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IDEA: New Projectile-based Machine Gun for Battleships?

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IDEA: New Projectile-based Machine Gun for Battleships?
Offline SystemsFailing
01-09-2015, 01:23 PM,
#11
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^ so much wrong there that I'm not even going to argue.

';.;'
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Offline Jack_Henderson
01-09-2015, 01:23 PM,
#12
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(01-09-2015, 11:34 AM)Black Widow Wrote: It could have a refire of 300 - 500 rounds per min and a ammo limit of say 10,000 to 20,000.

What do you think, machine gun on battleships?

It's unlikely to happen because the amount of shots that the server has to deal with in cap combat is already exceeding what the server can handle. The trend will have to go towards "less shots", so that large battles become possible again. Guns firing many projectiles in short succession would be counterproductive.

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Offline Sath
01-09-2015, 01:26 PM,
#13
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(01-09-2015, 01:16 PM)Toris James Gray Wrote:
(01-09-2015, 01:00 PM)Moriarty. Wrote: (...)Reduce the number of NPCs already...they are more of an irritation than immersion.

You are forgetting we are NOT EVE Online with millions of players. I don't want to fly empty systems. We should simply remove CDs from NPC gunboats. Bigger ships would not the problems as long as nothing CDs you.

It is already hard to PvE with people, if there are >100 players on the server, because no NPC shows up.

Wait what

So, the NPCs spamming hundreds of projectiles, not to mention the frequent bumping, is fine, but a few NPCs doing what they are supposed to do (read Immersion) is wrong. gg
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Offline Alley
01-09-2015, 01:27 PM,
#14
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^ Jack is correct, we'll be looking into reducing the amount of projectiles from caps.

This can come in different flavors such as projectile speed buff, refire rate nerf, etc.

NPCs have already been adjusted

Laz Wrote: Alley was right.
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Offline Fluffyball
01-09-2015, 01:27 PM, (This post was last modified: 01-09-2015, 01:29 PM by Fluffyball.)
#15
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(01-09-2015, 01:23 PM)SystemsFailing Wrote: ^ so much wrong there that I'm not even going to argue.

If you are endangered by bunch of caps, you would simply fly away from the threat. Removing CDs from NPCs would be solution for being insta-killed by cap fleets.

Just stay away from NPC number. I like how it is, because if there's a lot of players, playing PvE is impossible. This is roleplay server in the first place and I should be able to hunt NPCs and have a nice roleplay behind it.

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Online Lythrilux
01-09-2015, 01:28 PM,
#16
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(01-09-2015, 01:16 PM)Toris James Gray Wrote:
(01-09-2015, 01:00 PM)Moriarty. Wrote: (...)Reduce the number of NPCs already...they are more of an irritation than immersion.

You are forgetting we are NOT EVE Online with millions of players. I don't want to fly empty systems. We should simply remove CDs from NPC gunboats. Bigger ships would not the problems as long as nothing CDs you.

It is already hard to PvE (e.g. to pirate on pirate char) with people, if there are >100 players on the server, because no NPC shows up.

Name five good things npcs offer to the mod.

[Image: Lythrilux.gif]
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Offline Fluffyball
01-09-2015, 01:35 PM, (This post was last modified: 01-09-2015, 01:46 PM by Fluffyball.)
#17
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(01-09-2015, 01:28 PM)Lythrilux Wrote:
(01-09-2015, 01:16 PM)Toris James Gray Wrote:
(01-09-2015, 01:00 PM)Moriarty. Wrote: (...)Reduce the number of NPCs already...they are more of an irritation than immersion.

You are forgetting we are NOT EVE Online with millions of players. I don't want to fly empty systems. We should simply remove CDs from NPC gunboats. Bigger ships would not the problems as long as nothing CDs you.

It is already hard to PvE (e.g. to pirate on pirate char) with people, if there are >100 players on the server, because no NPC shows up.

Name five good things npcs offer to the mod.

1) Systems are not empty as hell.
2) You can PvE with folks.
3) You can pirate NPCs as pirate player.
4) You can enjoy game if you are complete PvP noob.

Coclussion: if NPC will be removed, I simply quit, because there is not enough players to fulfill systems. Keep in mind PvP is just the element of the mod, an addition, it's freakin' volountarly! - not main core of it. Core of the mod is roleplaying, so I want to have option to roleplay pirate raids against NPCs with folks.

There are two solutions:
- Remove capital spawns and put them onto battlefields (or remove them completely), if sudden NPC caps annoys you. This would be good for another reason, because players are usually flying caps.
- Remove CDs from NPCs, because they make you escape very hard, if you are surrounded by caps.

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Offline Carlos De La Cruz
01-09-2015, 01:36 PM,
#18
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(01-09-2015, 01:27 PM)Alley Wrote: ^ Jack is correct, we'll be looking into reducing the amount of projectiles from caps.

This can come in different flavors such as projectile speed buff, refire rate nerf, etc.

NPCs have already been adjusted

AnotherCapNerf? Alley, please, say that was a joke..
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Offline Haste
01-09-2015, 01:41 PM,
#19
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(01-09-2015, 01:36 PM)Carlos De La Cruz Wrote: AnotherCapNerf? Alley, please, say that was a joke..
(01-09-2015, 01:27 PM)Alley Wrote: projectile speed buff, refire rate nerf

It never ceases to amaze me how selective people can be when it comes to reading forum posts.
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Offline Fluffyball
01-09-2015, 01:44 PM, (This post was last modified: 01-09-2015, 01:49 PM by Fluffyball.)
#20
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I agree on the refire rate nerf. Caps shouldn't be able to hunt down small vessels so easily, it's role for fighters and gunboats, yet almost no one uses them at the moment.

I'd propose making all Cruiser and Battleship having slow guns, not even able to track down snubs, to force players too cooperate with smaller vessels. Is that really hard to achieve? To apply old-as-world scissors-stone-paper gameplay?

Bombers -> Battleships -> Cruisers -> Gunboats -> Fighters -> Bombers.

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