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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Vote: Nanobots Dillema

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Poll: This is a poll. Read the original post then pick an option.
You do not have permission to vote in this poll.
Option 1: Keep nanobots the same
50.00%
72 50.00%
Option 2: Make nanobot use "Skill-based"
50.00%
72 50.00%
Total 144 vote(s) 100%
* You voted for this item. [Show Results]

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Vote: Nanobots Dillema
Offline Highland Laddie
03-10-2014, 11:54 AM, (This post was last modified: 03-10-2014, 11:54 AM by Highland Laddie.)
#11
Member
Posts: 2,082
Threads: 21
Joined: Mar 2013

Quote:Hullpoints each nanobot repairs is considerably increased, and nanobot capacity of all the ships is relatively decreased?

Can a player still repair their hull 3-5 full times (or more), but just require fewer bots now? If that is true...I don't really see what you've changed, aside from making Bots more efficient.

You'd probably want to decrease the amount of Bots that ships carry so that they can't repair more than 3x over, and I would also couple that with making Bots more expensive. Maybe buff their price by 4x or more?

I'm up for trying something different with it, though.
Offline Kazinsal
03-10-2014, 11:56 AM,
#12
Wizard
Posts: 4,541
Threads: 230
Joined: Sep 2009

(03-10-2014, 11:54 AM)Highland Laddie Wrote:
Quote:Hullpoints each nanobot repairs is considerably increased, and nanobot capacity of all the ships is relatively decreased?

Can a player still repair their hull 3-5 full times (or more), but just require fewer bots now? If that is true...I don't really see what you've changed, aside from making Bots more efficient.

You'd probably want to decrease the amount of Bots that ships carry so that they can't repair more than 3x over, and I would also couple that with making Bots more expensive. Maybe buff their price by 4x or more?

I'm up for trying something different with it, though.

Your total effective repair stays the same, but the amount healed per nanobot is increased to balance efficiency and risk/reward.

Retired, permanently.
bloogaL
03-10-2014, 12:14 PM,
#13
Unregistered
 

(03-10-2014, 11:25 AM)aerelm Wrote: In practice, this would result in pilots having to pick between the risk of getting insta-killed by a mine

The concept is cool, but this wouldn't be. Mines are way too easy to use for them to be balanced instakill weapons on any VHFs. On top of that, if you change things so that someone is either going to drain themselves too quickly, or risk dying to a nuke, they're just going to shield run to negate the risk of dying to a nuke. That's no fun for anyone.
Offline Divine
03-10-2014, 12:22 PM, (This post was last modified: 03-10-2014, 12:23 PM by Divine.)
#14
Probation
Posts: 1,480
Threads: 40
Joined: Jul 2008

How this will be balanced the way of snub-repairs against capital class ships?
The way it is now, I can take a hit or two, repair that up and move on without the capital actually having seriously interrupted the fight that might have been going on snub vs snub.
With that change, a capital ship has yet another point on the list favouring it against fighting snubs.
It's bad already as it is. Don't make it even worse.

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Offline Rodent
03-10-2014, 12:43 PM,
#15
Member
Posts: 2,174
Threads: 183
Joined: May 2009

(03-10-2014, 12:14 PM)bloogaL Wrote:
(03-10-2014, 11:25 AM)aerelm Wrote: In practice, this would result in pilots having to pick between the risk of getting insta-killed by a mine

The concept is cool, but this wouldn't be. Mines are way too easy to use for them to be balanced instakill weapons on any VHFs. On top of that, if you change things so that someone is either going to drain themselves too quickly, or risk dying to a nuke, they're just going to shield run to negate the risk of dying to a nuke. That's no fun for anyone.

You could argue that luck should be a factor in fights. I understand that you want to emphasise skill, but I find that sometimes getting lucky can be fun. Makes things unpredictable.

Voted in support.
Offline t0l
03-10-2014, 12:45 PM,
#16
Space Operator
Posts: 1,827
Threads: 134
Joined: Feb 2013

What about shield batteries?

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Offline Enkidu
03-10-2014, 12:49 PM,
#17
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Posts: 4,217
Threads: 399
Joined: Apr 2013

Completely for it; encouraging skillcurves is always a positive trend.

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Offline Sath
03-10-2014, 12:50 PM,
#18
Member
Posts: 1,575
Threads: 62
Joined: Dec 2013

Unpredictable victories can be fun.Like the snub fight is pretty much decided as to who will win well in advance before the fight actually ends.But due to this change,if both the parties involved use the bots efficiently(sometimes they can be unlucky) the one who would actually seem to lose on paper,might surprise the opponent,with a nuke,here or there.

This surprise victories have existed even before,but with this implementation,the probability of such fights are more.So I am in favour of this...

PS:Also helps poor PvP'ers like me.
 
Offline Omi
03-10-2014, 12:58 PM, (This post was last modified: 03-10-2014, 01:00 PM by Omi.)
#19
By Unpopular Demand
Posts: 1,716
Threads: 87
Joined: Aug 2007

I'm sort-of with Yuri on this. I think it could be a good idea, but I'd prefer to see it trial-ran on the server for maybe a week or so so that people - not just myself - can actually gauge the impact of these changes for ourselves, rather than trying to 'theorise' what this might cause.

I mean, it's all very well to look at the proposal and go "hmm, yeah, this will make mine instakilling easier", but quite another thing to actually try it out and see just how easy it'd be to bump people off with mines and whether or not that feels better or worse than the current system.

EDIT: Voted for, but with the caveat that I'd really like to see a visible test period. Apparently Amit & co. have tested this at some point, which is fine, but I'd prefer to try out the changes for myself (as I'm sure many others would) before I gave a concrete yay or nay.

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Offline Euca
03-10-2014, 01:00 PM,
#20
Member
Posts: 747
Threads: 82
Joined: May 2013

(03-10-2014, 11:32 AM)Treewyrm Wrote: Amir, rather that going with polls and publicity trends I'd say make a few ships, gather a focus group, do preliminary testing and have a glimpse at how it would perform in practice. Do practical solutions with pragmatical approach, as I'd always say. Since I'm rusty in snubs and would be of no use in testing I can just fly a camera ship and record footage for those extra crispy publicity points.

I agree with Yuri. Lets test this out before it becomes a feature in Discovery.

[Image: UcVFiya.png?2]
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