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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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If you could change one thing about discovery what would it be?

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Pages (23): « Previous 1 2 3 4 5 … 23 Next »
If you could change one thing about discovery what would it be?
Offline Gaz83
11-16-2010, 07:26 PM,
#11
Member
Posts: 572
Threads: 10
Joined: May 2009

' Wrote:Adjusting, or even remove some rules that don't really make sense inRP.

Yep, also this.
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Maximo Valeri
11-16-2010, 07:26 PM,
#12
Unregistered
 

Small rule changes and combat balances are insignificant to an issue that affects everyone and everything.
Besides the majority of inputs on these two areas are driven by personal interest.

We require a large enough admin-team or a subset team so that when real-life obstacles hinders some of them to perform their job others can fill in. The largest problem right now is that the admin-team is both small in size and I feel that some of them, have a very low activity level. Of course it is always hard for an outside viewer to properly assess this but you can at least make some assumptions by analysing the public area. Also, it is fully understandable that it's hard to find proper candidates for the admin-team but an effort must be made nonetheless.

I'm not saying this because I want a chance at becoming an Admin. I don't want that, I just need more of you to manage the stuff the rest of us do more effectively.
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Offline Dusty Lens
11-16-2010, 07:26 PM,
#13
Member
Posts: 6,664
Threads: 438
Joined: Dec 2007

Adding SEERS (as I call them from the UO days) to monitor, contribute to and make changes to the gamescape as emerging scenarios dictate.
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Offline Sand-Viper
11-16-2010, 07:31 PM,
#14
Member
Posts: 1,937
Threads: 102
Joined: Nov 2007

If it had to be one change, just one....


It would be to make bomber weapons have faster projectile speeds.

Right now, they're a meager 350m/s. While the damage and refire rate on these weapons seem to make them great, they currently suck against pretty much everything at the moment.

I think the concept of bombers having separate weapons that drain energy from their cores great (As opposed to the old style of endless firing with fighter weapons). However, I just don't think that they are living up to their potential. Bombers are supposed to be cap killers, right? And the 350m/s speed on their Energy Cannons/EMP Cannons justifies that, right?

Well, not exactly..

Let's take a look at this shall we?

Currently, all gunboats can thrust at a speed of 150m/s, while bombers may thrust at 200m/s. So that's a 50m/s difference. Then, take into account bomber Cannons. In a perfect scenario for a bomber, it will be able to head straight for the gunboat and fire its Energy/EMP Cannons and have them heading at the gunboat at the speed of 400m/s, after taking into account both targets are moving.

However, this will never happen. What normally happens 95% of the time, is that the gunboat is firing on the bomber. This makes it so that the bomber must now turn and dodge and strafe, and all that good stuff. At best, the bomber will only be able to take pot shots with his/her primary cannons. As well, gunboats being as small as they are, will most easily dodge these incoming shots. Thusly, in the end, the only way for the bombers to have any affect on the gunboat, is to SN them, which cannot be fired constantly.


Now I'm not asking to make bombers more effective against fighters, moreso than I am against gunboats and even cruisers. Personally, I would like to see one of two things happen to Renders and Lacerators (That's Energy and EMP Cannons for those that do not know):

Either,

A: Beef up the damage on both weapons, so that, the shots that do hit actually make a difference, or,

B: Bring the speed of the Lacerator and Render to 500m/s. A 150m/s speed difference is definitely noticeable from a slower speed of 350m/s. To add to B, let me just pull up the quote on the Render Energy Cannon...

Quote:As gunboats became more compact and gained agility, bomber pilots were having difficulty engaging them with Supernova cannons or Nova torpedoes. To bridge the gap the Render cannons were produced. While not as energy efficient as the heavier antimatter weapons, the Render's speed allows bombers to target and hit gunboats more effectively.

Now if you take a look at that segment of the info card, you shall notice that, seemingly, the Render was produced to hit speedy gunboats. As of right now, I really do not think that this is true to the info card.


