• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
« Previous 1 45 46 47 48 49 … 55 Next »
Capships, increasingly slower fighters? Or strategic weapons?

Server Time (24h)

Players Online

Active Events - Scoreboard
Task Force Akhetaten - 8 / 10,000
Crayter Battlegroup - 11 / 10,000
Gaian Escort - 8 / 10,000
Atum's Battlegroup - 49 / 10,000
Wendigo Seekers - 8 / 10,000
Wendigo Interdictors - 15 / 10,000
Wild Hunters - 1 / 10,000
Wild Interceptors - 4 / 10,000

Latest activity

Pages (13): « Previous 1 2 3 4 5 6 … 13 Next »
Capships, increasingly slower fighters? Or strategic weapons?
Offline Telbasta
08-01-2008, 04:42 PM,
#31
Member
Posts: 282
Threads: 28
Joined: Jul 2008

I havent flown anything over gunboat size yet (other than transports, but they dont really count). I love my kusari gunboat, it's manuverable enough to survive against a single bomber or cruiser, but it's lacking in firepower - especially since i'm set up for anti-fighter/bomber combat (two missiles, two solaris).

I originally started my hogosha character in a wyrm light fighter, and to be honest I couldnt make any difference at all in pvp engagements. Even VHF's are too fast for me to hit with a LF's weapons, the most I could do was dodge around a lot and look annoying.

I think gunboats are fairly good where they're at now, at least the kusari one is. I have just enough firepower to go up against a cruiser if I fly to the best of my ability and the cruiser player isnt an ace or anything... but I dont get destroyed instantly by bombers either. I have enough firepower and hull/shield strength to easily withstand most NPC engagements (have slight trouble with nomads, but I dont deal with them often), whereas in my fighter even taking on the GC in hawks was a bit of a pain.

I guess I cant say much for cruisers/battleships though, but IMO the gunboat class is fairly well balanced as a blending between fighter manuverability and capship firepower - not too much one way or the other, but effective against a large variety of opponents.

[Image: 1e1j07.jpg]
  Reply  
Offline ... kur nubėgo?
08-06-2008, 12:37 PM,
#32
Member
Posts: 3,019
Threads: 114
Joined: Jul 2008

' Wrote:The recent conversation on factionalized capships sparked a rare show on my behalf: That of the consummate fighter jock lobbying on behalf of capships.

At the moment there's a system in place best described as one of diminishing returns. Battleships can dish out some punishment, but are exceptionally less effective than their lesser cousin the gunboat in resilience, firepower and maneuverability.

That's basically it. Some capships vary in balance and size, such as the BHG Gunship versus the Corsair handbag, or the Kusari Destroyer versus, well, anything. Or some battleships being a might sexier than others. But long story short there's not much to it. They just get bigger, slower, tougher.

Long story even shorter, there's no "rock, paper, cup of tea" type balance. It's simply a game of rock rock rock.

So how to alleviate this? Make cruisers artillary boats? How to safeguard Battleships from being impudently raped by three gunboats? What should gunboats be doing with their time?

In other words, how do you make some ships mean something without making them overwhelming?

I've ideas, naturally. But they'll also be all wrong, naturally, so let's hear Chopper and Mjolner talk at each other while the rest of us throw in horrible ideas in between!


Ill tel ya. There is scissors (fighters good agianst bombers) Paper (bombers, good against rocks) And rocks, bigger rocks and enormous rocks (good agianst fighers and smaller capships)

Omega Pirates Guild
History of OPG | Antonio "Vilkas" Devivar
Reply  
Offline Cellulanus
08-06-2008, 07:56 PM,
#33
Imperial Quartermaster
Posts: 1,387
Threads: 26
Joined: Jul 2008

I've been thinking, would it be possible to make turrets on player battleships AI controlled? The player could manurer and select targets while the turrets track and fire automatically.
Reply  
Offline MrCynical
08-06-2008, 08:36 PM,
#34
Member
Posts: 301
Threads: 10
Joined: Jan 2008

' Wrote:I've been thinking, would it be possible to make turrets on player battleships AI controlled? The player could manurer and select targets while the turrets track and fire automatically.

The whole basis of balancing Battleships is that they have trouble hitting Fighters and Bombers. I'd rather not lose the one weapon us small-ship types have against the capwhores:P

No longer active online due to a dwindling amount of non-PvP (trading, pirating, mining, etc.) fun in the new version.
  Reply  
Offline sovereign
08-06-2008, 09:15 PM,
#35
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

' Wrote:The whole basis of balancing Battleships is that they have trouble hitting Fighters and Bombers. I'd rather not lose the one weapon us small-ship types have against the capwhores:P

When was the last time that an NPC bship hit you? If you pick your range right, it's rather hard for them to hit.



