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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Balance: Unkillable Battleships

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Balance: Unkillable Battleships
Offline lIceColon
06-04-2014, 07:47 PM,
#71
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Posts: 878
Threads: 89
Joined: Feb 2013

(06-04-2014, 02:48 PM).Gypsy. Wrote: Oh look, another restrictionlancer thread. Anyway sounds like a legit tactic to me (and no I don't own a jump drive) If they sundive back, report them.

/thread

this.
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Offline Nerva
06-04-2014, 07:57 PM, (This post was last modified: 06-04-2014, 07:59 PM by Nerva.)
#72
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Joined: Sep 2012

(06-04-2014, 07:23 PM)Scourgeclaw Wrote:
(06-04-2014, 10:53 AM)Corundum Wrote: Jumping out of combat, repairing and flying/jumping back into combat is perfectly valid tactic.
Get out.

Once you quit from a fight like that with your Pussy-Out button, you should be PVP dead. Any ship logically close to death, would in actuality take weeks to months of repair time. not mere seconds.

Its dickish

its OORP

its metagaming

so No. Its not a valid tactic.
Good to see you have provided some nice and valid arguments.
/s
You are just mad.
You also failed to read anything after the first sentence.
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Offline Jack_Henderson
06-04-2014, 08:04 PM,
#73
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Posts: 6,103
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Joined: Nov 2010

Go buy more jumpdrives. Smile

+ IMG| DISCORD: https://discord.gg/TWrGWjp
+ IMG| IS RECRUITING: Click to find out more!
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Offline Nerva
06-04-2014, 08:07 PM,
#74
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Posts: 460
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Joined: Sep 2012

I'm actually considering doing just that. The more they are overused in this suicidal manner, the higher the probability of restricting their abuse.
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Offline Sciamach
06-04-2014, 08:10 PM,
#75
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Posts: 1,643
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(06-04-2014, 07:36 PM)lIceColon Wrote: In disco context however we have nanobots that already repair a ship that was close to death back to full health in an instant. In the context of docking with a station for a quick repair, all it has to do is to feed a bunch of nanobots to the bs that instantly regens its health to 100%.



Regens are temporary fixes, nanobots provide a small wall of nanobots in hull breaches to prevent catostrophic decompression, but its a temp fix. Actual time in drydock is still required.

[ sci·am·ach ]
/sīˈamək/
A simple, angry man casually working his way through life on a personal quest to acquire copious amounts of street cred.
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Offline lIceColon
06-04-2014, 08:16 PM,
#76
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Posts: 878
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Joined: Feb 2013

Maybe for it to be fully repaired, it has to take months, but merely to get back into combat condition nanobots would do for now.
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Offline Yber
06-05-2014, 04:18 PM,
#77
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Posts: 1,665
Threads: 97
Joined: Jul 2011

It's not about roleplay. A feature is broken when it has no counterpart or drawbacks.

This one is just that. A charge time of 2 minutes or a "screwed upon ram" counter would sufice imo. Specially the last one.

[Image: 4sFHsTF.png]
(06-19-2016, 12:06 PM)Mao Wrote: inb4 Sirius gets renamed to XTF.
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Offline Highland Laddie
06-05-2014, 04:50 PM,
#78
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Posts: 2,082
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Quote:"screwed upon ram"

Given the tendency of NPCs doing this...this would make Jumping a much more problematic feature, and would just be a new source of annoyance.

I'd rather say, make a new kind of CD that can disrupt Jumping/Cloaking.
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Offline Highland Laddie
06-05-2014, 05:03 PM, (This post was last modified: 06-05-2014, 05:04 PM by Highland Laddie.)
#79
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Quote:Regens are temporary fixes, nanobots provide a small wall of nanobots in hull breaches to prevent catostrophic decompression, but its a temp fix. Actual time in drydock is still required.

Idea regarding Botts:

Why not make it so that a ship never carriers more than enough botts to repair just 30-50% of the total hull of the ship? That would seem more proper inRP in making botts a temporary field repair rather than a "magical" 100% repair solution. (might help prevent more bott feeding, too)

If that change worries folks about making fights too fast, I'd say compensate by increasing the number of Shield Batt regens, since shields are way easier to take down and they regenerate anyways.
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Offline lIceColon
06-05-2014, 05:10 PM,
#80
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Posts: 878
Threads: 89
Joined: Feb 2013

(06-05-2014, 05:03 PM)Highland Laddie Wrote: Idea regarding Botts:

Why not make it so that a ship never carriers more than enough botts to repair just 30-50% of the total hull of the ship? That would seem more proper inRP in making botts a temporary field repair rather than a "magical" 100% repair solution. (might help prevent more bott feeding, too)

If that change worries folks about making fights too fast, I'd say compensate by increasing the number of Shield Batt regens, since shields are way easier to take down and they regenerate anyways.

Makes sense for a ship not to carry 3x its hull's worth of nanobots. inrp that is a horribly inefficient use of storage.
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