Igiss - 09-19-2005, 02:15 PM
Thoughts on 4.76 - by daedalus - 09-19-2005, 02:34 PM
Thoughts on 4.76 - by Dab - 09-19-2005, 06:38 PM
Thoughts on 4.76 - by The Damned - 09-19-2005, 07:18 PM
Thoughts on 4.76 - by Dab - 09-19-2005, 10:13 PM
Thoughts on 4.76 - by Kane - 09-19-2005, 10:36 PM
Thoughts on 4.76 - by Dab - 09-19-2005, 11:05 PM
Thoughts on 4.76 - by Igiss - 09-20-2005, 04:16 AM
Thoughts on 4.76 - by The Damned - 09-20-2005, 08:43 AM
Thoughts on 4.76 - by Dab - 09-20-2005, 02:58 PM
Thoughts on 4.76 - by The Damned - 09-20-2005, 10:40 PM
Thoughts on 4.76 - by Dab - 09-20-2005, 11:02 PM
Thoughts on 4.76 - by The Damned - 09-20-2005, 11:07 PM
Thoughts on 4.76 - by Igiss - 09-21-2005, 07:30 AM
Thoughts on 4.76 - by The Damned - 09-21-2005, 09:10 AM
Thoughts on 4.76 - by daedalus - 09-22-2005, 08:50 PM
Thoughts on 4.76 - by daedalus - 09-22-2005, 08:58 PM
Thoughts on 4.76 - by Dab - 09-22-2005, 11:23 PM
Thoughts on 4.76 - by f2k - 09-26-2005, 01:22 PM

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