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Making snubs more appealing

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Making snubs more appealing
Offline Croft
12-14-2015, 08:17 PM,
#31
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If you're goal is to get more folks in snubs then I'd suggest removing the gunboat/ship class, so if you want to kill a bomber or another fighter you must take a fighter or you could open the can of worms and try to rebalance all the fighters to some unknown, suddenly desirable standard.

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Offline The Savage
12-14-2015, 08:22 PM, (This post was last modified: 12-14-2015, 08:30 PM by The Savage.)
#32
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(12-14-2015, 08:17 PM)Croft Wrote: If you're goal is to get more folks in snubs then I'd suggest removing the gunboat/ship class, so if you want to kill a bomber or another fighter you must take a fighter or you could open the can of worms and try to rebalance all the fighters to some unknown, suddenly desirable standard.

It's actually pretty hard for a gunboat to kill a fighter. I'm speaking as a average (better than noob or novice). It has been already nerfed by making basics not firing in an ideal straight line. Only Solaris Gunboat can effectively match snubs, but it harshly sacrifices the firing range. So... no.

But then, I'm speaking as a guy with bad hardware for actual Online FPS gaming.
Offline Swallow
12-14-2015, 08:27 PM,
#33
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There would be no need in balancing everything up to a line of equality if there was a death penalty.
You buy advantage for high cost, and if you fail you have great budged damage.
With penalty system every single ship could be made unique while retaining the balance economically-wise.

FL MOD(EL)MAKING: TOOLS, RESOURCES, TUTORIALS AND MY SHIPS (OLD)

I am on discord: Roal-Yr#5994, I don't log on forum more than a few times a year.

I am not making ships for FL anymore, I am making my own space game instead:
https://github.com/roalyr/GDTLancer
https://roal-yr.itch.io/gdtlancer
https://youtube.com/playlist?list=PL5HQB...cdH45LZgjj
Offline Wesker
12-14-2015, 08:28 PM, (This post was last modified: 12-14-2015, 08:31 PM by Wesker.)
#34
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As far as the whole "reflexes" thing and practicing pvp. (From the op)

Getting the reflexes to be good in snubs isn't hard, getting the reflexes and intilect to be good at video games isn't hard at all.

It took me 1 week to get the skill and confidence in snubs to raid and kill effectively. It's the same thing with caps. The part that seperates person a with good reflexes and timing from person b with good reflexes and perfect timing is that they have used those reflexes more/conditioned more and know every little trick there is to beat your opponent. That's what I think the case is in a balanced duel between 2 people who are smart. Noticed I didn't say skilled, with most group fighting cases it's really just common logic. With caps its placement. With snubs (from my experience) it's timing.

Getting good at this game really isn't that hard. It's just a matter of patience.


Snubs are harder to perfect than caps, caps fighting in group fighting is all placement. Snubs in both cases is timing timing is harder to get down than placement.

The issue is that getting good with snubs isn't as rewarding since the bulk of the server uses caps, and it's easy too crash a snub fight with caps, you may not be damaging the snubs; but having a cap on one side of a snub fight puts way more pressure on the other team than you think. Hence my original proposal.

Yber was right, you can't change one without demolishing the other. This situation is basically a stalemate.

[Image: P6DLUCr.png?4][Image: AX5RcTh.png?4]
Offline The Savage
12-14-2015, 08:28 PM, (This post was last modified: 12-14-2015, 08:30 PM by The Savage.)
#35
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(12-14-2015, 08:27 PM)Swallow Wrote: There would be no need in balancing everything up to a line of equality if there was a death penalty.
You buy advantage for high cost, and if you fail you have great budged damage.
With penalty system every single ship could be made unique while retaining the balance economically-wise.

You'd make a lot of players ragequit, Swallow. We aren't EVE Online with thousands of players at the same time.
Offline Swallow
12-14-2015, 08:30 PM, (This post was last modified: 12-14-2015, 08:35 PM by Swallow.)
#36
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(12-14-2015, 08:28 PM)FluffReborn Wrote:
(12-14-2015, 08:27 PM)Swallow Wrote: There would be no need in balancing everything up to a line of equality if there was a death penalty.
You buy advantage for high cost, and if you fail you have great budged damage.
With penalty system every single ship could be made unique while retaining the balance economically-wise.

You'd make a lot of players ragequit, Swallow. We aren't EVE Online, which has over 1000 players at the same time.

We have to try to say so. Define a price and go ahead.
The point after this statement is a strong habit that once you get your ship here you can feel safe for it. It is no more than a tradition, without which we can't imagine the gameplay.

