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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Are 'invasions' too easy?

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Are 'invasions' too easy?
Offline jxie93
10-10-2011, 12:03 AM,
#31
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Posts: 3,740
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What's far more interesting than imposing even more restrictions in ZOI's would be to increase the danger in going there with the wrong reputation.

People complain NPCs being too deadly already in some places. Good, spam them in the appropriate places and throw in a bunch of platforms too. That way if you want to invade New York you better have a fleet to even attempt it.

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Offline Chico
10-10-2011, 07:24 AM,
#32
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I for one am fed up with small groups of fighters (1-3) entering my home system, spamming silly insults and challenging everyone. When 'everyone' turns up, the invaders get annihiltated by a multitude of snubs/caps and then complain.

I've been on and watched two ships come 'down' and realizing that their targets had logged or left Gamma, sun dived because they couldn't be bothered to fly all the way back.

RP examples to make you proud eh?

Would stronger NPC's and weapons platforms stop this?
I sadly doubt it. It might make it harder I suppose but elsewhere, others would suffer.

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Offline Zahas
10-10-2011, 09:58 AM,
#33
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The only defense we can have against such invasions it's for others to have some common sense and use IDs within there zoi but sadly people don't have it and we will have to move along and get fun somewhere else. We just all know that New York it's a PvP system not a RP system but that's just me.

In the end makeing NPC and other stuff OP will just ruin the fun sometimes and makeing people hugging there "weapons platforms"
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Offline dodike
10-10-2011, 10:25 AM,
#34
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Posts: 3,799
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I like the idea. I don't even need to log on and play the game to keep Liberty safe.

Profit.
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Offline Lennox
10-10-2011, 10:29 AM,
#35
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Posts: 1,428
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' Wrote:I like the idea. I don't even need to log on and play the game to keep Liberty safe.

Profit.

Wow, that really wouldn't bring the wished results I think. If there is no need for defening something any longer personally then where is the fun? Also would it be boring if the defenses are so strong that there is no really need for any player any longer. I think you see where this would lead to.
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Offline AeternusDoleo
10-10-2011, 11:01 AM,
#36
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Posts: 5,744
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Joined: Nov 2009

' Wrote:e.g. Rheinland in Manhattan orbit.
LI01 is a big exception. Stations there have very weak araments, as was the case in the original game. Were it up to me, stations would be armed with a battery of BS pulse cannons, one or two cruiser missiles and Vulcan point defense systems allround. (Vulcans being an inaccurate, rapid fire weapon similar to the Solaris). So anything deciding to harass an enemy base will do their do and buzz off, or end up paying the price, but fightercraft still have some leeway (bombers can briefly penetrate the perimiter and do some damage before getting back out). When doing this, I'd increase the "downtime" for cannons on bases to 20 minutes from the current 1, so that if you want to breach a base perimiter, having bombers take out the base guns would allow you to do so. (you can temporarily disable a base gun by shooting it long enoug - it'll go idle and smoke a bit).

[Edit] And someone show me a screeny of that blind spot at Newark. I smell a turret arc alteration coming up for a base model.

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Offline Jack_Henderson
10-10-2011, 12:07 PM,
#37
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Joined: Nov 2010

I think strong EMP/pulse turrets slightly inside the "safe housespace" could deter caps from entering, as they would not be able to dodge the fire. It would also keep the ability of snubs to infiltrate, as they can easily avoid being hit by the pulses. Keep the "warzones" free of such installations, so that the hugging of bases/turrets is not encouraged.

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Offline Syrus
10-10-2011, 12:45 PM,
#38
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' Wrote:one or two cruiser missiles
Missiles are dangerous as they will teamkill if you aren't carefull. Just make the stationturrets a lot stronger. Some pulse turrets on the bases, base turrets of different class: small turrets with a fighter-weapon-like punch (fast refire / speed / short range), medium turrets with a GB-turret-punch (medium refire / speed / range), heavy-sized turrets with a cruiser-turret-punch (slower refire / speed / good range).

Btw most turrets will be taken out by missiles from bigger ships...and if you want that to be used as a tactic, the bug where it doesn't show turrets / hull / etc in the targetscreen (lowerleftcorner) has to be fixed!

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Offline AeternusDoleo
10-10-2011, 02:33 PM,
#39
Ex-Developer
Posts: 5,744
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Joined: Nov 2009

I know they can teamkill Sy. Explicitly listing em for this purpose. Basehugging is just as annoying as sticking around in a base perimiter you're hostile to. My thoughts behind this: If something wants to retreat to a base, it should dock and get it over with. Base defenses then force the attacker(s) to disengage or eventually die. Extended fights inside the base perimiter should be messy (therefor discouraged) and favoring the defenders heavily.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Decerebrated.Individual
10-10-2011, 04:13 PM,
#40
Unregistered
 

' Wrote:I for one am fed up with small groups of fighters (1-3) entering my home system, spamming silly insults and challenging everyone. When 'everyone' turns up, the invaders get annihiltated by a multitude of snubs/caps and then complain.

Thats EXACTLY the experience made in omicron minor every day.

Only imagine that on top of that, you have the official faction leadership assist those trolls by ordering indies not attack them together but one after the other so that the trolls can get their blue messages.
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