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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]

Pages (7): « Previous 1 … 3 4 5 6 7 Next »
Thread Closed 
Vote: Nanobots Dillema
Offline EisenSeele
03-11-2014, 10:44 AM,
#51
Herder of Cats
Posts: 2,905
Threads: 221
Joined: Jan 2010

Option 2 sounds nice, but if bot repair amount is boosted with capacity lowered, then the occurrence of harvesting bots from NPC's would become that much more common.

I would be in favor of seeing regens favoring shields more than hull, though.

Would also be nice if each shield battery fully recharged fighter shields, with BS's and Battle Transports getting enough batteries to fully recharge their shields 6 times, Cruisers and Heavy Transports getting 4 times, Gunboats and Light Transports getting 3, and Snubs and Freighters getting 2.

Of course, that would make repair ships damned near indestructable, but that was always the case anyway.

Making it this way will make shield batteries much more efficient, and lower the total capacity for it, meaning that battery feeding to snubs will become more costly to the cap doing the feeding - instead of just being a missed drop in the ocean.

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Offline Luke.
03-11-2014, 10:47 AM,
#52
Server Administrator
Posts: 1,786
Threads: 89
Joined: Mar 2013

To be honest you'd have to change too many variables for it to be worth the trouble of changing it when no one's even sure if it'll work well.

Plus the vote is hardly conclusive.

[Image: 4a0e7968-2678-4a66-9449-352a2bb8d72f.png...fit=bounds]
Offline Govedo13
03-12-2014, 11:37 PM, (This post was last modified: 03-12-2014, 11:38 PM by Govedo13.)
#53
Member
Posts: 4,663
Threads: 97
Joined: Jul 2009

How this change fix the real issue with bot feeding?
The truth is that this change would make PvP even more skill based while screwing the casual PvPers and new players. Exactly the group that server needs most right now with the low server numbers.
The bot function by itself is not a problem. The bot amount is also not a problem.
The real problem is bot feeding from bigger ships and group fights where one or two participants act like bot suppliers making the fights to last forever.
There is also no option in pool- fix bot feeding.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

Offline Durandal
03-13-2014, 12:57 AM, (This post was last modified: 03-13-2014, 01:00 AM by Durandal.)
#54
Member
Posts: 5,106
Threads: 264
Joined: Apr 2009

(03-12-2014, 11:37 PM)Govedo13 Wrote: How this change fix the real issue with bot feeding?

Pretty simple. Because fighters can no longer feed from caps/transports/whatever without leeching them of a significant portion of their bot supply.

Edit: I'm selfish and I'm old, I don't want to change the way things have worked for years in regards to snubs so I'll abstain from voting, Changing it is probably the right thing to do and also what Neo Terra does, even if I'm personally not a fan of it.
Offline Govedo13
03-13-2014, 11:29 PM, (This post was last modified: 03-13-2014, 11:40 PM by Govedo13.)
#55
Member
Posts: 4,663
Threads: 97
Joined: Jul 2009

For maths simplification lets say that one bot now heals 600 hp and we want to heal 6000 hp.
Lets say that Snub with 60 bots would run with 6 and Cap with 1600 bots would run with 160.
There is no difference in bot feeding hp when the cap with 1600 bots feeds 60 bots to snub compared with cap with 160 bots feeding 6 bots to snub. I still cannot really understand what this would accomplish in regards of bot feeding.

The change would reward only the seasoned PvPers so called "PvP-whores" while the general population with casual PvP skills would die more easy. This would make the mod even less appealing for new players and would be total fail. I personally would benefit from the change even If I am rusty as hell, I bet that huge amount of new players would die in several passes or 1-2 minuntes making the PvP less fun.


1. Manage to do minor hull dmg that would be enough for nuke finish.
2. Remove the opponent shield while you keep lets say half of yours.
3. Joist,back-thrust and Nukeram the not so experienced player because he is safing his nanobot for more damage.
You can do the same thing with missile/torpedo or razor, just pick your favour tool.
The Devs should not expect that every casual player would spend tons of hours in Conn to train in order not to die in seconds.

Instead this need mechanic that would reward team play not personal skills. Remove the option to pick bots in-fight unless it is repair ship, remove option to beam bots. It is not realistic to win 1 vs 5 after all even if they are new players, the chance to dodge to the base and dock alive is good enough reward for the more skilled player. This is the main reason why ton of new players gets frustrated and leave or play in caps.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

Offline Narcotic
03-13-2014, 11:47 PM,
#56
Member
Posts: 3,407
Threads: 151
Joined: Oct 2010

Yes, give it a try at least.

And while at it, make it impossible to drop and trade bots.
Also, how will that influence ships larger than snubs?

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Offline Eugen
03-14-2014, 12:08 AM,
#57
Member
Posts: 210
Threads: 6
Joined: Jan 2012

well atm caps use a ton of nanobots just for one "full" repair ~900 from 1700(not actual but u get the idea). so if they would more efficient than they could also lower the stock caps fly around with .

[Image: Imperial_Eagle.png]
Offline Lythrilux
03-14-2014, 12:34 AM,
#58
Edgy Worlds
Posts: 10,361
Threads: 737
Joined: Jan 2013

I think we should just incorporate a system where each ship class has its own class of bots and bats. This let's us keep what we had that was good/accessible in the old system, whilst stamping out hot feeding.

[Image: Lythrilux.gif]
Offline SnakThree
03-14-2014, 06:26 AM,
#59
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

Nanobots is evil. It makes little sense why ships can repair itself over and over again.

I say we need to have 4x shield batteries, and two times less nanobots.

....

In this vote, I say no to a change, because that will benefit only the good PvPers; then there is the issue of NPC looting, which would become more beneficial.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
 
Offline Pavel
03-23-2014, 01:37 AM,
#60
On leave
Posts: 2,018
Threads: 197
Joined: Jan 2012

It's proposition for faster pvp, I voted in favour of that change.
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