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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Merge transports' nanobots into hull

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Merge transports' nanobots into hull
Offline R.I.P.
04-06-2018, 09:14 PM,
#21
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Honestly I am to the point i don't care anymore. So many things have been removed and changed over the last few years and the population is about half of what it used to be a peak times. Things get changed to the point I do not care to play this anymore i will gladly delete all my ships and uninstall again like i did in 2015.
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Offline Sand-Viper
04-06-2018, 09:14 PM, (This post was last modified: 04-06-2018, 09:16 PM by Sand-Viper.)
#22
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(04-06-2018, 09:03 PM)R.I.P. Wrote:
(04-06-2018, 09:03 PM)R.I.P. Wrote: I was commenting on the Armor Upgrade stuff, nanobots, well meh.

guess i should have added the quote from their comment

But honestly nanobots have saved my butt in many situations that had nothing to do with pvp

I suppose that might be helpful when you're farming npcs for nanos, both in PvP (frowned upon) and on PvE missions? That's literally the only time I can think of having nanos would be a good thing, since radiation would damage you the same amount regardless of having the nanos or having them being a part of your base armor.

Literally, with this sort of change, you'd suddenly have Battle Transports being able to survive even a direct hull hit from a Valor's Warwolf Cannon, even while only having a generic x2.5 Armor Upgrade mounted. What is there not to like about this?

All transports would gain a SERIOUS PvP buff from adding their nanobots into their base armor. Please gib transports with more than 1,000,000 HP after Armor Upgrades, plz.

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Offline R.I.P.
04-06-2018, 09:16 PM,
#23
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Meh, i don't want to sit and debate about this. I do not care anymore.
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Offline R.I.P.
04-06-2018, 09:17 PM,
#24
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(04-06-2018, 06:35 PM)Traxit Wrote:
(04-06-2018, 06:32 PM)SnakThree Wrote:
(04-06-2018, 06:30 PM)Kazinsal Wrote: Let's go a step further in this hypothetical train of ideas.

Merge AU8 into hull.

That would suddenly make pure 5kers who like the 5000 number too hard to pirate with no drawback.

If I recall correctly there was supposed to be a plugin that would've prevented any ship that is bigger than a freighter to equip Armor Upgrades and would have to substitute for Heavy Armor Upgrade, I wonder why it never made a comeback after it was pulled down for being a bit buggy.

This is the what i did not want.
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Offline Kauket
04-06-2018, 09:18 PM,
#25
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take into mind that if you were to do this, you wouldn't be able to tractor regens anymore -- this is useful for people who pirate in transports.

[Image: kauket.gif]
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Offline Sand-Viper
04-06-2018, 09:21 PM,
#26
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Okay, so we have a solid counter-argument against this, now. And I can see how it would be detrimental to transport pirates.

Maybe a middle ground could be achieved by halving nano totals and merging them into transport hulls? At least enough to allow transports the ability to avoid insta-gib by a SNAC?

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Offline LaWey
04-06-2018, 09:26 PM, (This post was last modified: 04-06-2018, 09:26 PM by LaWey.)
#27
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How much nanobots you can tractor due fight? and how much it useful, tbh?
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Offline R.I.P.
04-06-2018, 09:46 PM,
#28
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(04-06-2018, 06:34 PM)Sand_Spider Wrote: I'd be all for this on transports! Too often have I caught myself accidentally one-shot-SNAC'ing a transport without realizing "Wait, they didn't have armor? Well dang it, I wanted to scare them, not KILL them!"

There are very few transports in the game that can survive a single SNAC hit to the hull without armor. This would benefit both new players who don't know about Armor Upgrades, as well as those who willingly eschew armor in favor of maximum cargo space. Indirectly, Repair Ships would also benefit from this, as they would have more "maximum health" to work with.

+1 from this Burrito Cat!

Things like this make me wonder about some people, why would you even use a SNAC on a transport unless you intended to kill them? If you are using a SNAC to scare a trader into paying, well that is just sad. And for many years the thing about adding armor is it uses cargo space, well it should. Basically you will be making tougher 5kers that do not have to sacrafice space.
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Offline Sand-Viper
04-06-2018, 09:59 PM,
#29
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(04-06-2018, 09:46 PM)R.I.P. Wrote: Things like this make me wonder about some people, why would you even use a SNAC on a transport unless you intended to kill them? If you are using a SNAC to scare a trader into paying, well that is just sad. And for many years the thing about adding armor is it uses cargo space, well it should. Basically you will be making tougher 5kers that do not have to sacrafice space.

Well, I honestly haven't pirated anyone since Scorcher Bombs were introduced, so I would likely use one of those instead of a SNAC these days. Back then, I really had no choice but to run with a SNAC, since the only alternative was the higher-damaging Nova Torpedo. Regardless, a lot of people prefer to run full EMP/SNAC bombers in order to be able to potentially counter lawful snub craft, so even a partial merge where transports keep some of their nanos and gain a little more armor might be beneficial to every situation.

To quote a song from Johnathan Coulton: "We're at an impasse here - maybe we should compromise?"

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Offline KandySingular
04-07-2018, 12:50 AM,
#30
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(04-06-2018, 06:24 PM)SnakThree Wrote: The same it was done with Battleships and Battlecruisers.

Have not read the three pages of post....but...just gonna say from my end. .....NO.

Shields as so easy to take down, shield bots only do so much. After that you are down to armor. This kinda of change would mean that all transports will need a 900mil credit armor just to have a chance to keep a character alive, while the attacking parties will still playerlist hunt and shadowlog and play for blues and trolling instead of role playing out a character or ship. If you want more ooRP trading and more...."Just shoot me its cheaper" kinda Grinder RP, then yea this change is a good one.
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