After finishing the campaign and feeling super awesome due to saving humanity from the aliens, with that inspiring music playing on the capital of Liberty, Freedom, Civil Rights and Guns, some players think of trying out their epic skill against other players, and most of them start on our server. They undock from Erie in their civilian shuttles, shoot at some random bloke and get killed without even scratching their opponent. Okay, they have a bad ship. Then they fully equip a Sabre and the same thing happens, and happens again and again, for a whole week, two if the player is patient. After that some quit and others make a gunboat, become average in half the time and then kill half the server.
We know that the snub learning curve is steep. I think it is too steep to be amusing for anyone but the vets. In War Thunder, as an example, a newbie has a chance to kill a vet, a lesser one than vice-versa, but there is still a chance. Or at least damage them. It feels good to have at least some impact on the outcome of the battle. In Disco, the vet won't even receive damage because they concentrate to keep their shield online.
Is there anything that can be done to make snub combat interesting for the newbies, but allow the vets to remain what they are?
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I'm sort of working on that already with the "Auxiliary Fighter Guns" thing that adds chainguns (high projectile speed, dispersion) and stuff that technically would be similarly useful to both newer and more experienced players alike. Although obviously, a "vet" is - at the end of the day - still going to make better use of just about any weapon they can get their dirty little hands on.
Or you can use ships with access to TS/TZ. That is how most people that are not fighter or pvp-savvy contribute to group fights.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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That has actually been mentioned in the original post
It's what they do after being disappointed in snubs, become capwhores, whose number is often complained about by snub players.
Anyways, I remembered missiles. I think that the guns Haste is working on might end up being frowned upon and unused as a result, as missiles are. I think that we should work towards curing that kind of an attitude which looks at equipment that's already part of the game, from above and with despise. Otherwise, why do those pieces of equipment exist? With such an attitude, we might have to start producing spaceships with rams.
If we included a basic PvP tutorial commodity, perhaps things would be easier? It'd also mean it's less of shock to sensitive newcomers when they're met with people who dabble in PvP as well as RP.
It is impossible to equalize players in a game that is based on player's actions only (but not on math and probability with all possible buffs, debuffs, critical strikes and so on). FL is a blunt-simple FPS in its basics, where you have a ship a gun and skill only to serve you.
To equalize players you'd have to make ships not rely on agility as much, make slow refire guns and reduce their amount per ship and introduce "items" and "skills" that declare your chances to deliver X amount of damage. Pretty much do it like in EVE.
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(01-03-2016, 03:56 PM)Thunderer Wrote: Anyways, I remembered missiles. I think that the guns Haste is working on might end up being frowned upon and unused as a result, as missiles are. I think that we should work towards curing that kind of an attitude which looks at equipment that's already part of the game, from above and with despise. Otherwise, why do those pieces of equipment exist? With such an attitude, we might have to start producing spaceships with rams.
Well, considering these things are being added as a separate slot, everyone's going to put something in it. Be it a missile, a mini razor or a fancy chaingun. If I get the balance right (which will be tricky considered the variety of stuff put into the slot) none of those should feel particularly unfair.
Why is it that the only missile that is relatively fast is the CD? Other missiles should be faster also. Look at the missiles on modern day fighter/bomber aircraft. Very fast. Don't make the missiles too fast but make them faster than afterburner. You shouldn't be able to out run your missile. Make the fighter missile viable.