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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Please fix mission payouts...

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Please fix mission payouts...
Offline Carlos_Benitez
05-24-2008, 08:09 PM,
#11
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Posts: 829
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signed. Some argue that trading is too profitable, rather than missions being to un-profitable.
I'd say it's high time the payouts where drasticly increased, however.

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Offline Dopamino
05-24-2008, 08:16 PM,
#12
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I have NEVER had fun trading. EVER. It just plain sucks. Some of us just want to play the game, but thats impossible without spending hours of drudgery in which little to no roleplay takes place. Let's boost the missions. If more people doing them will really lag the server, let's donate for a better server.

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I mostly lurk around Media Center these days.
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Offline Linkus
05-25-2008, 06:10 PM, (This post was last modified: 05-25-2008, 06:10 PM by Linkus.)
#13
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600k mission to kill some Bounty hunters. Just fighters, no capital ships. Went in with my gunboat, wiped them out, flew away richer.

It really just depends WHERE you get the missions.





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Offline Carlos_Benitez
05-25-2008, 07:07 PM,
#14
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Uh...I carry a load of goods from one place to another, I get 5 mill. I assasinate some high-profile bad guys or destroy a secret base all on my own, and I get paid 0.5 mill if I'm lucky.

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Offline sovereign
05-25-2008, 07:11 PM,
#15
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' Wrote:Uh...I carry a load of goods from one place to another, I get 5 mill. I assasinate some high-profile bad guys or destroy a secret base all on my own, and I get paid 0.5 mill if I'm lucky.

Yep.

The worst part for me is that getting "kill capship" missions are completely random (VHF != capship, but NPC levels say "YUS") and usually impossible in a VHF. Bombers, sure, but its a waste of time because you still only get 200k! GAH! Making the "kill capship" missions differentiable from the "kill a solitary fighter" missions would be nice, and if the kill capship missions paid hugely it would be good too.

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Offline Tenacity
05-25-2008, 07:28 PM,
#16
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' Wrote:Yep.

The worst part for me is that getting "kill capship" missions are completely random (VHF != capship, but NPC levels say "YUS") and usually impossible in a VHF. Bombers, sure, but its a waste of time because you still only get 200k! GAH! Making the "kill capship" missions differentiable from the "kill a solitary fighter" missions would be nice, and if the kill capship missions paid hugely it would be good too.

this is a big problem as well. According to the game engine, all NPC ships are the same 'level' - for example a bounty hunter barracuda is the same level as a bounty hunter gunboat/cruiser.

So you can have one mission that pays 500k to kill 15 enemy fighter-type ships, and another mission for 100k to kill 4 battleships... it doesnt make any sense.

If possible, the npc levels need to be reworked based on what type of ship they're using. Battleships should give ten times the monetary reward on missions that fighters do, at least.

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Offline Rooster
05-25-2008, 08:53 PM,
#17
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The biggest problem with it imo is the amount of nanobots some ships carry.

NPC fighters do not need 20+nano bots. When coupled with server lag, and the fact that they almost never miss you, It takes entirely to long to kill them. This is especially true when it's like a group of 10 you have to kill.

The shield bots are fine but the loadouts for nanobots need to be adjusted.
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Offline Tenacity
05-25-2008, 11:30 PM,
#18
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' Wrote:The biggest problem with it imo is the amount of nanobots some ships carry.

NPC fighters do not need 20+nano bots. When coupled with server lag, and the fact that they almost never miss you, It takes entirely to long to kill them. This is especially true when it's like a group of 10 you have to kill.

The shield bots are fine but the loadouts for nanobots need to be adjusted.

actually I think they have unlimited bots and simply use a 'timer' on how often they recharge.

Not sure though... I do know that nomads, despite having no shields, are ridiculously hard to kill because they regenerate extremely fast, and never seem to run out of bots (if they even use them, I doubt it considering they're organics).


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Offline sovereign
05-26-2008, 12:56 AM,
#19
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' Wrote:actually I think they have unlimited bots and simply use a 'timer' on how often they recharge.

Not sure though... I do know that nomads, despite having no shields, are ridiculously hard to kill because they regenerate extremely fast, and never seem to run out of bots (if they even use them, I doubt it considering they're organics).

Nope, they stop regenerating after they run out. Scan them sometime, they do go down.

The main problem with their usage of them is that they use one bat at a time, so missiles, mines, plasma weapons are completely useless. Why can't we do that?!

Nomads are crazy hard to kill mainly because they turn with ~2.56 agility (think 1.5 for LFs). The NPCs cheat, too- how do Freelancers in Eagles have more health than RHEINLAND BATTLESHIPS?!?!?!

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Offline AdamantineFist
05-26-2008, 01:20 AM,
#20
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It's not that they cheat, it's just that they are actually using a x30 hull multiplier (I'm not exaggerating). You think the Eagles are bad? Go to Omega-58. Take a GOOD look at a Wild Wrath. Now, first off, it has at least 100,000 hull. Yes. I'm not exagerating. Second, take a VERY good look at its weapons. You'll notice that it has only Nomad weapons. Now check those weapons. Two-three will be normal. The other two will be quite strange. They will have the same names, energy use, etc., except for damage. Now, a normal Nomad Blaster does 585 damage per shot at a 4.00 refire, and the normal Nomad Cannon does 705 damage per shot at a 3.03 refire. The strange ones that these wild mount are as follows: Nomad Energy Cannon: 3620 damage at a 3.03 refire rate, and Nomad Energy Blaster: 2180 damage at a 4.00 refire rate. THAT'S BETTER GUNBOAT AND CRUISER TURRETS. It's insane.

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