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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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equipment on ships, especially capital ships

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equipment on ships, especially capital ships
Offline Raekur
10-04-2007, 09:44 PM, (This post was last modified: 05-01-2008, 12:25 AM by Raekur.)
#11
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Offline Jwnantze
10-04-2007, 11:22 PM,
#12
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@Jinx The reason the mortars are not restricted is the same reason that the Nova AM (Essentially the same weapon) is not restricted.

There is nothing worth living for, unless it is worth dying for. -Elizabeth Elliott

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Offline Unseelie
10-04-2007, 11:26 PM, (This post was last modified: 10-04-2007, 11:27 PM by Unseelie.)
#13
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' Wrote:I'm a bit confused that the pirate factions have hull busters and shield busters but the House factions, which would have a much larger research and development as well as the capital to fund the weapons, dont. If House ships stayed strickly to house weapons they would get pounded into dirt. Or is it considered well within RP for a House BB to chip away at the armor of a Outcast DN while the Outcast tears off huge chunks of the BB? The only equalizing thing I have seen thus far is that mortars are available to House factions due to their being sold at a Zoner base. There are no shield breakers for House factions which is odd as I would have expected the House factions to develop then long before the pirates would have.
Pirates tend to raid for their equipment not develop it themselves.
Houses during wartime increase their development at least 3 fold to stay ahead of their enemy.
So again..why would pirates have something that a House faction would not or did I miss something somewhere that stated that pirates were more advanced then any House?

It would be nice for each house to have their own "style" of weapon systems.
Liberty - Balanced across the board.
Bretonia - Longer range - less damage.
Kusari - Higher speed - shorter range.
Rheinland - Lower ROF - higher damage.


thing is....Outcasts are super rich....and Corsairs are dedicated to the hispanic war their entire lives, and they are always at war...so, where the houses occasionaly increase their research threefold, the Hispanics are always doing super research into weapon's tech.



like the idea though.

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Offline Raekur
10-04-2007, 11:35 PM, (This post was last modified: 05-01-2008, 12:26 AM by Raekur.)
#14
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Offline Virus
10-05-2007, 03:37 AM,
#15
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On capital ship weapons: I, personally, don't limit the Rheinland Military. Why? We're based mostly in fighters/bombers and our guns right now... Well, suck. If I didn't allow Infernos, Mortars, Battle Razors and the like, well... In short, we wouldn't stand a chance.

On Fighters: Once again, I cannot limit Rheinland because our guns SUCK. Hornvipers are crap and if you hit someone with a Firekiss, it'll hurt... Their hull. Getting their shields down is a miracle in itself.

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Offline Jinx
10-05-2007, 08:30 AM, (This post was last modified: 10-05-2007, 08:32 AM by Jinx.)
#16
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@Virus: thats an honest statement. and to me it explains why there is a need not to restrict the equipment too much. its rather sad that there is some sort of "required" equipment at all. Allthough you could probably go with the civilian shieldbusters aswell, not as good as the pirate ones, but still good enough, - you re supposed to outnumber the pirates - yea, i know .. wishful thinking... .

Anyway, i m rather referring to the more rediculous equipments anyway. Like explained at the start, i m rather more concerned about the special faction ships, like nomad battleships using the special equipment.

currently Jinx uses a zoner juggernaut as a floating home in delta ( yes, i am one of those independant capship owners that got a battleship and it not thinking about joining a faction - ... but there s been enough yelling at ppl like me "capship whoring" ) - now the powersupply is 7.000.000 - that allows shooting 2 heavy mortars for quite a good impact at the target ( 300.000 dam ) - thats like 15% of a nomad battleships armor, so its not too bad.

the time it takes to regenerate that energy ( roughly 80% of the juggernauts energy ) is too long to allow one more salvo of heavy mortars. so its basicly only 2 mortar shots / fight - unless you want to cool down. - all in all the total damage to time is better dealt with either nomad turrets ( i m still not sure if they are out or roleplay, or dealt with like nomad cannons on fighters, sort of common to equip )

But there are those nomad ships that can fire heavy mortars as a main weapon in a rapid chainfire mode. ( or was it only that felhunter guy ) - i saw him chainfire 5 heavy mortars at least 5 or 6 salvos. now i think the inforsheet of the nomad battleship says... 7.000.000, too? - but somehow he was able to shoot those mortars like it was a justice mk1.

if a ship allows a "superweapon" to be fired in chainmode, there must be some limit about it. or a GREAT deal of responsibility - but since its a nomad battleship, i would expect it to either shoot every human being on sight or else have a strange and good reason not to.

i just referred to the hacker felhunter, but after he was banned i had that other nomad battleship on track with 5 heavy mortars aswell. and i really don t know why ANYONE would mount 5 heavy mortars if it wasn t able to fire them all at once.

so in the end, i don t really mind the corsair that mounts lets say 4 infernos to act as a shieldbreaker in a major battle. its out of roleplay - but its OK, he ll have to wait for a long time to recharge; or the outcast that has nothing but mortars and heavy hull breakers.
those ships are balanced. they have a limited power supply and the heavy superweapons are sort of in line with that.

but the special ships like the nomad ships are unbalanced. felhunter shot down, i think it was [aw] odyssee in a matter or seconds ( he has an outcast dreadnaught ). i undocked at that time, so maybe i didn t see the full fight, but anyway, i think the dreadnaught was destroyed waaay too quickly ( no wonder if there are 5 heavy mortars chainfiring )

well, allright i think i made my point with that whining post. it should be clear that the only problem i REALLY have with equipment is when its equipped on the rather unbalanced ships. ( and no, thats not a "remove nomads" post. - maybe remove them from zoner bases though and put them anywhere else, hate to be associated with folk selling nomad stuff - i d rather see fighters being sold by the order, aren t they the guys that put all their effords into studying and fighting them? )

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Offline Jwnantze
10-05-2007, 02:43 PM,
#17
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see, the Outcast destroyer that I fly can only fire one 2 shot salvo and one more single salvo and then its out of energy

There is nothing worth living for, unless it is worth dying for. -Elizabeth Elliott

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Offline DarkOddity
10-05-2007, 03:00 PM,
#18
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5 Heavy Mortars chainfiring on a battleship is impossible. Ontop of hacking his ship apparently Felhunter hacked his player files as well giving him better refire/power capacity. I've seen it done in the past.

I know for a fact that all battleships carry nearly identical powersupplies and it is impossible to do such feats. Igiss designed it this way on purpose to balance BS's against eachother.

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Offline Jinx
10-05-2007, 03:02 PM,
#19
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thats a possibility though - i mean - when he hacked himself that ship and equipment - why shop there if you can hack yourself unlimited energy, too

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Offline Unseelie
10-05-2007, 03:27 PM,
#20
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we need to recal that nomads have 1 capship gun...
which, highlights one of disco's big lacks....

we have plenty of ships...especially since this new designing craze....

can we get more guns?
how do you make guns?

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