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Remove shields from repair ships.

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Remove shields from repair ships.
Offline oZoneRanger
03-19-2014, 10:49 AM,
#21
O.G.|Original Gamer
Posts: 956
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Joined: Jan 2010

Tactics....If a fleet goes out with a couple of good repair pilots to heal the big guns, and you dont counter that by going after these ships with bombers/ gunboats it is going to be a long day for someone.....They have a role to play, and it would be nice to see them be able to be used to repair downed trade lanes...Storage Facilites...POBs...Is not writing macros against the rules? Like setting up your gaming mouse to chainfire your gunboat turrets?....
Repair ships have a use...but they need to be killable.
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Offline SnakThree
03-19-2014, 10:54 AM, (This post was last modified: 03-19-2014, 10:56 AM by SnakThree.)
#22
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Posts: 9,091
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(03-19-2014, 10:49 AM)oZoneRanger Wrote: Tactics....If a fleet goes out with a couple of good repair pilots to heal the big guns, and you dont counter that by going after these ships with bombers/ gunboats it is going to be a long day for someone.....They have a role to play, and it would be nice to see them be able to be used to repair downed trade lanes...Storage Facilites...POBs...Is not writing macros against the rules? Like setting up your gaming mouse to chainfire your gunboat turrets?....
Repair ships have a use...but they need to be killable.

Yes, using macros to gain advantage is against the rules.
Also, have you heard about tactic, where one can use very very small shield and keep on hitting shield batteries, to stay alive for VERY long time? Repair Ships can do that with ridiculous amount of batteries it has.

Also, if Repair Ships would thurst at slower speed, it would be more vulnerable to heavier shipclasses. Now it can outthrust gunboat, and that leaves it only to face few snubs, which cannot effectively bite at it. While bomber can SNAC it, it is highly unlikely, due to constant shield regenaration via batteries.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
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Offline Zen_Mechanics
03-19-2014, 11:20 AM,
#23
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Posts: 2,262
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Joined: Oct 2012

Never had an issue with them before, I consider them as medics but 'course someone will whinne. Is say enough forum-lancing and start having fun, too much "remove" ideas are popping out every day.

Were fools to make war on our brothers in arms.

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Offline Pancakes
03-19-2014, 11:39 AM,
#24
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Posts: 3,395
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Joined: Jul 2010

Remove the batts, I can agree with that. However, if that's the case, make repairship have basic hull higher than SNAC damage. Otherwise Repairships would be completely useless and die out in moments.

[Image: p2SKLap.jpg?1]
BLOOD FOR THE BLOOD GOD
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Offline tothebonezone
03-19-2014, 12:07 PM, (This post was last modified: 03-19-2014, 12:07 PM by tothebonezone.)
#25
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(03-19-2014, 10:49 AM)oZoneRanger Wrote: and you dont counter that by going after these ships with bombers/ gunboats

Except we had three bombers and two gunboats going after one. It could just fly around regenning its shields. If we focused it, we died to the battleships. If we focused the battleships, it gave them nanobots, then left for more.

After 12,000 nanobots being deployed with literally ZERO ability to stop it, it's time for a change.

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Offline Nightingale
03-19-2014, 12:43 PM,
#26
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It's a fairly mediocre RP platform outside of combat most of the time, and it's worthless as a freighter since it costs more than 2 million to keep fully stocked if it's blown up or attacked for a prolonged time, way more than it ever makes in trading. Since it appears that combat's the main issue, it's solvable by making it an easier target, not by nerfing its repairing abilities, since that's the only thing that it's got going for it in the first place.

If you really feel the need to nerf it, remove the shield and be done with it. It'd stop it from shieldrunning, at least, which seems to be your main issue in the first place. The ship itself performs many more RP roles than just fleet support, and some people roleplay them as other things than the occasional combat repair vessel, which should count for something. I, for one, make use of it for deep space exploration, which I know used to be rather common.

Haven't we already had enough threads about restricting everyone because of someone's actions? Isn't this just that thread again? Repair Ships for fleet combat used to be very rare on the server because of the comparatively high costs surrounding them, and their limited usability outside that role. Surely that hasn't changed much over the years?

Also, what happened to the old "no reengaging" rule? Surely, a Repair Ship leaving the battlearea after bot- and batfeeding and returning, ie reengaging, would fall under that rule as well? It seems like the problem with repeated regenfeeding would be easily solvable if this still is the case, since the rules list bot- and batfeeding as participation in combat in the first place.
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Offline SnakThree
03-19-2014, 12:58 PM,
#27
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Now, PvP death is when you either die, or are seen docking to station after PvP fight. Thus repair ships, leave the area and dock unoticed, only to return with 4k of repairs.

[Image: rTrJole.png][Image: LJ88XSk.png]
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Offline Nightingale
03-19-2014, 01:15 PM,
#28
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Posts: 64
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Wow. I doubt that was considered when the rules were rewritten. Of course, repair ships were really uncommon, as I said. That's probably why we don't have repair guns yet, to be honest. There'd be no reason to add them if no-one used them in the first place.

I'd suggest having someone follow them to the docking point, then. If they're such a pain to dispose, use the way you've been given. It's not like they're hard to keep up with. When they dock, SS. If they return, report them. For the temporary loss of a bomber, you take out 8000 potential regens without firing a shot. Sounds acceptable to me.
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Offline Roman.Scott
03-19-2014, 01:56 PM,
#29
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Posts: 144
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(03-19-2014, 12:07 PM)Saronsen Wrote:
(03-19-2014, 10:49 AM)oZoneRanger Wrote: and you dont counter that by going after these ships with bombers/ gunboats

Except we had three bombers and two gunboats going after one. It could just fly around regenning its shields. If we focused it, we died to the battleships. If we focused the battleships, it gave them nanobots, then left for more.

After 12,000 nanobots being deployed with literally ZERO ability to stop it, it's time for a change.

I watched this from my Junker yesterday and it was down right depressing. It basically makes everyone invincible. When it finally quit going back to buy more botts and batts it gave the capships H-Fuel so that they could just jump away. Btw when did Manhattan turn into Malta? Seems all I see in NY anymore are Outcast Battleships grouped with 7 or 8 Rogues, Hackers, and Freelancers. Pretty sure the bombers used every single torpedo they had and both OC ships left with 100% hull and full botts/batts.

I think nerfing the batts and making the repair ship easier to hit would be the best thing. Repair ships should be vulnerable not invincible.
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Offline Nightingale
03-19-2014, 02:22 PM,
#30
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Posts: 64
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Joined: Dec 2012

After giving this some more thought, I'm having second thoughts about the bot/bat ratio. They could probably do with a nerf to be somewhere closer to half that of a battleship, perhaps 800-900 each. Especially since that would make it harder for them to break battle and head away to restock, and they'd lose a lot of survivability while still being feasible to use for restocking mid-battle. It'd make them cheaper to maintain, too, while keeping with the spirit of a small repair ship in the first place. We probably wouldn't need to alter anything else either, if that were the case. Perhaps the cargo hold, though. It doesn't have much spaceframe in the first place, yet fits more than the CSV.
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