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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Community Input: Nanobots on Capital Ships

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Poll: Did you like the changes?
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Yes.
70.49%
43 70.49%
No.
29.51%
18 29.51%
Total 61 vote(s) 100%
* You voted for this item. [Show Results]

Pages (4): « Previous 1 2 3 4 Next »
Community Input: Nanobots on Capital Ships
Offline JohnyWalker
12-03-2016, 02:48 AM,
#21
Member
Posts: 398
Threads: 32
Joined: Mar 2013

(11-17-2016, 10:30 PM)Officially_that_Guy Wrote: Cap ships were entering the weirdest fights (4 dreads vs 1 pirate VHF) - now they seem to have realized that a bomber ambush may very well end them in a matter of seconds. I like the change.

I'd say keep the bots/bats on snubs, it seems logical they'd be able to do "quick repairs", but caps should fight even more tactically. And making them lose things when they die would be the icing on the cake - losing a capship should HURT a faction. Not just be shrugged off. Plus - presto! Money sink!

Aaaanyway, Battleships are too large to be maintained by a few nanos. Plus - the repair ships might finally see some use. What I am trying to say: "Dont like it the consequences of losing that battleship? Dont go after snubs with carriers and dreads. You might get ambushed."

Just my thoughts (sun)

Yeah! i was testing my Repair Ship recently in New York battle... and works really good!

(11-17-2016, 10:54 PM)Black Smoke Wrote: If we are talking logic here, nanobots should be able to repair a ship no matter the size, but of course bigger ships would take time. So is there a way to have nanobots repair over time? So you can't just insta repair a BS whilst in fight, but you would have to pull out to the side and let your nanos do work. Maybe we could even have items that would make them work faster, better parts etc.

If we are talking gameplay then leave it as it is.

This is how is more useful the Repair Ship... the New York battle was a perfect example. Capital ships stay together, when one of them is damaged, reduce speed and the repair ship behind will restore slowly your hull while others continue the attack.

I want to say, the Repair ship moves really slow for the size... keep in mind the pilot in the Repair Ship must be dodging HEAVY fire against battleships around while repairing others... not easy task. I would like to meet with anyone dev for testing it good because I noted... event at 300 meters behind a capital ship it still out of range from Nanotool... camera point bug? no idea...

[Image: jgf8UEC.png]
(Thanks Suis)
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Offline Operator
12-04-2016, 06:06 AM,
#22
Member
Posts: 1,068
Threads: 60
Joined: Apr 2015

Keep it as it is now. No need to touch Battlecruisers and Cruisers.
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Offline Dr Hooligan
12-04-2016, 11:29 AM,
#23
Member
Posts: 60
Threads: 3
Joined: Nov 2015

You guys are not balancing anything. You are ruining a once great mod. Thanks for ruining this mod.

Political correctness is the politically correct version of saying: Shut up Slave
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Offline Antonio
12-04-2016, 11:32 AM,
#24
PvP = RP
Posts: 3,194
Threads: 196
Joined: Nov 2009
Staff roles: Systems Lead

Thank you for your feedback! (sun)

[Image: BMdBL0j.png]
SNAC Montage Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Thruster SNAC
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Offline PRJKTLRD
12-04-2016, 11:36 AM, (This post was last modified: 12-04-2016, 11:50 AM by PRJKTLRD.)
#25
The Commune Overlord
Posts: 1,227
Threads: 140
Joined: Feb 2011

My personal opinion is that- snubs and bombers should use Nanobots to repair their hulls... perhaps even gunboats.

About the capitals( cruisers and above), give them a lot more hullpoints and let them only regenerate shields.

edit: transports - depending on the size, too.
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Offline Internity
12-04-2016, 11:56 AM,
#26
Member
Posts: 726
Threads: 12
Joined: Feb 2008

No, I do not like the change at all. This ruined the balance even more. Nanobots are part of this game's strategy. Such changes ruin this mod even more. Thanks for asking AFTER you already applied it. You should've made the poll before and after.

LNS Ithaca
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Offline Epo
12-04-2016, 12:40 PM,
#27
Member
Posts: 1,706
Threads: 109
Joined: Jul 2014

(12-04-2016, 11:36 AM)Projekt Lerdi Wrote: My personal opinion is that- snubs and bombers should use Nanobots to repair their hulls... perhaps even gunboats.

About the capitals( cruisers and above), give them a lot more hullpoints and let them only regenerate shields.

edit: transports - depending on the size, too.
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Offline Shaggy
12-04-2016, 12:53 PM,
#28
#BlameShaggy
Posts: 2,073
Threads: 157
Joined: Oct 2011

I say keep it how it is now but do something to the gunboats shields. They are quiet difficult to deal with. Unless ofcourse the devs make all shields alot harder to kill/drop to start damaging hull and then if thats the base gunboats, cruisers and battlecruisers should only have 1 set of full regens not two or three.
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Offline =Hellfire=
12-04-2016, 12:57 PM,
#29
Borneo Combat Patrol
Posts: 352
Threads: 43
Joined: Jun 2016

(11-17-2016, 10:30 PM)Officially_that_Guy Wrote: I'd say keep the bots/bats on snubs, it seems logical they'd be able to do "quick repairs", but caps should fight even more tactically. And making them lose things when they die would be the icing on the cake - losing a capship should HURT a faction. Not just be shrugged off. Plus - presto! Money sink!

This I like! It would avoid having people to planetdive just because ez blues and too lazy to dock or bring it back "home". Just sayin Tongue
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Offline Hubjump
12-05-2016, 06:30 PM,
#30
Member
Posts: 606
Threads: 37
Joined: Apr 2014

If you want to change shields... have them not regen unless you have evaded fire for a set amount of time would in my opinion be a great feature and change pvp more than one might think
and have bots act as they do to jump start the shields in an important moment of the fight

when im low on bots and want to stop a mortar shot,if timed right a shield regen is kind of like a quick "NOPE" to the enemy

"better fire my mortar to finnish em off before i die to a clutch win!"
"nope"
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