And for those of you who think that "Oh, this'll make bombers too good against fighters," consider this: 500m/s speed projectiles, while they could be argued to be "too good" against fighters, are still slower than the slowest speed fighter weapons. And if anyone remembers the Magma Hammers of 4.84 and earlier, those weapons were 500m/s speed as well. Most obviously, almost no one (to my observations anyway) used them. That was because the Vengeances clearly outclassed them, for their projectile speed was 250m/s more than the Magma Hammers.


[color=#66FF99]TL;DR: Bomber weapons to 500m/s speed so that they hit dodgy gunboats more often. Refer to the paragraph above this one to refer to my "fighter balance" argument.

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Offline ProwlerPC
11-16-2010, 07:32 PM,
#15
Member
Posts: 3,121
Threads: 104
Joined: Jun 2008

I'd remove caps being allowed to halt/tax/pirate/destroy traders. It's one of those rules-trump-logical-RP glares we have in Disco. We have a handfull of those and for good reason but we done some trials by allowing house caps to ignore this rule and certainly if there is an issue or two that arises from this it's gotten drowned out by more "vocal" issues.

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Offline Snoozzzer
11-16-2010, 07:34 PM, (This post was last modified: 11-16-2010, 07:34 PM by Snoozzzer.)
#16
Member
Posts: 1,116
Threads: 75
Joined: Jan 2010

Can't say which I view as more important, so...

1) Abolish the tech chart and fleeing = dying rule. Or at least amend the latter somehow.

A) Add randomness to the economy. Every other week, significantly change the mining drops in a select number of fields, and seriously buff or nerf a few trade runs.

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Offline ProwlerPC
11-16-2010, 07:38 PM,
#17
Member
Posts: 3,121
Threads: 104
Joined: Jun 2008

Also doubling (or more) the damage of the fighter guns would end 1hr long duels and also gives the Fighters a better chance at taking out bombers before the bombers take out their target.

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Offline Evan_
11-16-2010, 07:40 PM,
#18
Member
Posts: 1,472
Threads: 28
Joined: Dec 2009

I'd remove hostile NPCs, lanes, weapon-platforms and all that stuff from the 'important' labeled radar-view.

The rest's cool.

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Offline SeaFalcon
11-16-2010, 07:46 PM,
#19
Member
Posts: 3,044
Threads: 101
Joined: Aug 2009

Improve visual range to unlimited.

I would give caps...

primaries' 10k range.
lots of disperse...
1.00 refire rate...
10k damage a shot.
and flak cannons.

Redo mortar/MR/Snac projectiles.
Make bigger projectile effects in low effects of the HM, Mortar and snac.
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Offline Diomedes
11-16-2010, 07:54 PM,
#20
Member
Posts: 337
Threads: 32
Joined: Oct 2010

A lot of good ideas already. Definitely on board with randomizing the economy and amending the fleeing = dieing rule. Makes it hard to RP a self-preserving type who would cut and run when the odds get unfavourable. Although, I do understand why the fleeing rule is there in terms of abuse. Perhaps replace it with "Cannot re-engage" rather than cannot flee?

Another point as a fairly new player:
Give freelancers more options. Civilian ships and weapons are limited. It requires an arm and leg's worth of cash to get a Freelancer any other tech, if they are inclined to side with a certain faction. I'm not saying give free access, but perhaps there should be freelancer/merc ships and equipment on par with military grade set-ups. We all know this happens in real life if not the inverse (private tech often > military).

As it stands Freelancers have a lot of freedom, but at the cost of an almost enforced genericness of bounties and escorts. I've come across no Freelancers working as contractors for pirates or the house police/militaries. Factions at times seem insular, unwilling to take help from someone trying to RP as unaffiliated but still having a position on the major conflicts (my small interactions with BAF have been good here).

Perhaps I need to be more forward with my RP as well. This is something I am still working on, as well as my rep sheet which doesn't quite yet reflect how I would like it to be. Just a thought.

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