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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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(Poll) Integrating nanobots for cruisers/gunboats

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Poll: Integrate Bots into base hull
You do not have permission to vote in this poll.
Yes (for both)
50.00%
20 50.00%
No (for both)
42.50%
17 42.50%
Yes for Cruisers, not for cunboats
7.50%
3 7.50%
Total 40 vote(s) 100%
* You voted for this item. [Show Results]

(Poll) Integrating nanobots for cruisers/gunboats
Offline Grumblesaur
01-20-2019, 06:24 AM, (This post was last modified: 01-20-2019, 06:24 AM by Grumblesaur.)
#8
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(01-20-2019, 03:22 AM)Tenacity Wrote: I mean, I can agree that snub one shots probably shouldnt happen either, but at least its a little more believable for a small one-man ship to get ripped a new one by a well placed shot, and snubs are by far the most difficult ships to hit with anything that can deal enough damage to instakill.

The real issue is that for every ship that has this change made, the ini entries for its armor value have to be changed, and it can be a very time consuming process. Going through and changing the armor and nanobot capacity for every single fighter, bomber, freighter, transport, etc. in addition to cruisers and gunboats would probably be a right nightmare (though if the dev team wants, I'm more than willing to go through that hassle, I'm relatively good at ini editing now).

So, I'd venture to say that we should just start with the big ships that are frequently involved in combat.

Probably a good change to roll out in phases. For one patch, just hit all the cruisers and battlecruisers. Later, do transports. Another patch hits freighters and SHFs, then one that does VHFs and bombers, and last, HFs and LFs.

This is a good idea, considering the only real purpose of nanobots and shield batteries is to be a "gotcha" when a few hits sneak up on you or when your finger slips onto the wrong key. It definitely streamlines the combat process and would mean that the red and blue meters you see when you target a ship are a genuine reflection of that ship's state.

This would also allow for the removal or disabling of the code that prevents the trading of nanobots and shield batteries, which is one less thing for the server to support. It's probably a very minor performance gain (if any) but it reduces complexity without detracting from the gameplay experience, so it's well worth mulling over.

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.
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Messages In This Thread
(Poll) Integrating nanobots for cruisers/gunboats - by Tenacity - 01-19-2019, 10:49 PM
RE: (Poll) Integrating nanobots for cruisers/gunboats - by Thunderer - 01-19-2019, 11:42 PM
RE: (Poll) Integrating nanobots for cruisers/gunboats - by sasapinjic - 01-20-2019, 01:46 AM
RE: (Poll) Integrating nanobots for cruisers/gunboats - by Sand-Viper - 01-20-2019, 12:27 AM
RE: (Poll) Integrating nanobots for cruisers/gunboats - by Couden - 01-20-2019, 12:42 AM
RE: (Poll) Integrating nanobots for cruisers/gunboats - by SnakeLancerHaven - 01-20-2019, 01:45 AM
RE: (Poll) Integrating nanobots for cruisers/gunboats - by Tenacity - 01-20-2019, 03:22 AM
RE: (Poll) Integrating nanobots for cruisers/gunboats - by Grumblesaur - 01-20-2019, 06:24 AM

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