From one hand - constant expenses, from the other - unique balancing approach towards every ship (not shipclass). Besides it might boost the activity amongst the traders/miners, and be flexibly set up with all the faction perks, insurance system and so on. Isn't it?

FL MOD(EL)MAKING: TOOLS, RESOURCES, TUTORIALS AND MY SHIPS (OLD)

I am on discord: Roal-Yr#5994, I don't log on forum more than a few times a year.

I am not making ships for FL anymore, I am making my own space game instead:
https://github.com/roalyr/GDTLancer
https://roal-yr.itch.io/gdtlancer
https://youtube.com/playlist?list=PL5HQB...cdH45LZgjj
Offline The Savage
12-14-2015, 08:33 PM, (This post was last modified: 12-14-2015, 08:37 PM by The Savage.)
#37
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(12-14-2015, 08:30 PM)Swallow Wrote:
(12-14-2015, 08:28 PM)FluffReborn Wrote:
(12-14-2015, 08:27 PM)Swallow Wrote: There would be no need in balancing everything up to a line of equality if there was a death penalty.
You buy advantage for high cost, and if you fail you have great budged damage.
With penalty system every single ship could be made unique while retaining the balance economically-wise.

You'd make a lot of players ragequit, Swallow. We aren't EVE Online, which has over 1000 players at the same time.

We have to try to say so. Define a price and go ahead.
The point after this statement is a strong habit that once you get your ship here you can feel safe for it.

That thing is bad for one reason: no-RP engagements or trigger-happy/troll players. While I would agree with that idea by all my heart, there are too many complications that would actually aim into newbies and make them ragequit.
Offline Swallow
12-14-2015, 08:41 PM,
#38
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(12-14-2015, 08:33 PM)FluffReborn Wrote: That thing is bad for one reason: no-RP engagements or trigger-happy players. While I would agree with that idea by all my heart, there are too many complications that would actually aim into newbies and make them ragequit.

First of all, as it would be a hook-based addon, it could be set up very nicely to provide many options for users. Secondly, if you have cheap ship destroyed by expensive one, you loose minutes trading. If you have expensive ship, you won't be easily destroyed by a single cheap ship. When things are equal then it is obviously all about the opportunities. But still, does it scare off EVE players from not getting more and more expensive and time-consuming ships?

Only a fear of ruining comfortable habits is what we are afraid of here, but don't forget the disappointment you feel when something you used to is changing in the game, especially when it is nerfed or so...

FL MOD(EL)MAKING: TOOLS, RESOURCES, TUTORIALS AND MY SHIPS (OLD)

I am on discord: Roal-Yr#5994, I don't log on forum more than a few times a year.

I am not making ships for FL anymore, I am making my own space game instead:
https://github.com/roalyr/GDTLancer
https://roal-yr.itch.io/gdtlancer
https://youtube.com/playlist?list=PL5HQB...cdH45LZgjj
Offline Durandal
12-14-2015, 08:56 PM,
#39
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Posts: 5,106
Threads: 264
Joined: Apr 2009

Something else I'm going to bring up here, and I know it's going to piss a lot of people off.

- Snubs NEED to be able to damage capital ships. This includes fighters. Why? Because we are not playing EVE with thousands of players. In order for any class to be desirable it needs to have at least limited effectiveness against other classes. In .85, snubs were far too effective against caps. Now, they can barely scratch them.

- As for the complaints that snubs are essentially invincible against caps, this is a half truism. They're invincible if fully dodging. But when a gunboat barges into a snub v snub fight or when snubs are going on the offensive against a capital ship, they are completely and totally vulnerable.

I do agree that it would be nice to level the playing field somehow with some more noob friendly equipment that is LESS EFFECTIVE than your average gun when used by VETERAN PLAYERS but more effective in the hands of NEW PLAYERS.

I also agree that mines are something worth looking into. Right now even a mediocre pilot can absolutely mop the floor with a new player just by sidestepping and leaving a mine (or two) in their face.
Offline Swallow
12-14-2015, 09:00 PM,
#40
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Posts: 4,493
Threads: 213
Joined: Jun 2010

Then it is a really hard task... Will it be automated calculation-wise?

FL MOD(EL)MAKING: TOOLS, RESOURCES, TUTORIALS AND MY SHIPS (OLD)

I am on discord: Roal-Yr#5994, I don't log on forum more than a few times a year.

I am not making ships for FL anymore, I am making my own space game instead:
https://github.com/roalyr/GDTLancer
https://roal-yr.itch.io/gdtlancer
https://youtube.com/playlist?list=PL5HQB...cdH45LZgjj
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