' Wrote:No, don't try changing the Codename speeds, what would that do? ... The codenames are fine just how they are, they don't need changing. If you want a RP aspect of it all, they could be moved to places where they would fit in RP like Dab said. No stats need to be changed in my opinion.
The Way I look at it, to change a weapon to fight RP, you would *in theory* also change the Weapon Velocitiy to match the factions' previous weapons. Which makes sence to me, after all there are very few guns that actualy match speeds with the codes, making it very hard to aim with them.
The most (by this I mean best choice) effective (meaning a good comprimise between making new guns and RP codes) would be, as already mentioned, Making Weapons Developed off of the Codes available to a faction Via their Gaurd system.
For Example;
Codename: JADE, is asumed to be a Rheinland develpoed weapon so:
Rhienland develops a new Weapon, CODE NAME: JADE GODESS with the inforcard stating:
Little information is availabe about this weapon, other than it was develpoed by Rhienland Technicians, and appears to be based off of the CODE NAME: JADE Weapon
Stats:
Similar Damage to JADE
Velocitiy: either 500 to match Firekisses or 750 to match Horn Vipers
Energy Drain: Smilar to JADE
It woud be available for sale at BS Moles in Braunscheiwg
Another Example;
CODENAME: DIAMONDBACK appears to be a Liberty Weapon (Looks like LI CR's Main Gun)
So Liberty Develops a new weapon CODENAME: DIAMONDBOLT With the Info Card Saying:
Little information is availabe about this weapon, other than it was develpoed by Liberty Technicians, and appears to be based off of the CODE NAME: DIAMONDBACK Weapon
Stats:
Damage:Similar to DIAMONDBACK
Velocitiy: To match MAnaga Hammers or Vengences, or Debilators
Yes.. But then again, it would go totally out of balance..
I mean, to have a weapon with that energy efficiency and 750, 700 speed (on some factions, yes) would be crazy.
Codes are strong, they hurt, but are hard to hit with.
And i think it should stay like that.
If you make a weapon that is similar to code and it has 750 speed.. You'l be seeing a lot of OORP again, because everyone will want those.
Not the ones with 500-600 speed, but the ones with 700-750.
Then stories will come out about people acquiring those weps in RP, and it will be ok.
Only way to do it, is to make a whole new weapon.
For example, if BHG would have a code-similar weapon with 750 speed, it should have a bad side.
It should make less damage per second then the ones that are slower, just because it's a lot easier to hit with faster weps.
Or, it should be less energy efficient.. Or something.
But, to have similar damage to the real Code, high/low speed? Don't think so.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
yep... changes in speed are always reflected in damage/efficiency
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Now I have now 4 fighters and 3 bombers... and I use Codenames on 2 of them.
2 on one character and 4 on my RM one.
Now I'd getting ready to get flamed for that......
I don't see it as being out of RP - 5 Firekisses that I used before had exactly the same energy use and only 100 less damage in total (out of 5 000).
I use THOR's HAMMER for signature reasons, but I can always change it to IRON HAMMER- that is of rheinland origin and has better damage/energy use
BLUE BLAZE - now happens to have the firekiss sound (Igiss changed it) and is green/blue in color.
+ all the fighters flying around just happen to have 6 slots + sabre has a turret, wrath has just 5
- I also met some other fighters that fly 2 Codes and 2 Nomads and see it as more in RP than 4 Codes, not pointing on anyone but I don't see any difference there
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Ok back on topic... while Codenames can be powerful, their damage/energy efficiency fits in the game. You are free to see how fast the energy bar goes on my Wrath.
Nomads on the other hand were much more efficient, now they use a bit more energy but still are the most efficient guns by a big margin. I think they played the role of Easter Eggs in the vanilla Freelancer even more than the Codes.
Igiss says: Martin, you give them a finger, they bite off your arm.
I very much like the idea of making faction/house specific codies availible for purchase at guard bases (maximum green required) The things could be restricted by respective faction policies - like SA would allow modified diamondbacks only to pilots holding a specific rank. If such a gun is spotted on someone else's ship - it hed better be captured.
' Wrote:yep... changes in speed are always reflected in damage/efficiency
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Now I have now 4 fighters and 3 bombers... and I use Codenames on 2 of them.
2 on one character and 4 on my RM one.
Now I'd getting ready to get flamed for that......
I don't see it as being out of RP - 5 Firekisses that I used before had exactly the same energy use and only 100 less damage in total (out of 5 000).
I use THOR's HAMMER for signature reasons, but I can always change it to IRON HAMMER- that is of rheinland origin and has better damage/energy use
BLUE BLAZE - now happens to have the firekiss sound (Igiss changed it) and is green/blue in color.
+ all the fighters flying around just happen to have 6 slots + sabre has a turret, wrath has just 5
- I also met some other fighters that fly 2 Codes and 2 Nomads and see it as more in RP than 4 Codes, not pointing on anyone but I don't see any difference there
-------------------------------------
Ok back on topic... while Codenames can be powerful, their damage/energy efficiency fits in the game. You are free to see how fast the energy bar goes on my Wrath.
Nomads on the other hand were much more efficient, now they use a bit more energy but still are the most efficient guns by a big margin. I think they played the role of Easter Eggs in the vanilla Freelancer even more than the Codes.
I have commented on the 4 CODENAMEs on your RM fighter but only because I understood there to be a gentleman's agreement about mounting 4 CODENAMES or 4 NOMADS on a fighter. That and I wondered why half my hull disappeared when you first started using that load out :D
I have 2 fighters that use a 2 CODENAME 2 NOMAD combo to great effect but I wouldnt claim it to be more in RP than mounting 4 CODES, it's clearly not. I wouldnt mount 4 CODEs unless I had an enormous power plant because as you mention the enrgy drain is horrible.
@Spear... I know.. no hard feelings, it's not just you that uses 2 Codes + 2 Nomads,
and since I always used 4Codes (or 5 Firekiss which is the same), maybe you first noticed when I actually hit you for the first time... there was some time in between yes:)
.... back on topic again
' Wrote:I very much like the idea of making faction/house specific codies availible for purchase at guard bases (maximum green required) The things could be restricted by respective faction policies - like SA would allow modified diamondbacks only to pilots holding a specific rank. If such a gun is spotted on someone else's ship - it hed better be captured.
This would be really nice yes... I'm all for it.
Igiss says: Martin, you give them a finger, they bite off your arm.
' Wrote:I very much like the idea of making faction/house specific codies availible for purchase at guard bases (maximum green required) The things could be restricted by respective faction policies - like SA would allow modified diamondbacks only to pilots holding a specific rank. If such a gun is spotted on someone else's ship - it hed better be captured.
I think using guard bases and forcing high rep is the way to go with most good stuff in the game.
It would mean that people really had to work for the faction before they got to their treasures.