However, the aiming reticule is so easy to fool it isn't funny. I aim everything by hand using the reticule as a rough guide for what my opponent is doing (strafe, EK, etc) and, while splitting turrets and maneuvering would be nice, it takes the skill out of it entirely- as well as making it impossible to hit anything (hit x when they are about to fire their one shot per five seconds, the auto-aim would miss every time). What would be nice is if the turn keys worked in turret mode, which would fix the problem of "aim or move" that keeps me from bothering with anything larger than a GB.

[Image: SCRAgenderheuristics.png]
  Reply  
Offline Colonel Z.e.r.o.
08-06-2008, 09:56 PM,
#36
Member
Posts: 1,065
Threads: 111
Joined: Dec 2007

If scripting can do that well we can make it so the arrow keys (or whatever config you have) are still functional while using "mouse fight" turret mode....that would actually make Capship even more dangerous to fighters really.

[Image: Blood__Gold_250_no_feather.png]
Nathan's Log || The "Real Story" of Lenox Casper
  Reply  
Offline Mannock
08-07-2008, 04:55 PM,
#37
Member
Posts: 272
Threads: 13
Joined: Jun 2008

I read all the topics here and... like others I have my own proposal.

Battleship: in history there were the Queen of the Seas, until Carriers and submarines appear. They can take out every vesell small that it, big guns and capable Flak firepower. But a swarn of fighters and bomber can destroy easily. Slow but powerfull.

Battlecruiser: and intermediate between cruisers and battleship. Less powerfull than a battleship but more armoured than a cruiser. A little bit slow than a cruiser, it can be a match for a Battleship (winning 2 of every 5 one on one).

Cruiser: really the most habitual ship. The jack of all trades, can mount any combination of armament and use them in every action. They were (in any fleet know) the ships most used.

Destroyer: in reality is an escort ship. It can mount little big guns and flaks.

Gunboat: here is a very, very good ship. In fact, its only a very fast, agile and with good armament (but limited).

Bomber: they have an objetive kill caps ships and others beyond the scope of this game.

Fighter: they must win superiority and destroy little ships (fighters, bombers, gunboats and maybe destroyers).

I think that introduce Carriers can be a good idea (can you imagine a ship with good flak capabilities, medium armour and with dock for some fighters and bombers). Submarines and frigates... their role can be for the gunboats.

That is only an idea, not good nor best than others.

[Image: Omicroners_Sig_01.png]
  Reply  
Offline Ranquest
08-17-2008, 03:57 AM,
#38
Member
Posts: 3
Threads: 1
Joined: Aug 2008

What if fighter had a support role make them usesless on there own by able to turn the tide of a battle. i.e. Some fighter could be uses disable 1 or 2 of a BS's guns or engine (is this possable).

Or make an electronic warfare ship that when in formation with other caps give them better targeting systems (better range/refire/damage) or it had a weapon that drained the cap ships energy.

Locking a thread won't make people's opinions go away.
Reply  
Offline Colonel Z.e.r.o.
08-17-2008, 05:39 AM,
#39
Member
Posts: 1,065
Threads: 111
Joined: Dec 2007

Sorta like the fire control tower from HW2?

[Image: Blood__Gold_250_no_feather.png]
Nathan's Log || The "Real Story" of Lenox Casper
  Reply  
Offline Bill Christ.
08-18-2008, 02:36 PM,
#40
Member
Posts: 58
Threads: 3
Joined: Aug 2008

Since a BS couldn't hit a half decent fighter (even bomber) pilot why not up the shields and armor of all BS's to the point where the only thing that can really hurt a BS is another BS? (Think Battlestar Galactica):)

Cruisers would be primary support to the BS against other BS's and GB's would be for taking on smaller hostiles such as bombers/VHF's...

If something like this was to happen it would probably mean some factions wouldn't like their ship restriction though..:unsure:

QUOTE(Obnoxious1 @ Aug 24 2008, 02:23 PM) *

WoW is for those unfortunate few that are cross eyed & cant aim a gun or ship & will end up looking like Cartman in the SP episode featuring WoW.


My Band: www.myspace.com/mondaysremedy

Me: www.myspace.com/strappingoldbhoy
  Reply  
Pages (13): « Previous 1 2 3 4 5 6 … 13 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode