' Wrote:It's true that a single gunboat vs a single fighter will tend to end with a gunboat victory, but I've found that the most enjoyable gunboat:fighter ratio was about 1:2-3
The thing is, even before the rule change, fighters/bombers had the option of avoiding gunboats before committing to a fight. Now, fighters and bombers can run away at ANY point in the fight even after they've committed to the engagement.
The only thing I ask is that IF a fighter/bomber decides to fight a gunboat, that it has to live with that choice and not have the option to escape with no consequences.
Same goes for gunboats engaging single fighters. Avoid fighting multiple opponents without support or higher ground. A single fighter will be still forced to dock within scanner range if the GB follows and therefore PvP dead.
' Wrote:Same goes for gunboats engaging single fighters. Avoid fighting multiple opponents without support or higher ground. A single fighter will be still forced to dock within scanner range if the GB follows and therefore PvP dead.
Umm... no fighter that isn't interested in fighting a gunboat can be killed by it unless it's quadriplegic/afk. A single fighter can always just thrust out of range and escape scott free :/
' Wrote:Umm... no fighter that isn't interested in fighting a gunboat can be killed by it unless it's quadriplegic/afk. A single fighter can always just thrust out of range and escape scott free :/
Yes.
What you are proposing is a gunboat that is able to effectively shoot down a fighter that is running away even with other snubs trying to stop it from doing so. Now imagine a single gunboat versus single fighter.
I certainly would not bother flying a ship that has less than tenth the armor and shield capacity if it can't even escape.
' Wrote:Umm... no fighter that isn't interested in fighting a gunboat can be killed by it unless it's quadriplegic/afk. A single fighter can always just thrust out of range and escape scott free :/
But I digress. All I ask is that if fighters/bombers decide to attack a gunboat, that they should have to live with that decision :/ because there's there's almost nothing more frustrating during gunboat gameplay than getting attacked by a trio of fighters, then having the fighters run away one by one as you zero their bots/bats and much of their hull - only to get jumped by them once again after they've restocked.
What you are proposing is a gunboat that is able to effectively shoot down a fighter that is running away even with other snubs trying to stop it from doing so. Now imagine a single gunboat versus single fighter.
I certainly would not bother flying a ship that has less than tenth the armor and shield capacity if it can't even escape.
:/ Getting caught by a gunboat would involve flying within combat range of a gunboat which is something that a fighter can very easily avoid.
Remember, fighters and bombers have always had the option of avoiding gunboats to avoid engagements. Before the rule change though, they were forced to stay and fight or die (bluemsg or fleeing) if they decided to engage the gunboat, but now there's nothing keeping them from running at any time :/
' Wrote:Counting fleeing as a pvp death is as OORP as fleeing, refilling and joining right back into the fight.
Solution: Make repairs more realistic instead of just clicking repair-all equipment and get right back into the furball. Implement something that makes repairs take longer, and waste ressources or something similar.
Well i think the new rule is fine. Also i have killed tridentes in my fighter 1 on 1. It is very doable.
We do need a new repair system though. Something like 1 second per credit damage. So if it costs a fighter 12 000 creds to repair? it takes 12 000 seconds before ship is useable. Remember you do not have to repair all. You could also land,and just pick up bots/bats with no repairs.
' Wrote:Well i think the new rule is fine. Also i have killed tridentes in my fighter 1 on 1. It is very doable.
We do need a new repair system though. Something like 1 second per credit damage. So if it costs a fighter 12 000 creds to repair? it takes 12 000 seconds before ship is useable. Remember you do not have to repair all. You could also land,and just pick up bots/bats with no repairs.
True, you could just buy bots and bats as well as ammo and go on, but if there's gonna' be a new repair system, it should punish the player for being too reckless to not repair your stuff, making it fall apart in mid space or something, lol.
' Wrote:True, you could just buy bots and bats as well as ammo and go on, but if there's gonna' be a new repair system, it should punish the player for being too reckless to not repair your stuff, making it fall apart in mid space or something, lol.
You forget. bots/bats do not repair guns/thrusters,and so on. So they can fall if not repaired. bots only fix hull.
' Wrote:You could always use another ship while the previous one is being fixed.
Yup they can,so repairs just make things more realistic.