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Armor Upgrades ....

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Armor Upgrades ....
Offline Othman
09-25-2008, 04:57 PM,
#11
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Cap armor upgrades use cargo as a drawback. As for the lower class, implementing another variable might be intricate.

On the uncharted lagoons of anguish, I sail with a canoe made of my sins.
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Offline Fletcher
09-25-2008, 05:57 PM,
#12
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I suggested this concept before, it didn't really catch on sadly. I would love some drawbacks to the armor upgrade. Only fair.

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Offline chopper
09-25-2008, 07:43 PM,
#13
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I'd just go with this :

Bigger armor = more mass
Lower armor = less mass.

Capital ships would be able to choose - mobility or armor.
For example, most logical choice for an Osiris would be to use it's strafe potential.
While Rheinland Battleship would go with the armor, since it can't strafe anyway.

Mass doesn't affect responsiveness, someone said it does so I'm just correcting it.
It does affect strafe however, because it's directly connected to acceleration.
Low mass ships can change speeds rapidly, to all directions, meaning strafe too, even reverse.
You can easily check this by leaving your ship in e-kill and seeing how fast it looses speed.
Sabre would loose it's speed really fast, while Virage would need 3x that time to loose the speed to same level.

But as far as I'v heard, you can't assign something like that to an armor upgrade.
It's a nice idea though.

Lucendez Wrote:
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Offline jimmy Patterson
09-25-2008, 08:02 PM, (This post was last modified: 09-25-2008, 08:03 PM by jimmy Patterson.)
#14
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' Wrote:It makes sense, the only problem is what happens to cruisers when they try to equip armor.

See, cruisers right now do not have a real agility advantage, but they also dont have the survivability of a battleship. they're like gunboats that cant dodge fire... so you really have to put an armor upgrade on a cruiser to make it pvp-worthy, but losing what little agility they have would pretty much wreck them.

That's the only ship class I can see having an issue with this though. I think capships are being buffed in 4.85 as well, though i'm not positive yet.
One other suggestion here:

Scanner Shielding

"Scanner shielding is a special armor plating modification added to the cargo bay of a ship to prevent it's cargo from being detected by conventional scanners. This armor upgrade takes 1000 cargo space."

Give this to smugglers, takes up our armor 'hardpoint' and in-rp prevents police/lawfuls from scanning for contraband. To detect the contraband, they'd have to RP actually connecting to the smuggler's ship and doing a manual search, in which case we can just say "We're carrying radioactive waste, I think I can feel my little nomads shrivelling away already, you'd have to be crazy to step aboard this boat!" and fly away =P

nice idea teneacity but one big problem

SMUGGLERS DONT STOP IN THE FIRST PLACE EVEN IF SURROUNDED!so that effectivly makes it unfair for lawfuls when it comes to smugglers as sense they cant see the cargo they cannot apply the fine

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Offline Tenacity
09-25-2008, 09:51 PM, (This post was last modified: 09-25-2008, 09:52 PM by Tenacity.)
#15
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' Wrote:nice idea teneacity but one big problem

SMUGGLERS DONT STOP IN THE FIRST PLACE EVEN IF SURROUNDED!so that effectivly makes it unfair for lawfuls when it comes to smugglers as sense they cant see the cargo they cannot apply the fine

Right now a lawful can see the cargo, and immediately blow the smuggler up if he doesnt stop/drop cargo/pay fine. The cargo shielding is meant so he doesnt have to do that.

Seriously, have you ever tried smuggling here? It used to not be so bad at proper hours when not many people were online... but now, smuggling is nearly impossible regardless of server times because the lawfuls are ****in EVERYWHERE. It isnt just liberty anymore, now they're all over bretonia, kusari, and rheinland too.

And if the lawful house groups dont get you, the bounty hunters who try to play Galactic Police will.

A trader only has to deal with pirates along specific chokepoints, a smuggler has to deal with lawfuls in almost every single system he goes through. Oh, and lets not forget that lawfuls have an extremely bad habit of "cutting off" smugglers at jump holes that the lawfuls shouldnt even know about.

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Offline jimmy Patterson
09-25-2008, 10:24 PM, (This post was last modified: 09-25-2008, 10:28 PM by jimmy Patterson.)
#16
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tenacity a lot of those jumpholes would of been found by now like it or not authoritys would try to find the sorce like say a ex bounty hunter or something told lpi of the colorado holew hmm

whilesure a lot of the problems they wont stop at the sorce as then they would lose the right to have the size fleets they have and bigger your military more muscles you have but in the event they had to then by all means they would probly sink a few slugs into oray or whatever(if they found a base )or put defence turrets around a jumphole

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Offline ferongr
09-25-2008, 11:07 PM, (This post was last modified: 09-25-2008, 11:09 PM by ferongr.)
#17
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Remember, that these jumpholes are supposed to be still hidden (most of them anyway), and that having patrols go in deep space, away from lanes and bases, would be impractical from a logistical point of view.

Remember, despite the fact you can get to a jumphole in a few minutes, in reality it would take hours, not to mention days for some of the most remote ones.

Trent in his journal mentions he was flying for many months till he got to the Freeport and secured that boron deal.

( Offtopic: Also, remember to use proper punctuation, your posts are hard to read.)

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Offline Tenacity
09-26-2008, 12:05 AM,
#18
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' Wrote:tenacity a lot of those jumpholes would of been found by now like it or not authoritys would try to find the sorce like say a ex bounty hunter or something told lpi of the colorado holew hmm

whilesure a lot of the problems they wont stop at the sorce as then they would lose the right to have the size fleets they have and bigger your military more muscles you have but in the event they had to then by all means they would probly sink a few slugs into oray or whatever(if they found a base )or put defence turrets around a jumphole

Hidden jump holes are intended to be a fairly safe method of transporation or escape for unlawful elements. Cutting people off at jumpholes within asteroid fields / nebulas / debris fields / etc. as a lawful player is powergaming at it's fullest.

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Offline jimmy Patterson
09-26-2008, 12:18 AM,
#19
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how so a colimbian drug dealer gets caught and lets the fbi know of a major shipment comming from mexico the catch the ringleader and inturn find out that just over the border or just out of rpoutine sweeps for the coast guard is were the major supply rout is do you think authoritys would let it remain .. think real hard while i know a few of them are to hard to get to theres also a few that are in essence blantly obvious


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Offline Tenacity
09-26-2008, 01:52 AM,
#20
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' Wrote:how so a colimbian drug dealer gets caught and lets the fbi know of a major shipment comming from mexico the catch the ringleader and inturn find out that just over the border or just out of rpoutine sweeps for the coast guard is were the major supply rout is do you think authoritys would let it remain .. think real hard while i know a few of them are to hard to get to theres also a few that are in essence blantly obvious

It's still powerplaying.

Think of it this way, jump holes are supposed to be unstable, they probably move around a lot, closing and reopening in random places.

Regardless, it is oorp for a lawful to cut off someone at what is supposed to be a hidden jump hole. That's the only advantage unlawfuls have in this mod, and you're exploiting player knowledge - not in-character knowledge - to remove that advantage.

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