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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Capital SML

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Capital SML
Offline Eppy
05-31-2008, 06:11 PM, (This post was last modified: 05-31-2008, 06:11 PM by Eppy.)
#21
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Posts: 3,865
Threads: 162
Joined: Apr 2007

You know what? Call me crazy, but I agree with Cam.

IN THEORY ONLY. (gotcha!)

We need more Capship weapons. We need capships with more price and armor variation, keeping the small ones where they are now and upgrading the larger ones by as much as half again, and we need a decent anti-bomber weapon that gives us a chance (or we could just NERF THE DAMN BOMBERS. GEEZE. ). We need to rethink the way capships are played in this mod, because right now they're near worthless. Three half-decent bombers can destroy a great BS pilot as it stands; don't give me crap about player ratios, because that's unreasonable. If you want a Battleship you should just have to work very effing hard for it. Make them reasonably difficult to acquire, and give them their guns back.

...THIS, however, needs some balancing. it should move, maximum, 75 m/s, and it should have homing capabilities enough to steer it into a Capship, nothing more. Maximum blast radius should be a kilometer, probably better at 750M. And make the ammo expesnive, a million a shot.

Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
Eppy Wrote:Which Dreadnought was that?
n00bl3t Wrote:One of your nine. Tongue
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Offline sovereign
05-31-2008, 06:14 PM,
#22
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Posts: 3,893
Threads: 38
Joined: Feb 2008

I'm okay with giving capships uber pwnzor guns if the licenses are factionalized, moved to guard systems, and the ships are made a bit pricier (and have some more hull while they're at it, but possibly a shield regen slight nerf).

I'm all for different, interesting factionalized capship weapons, and a pseudo-torp sounds like a good idea.

[Image: SCRAgenderheuristics.png]
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Offline Tortured_Soul
05-31-2008, 10:45 PM,
#23
Member
Posts: 205
Threads: 14
Joined: May 2007

I've thought for a while, even when not playing, that the Capital ship weapons need to be looked at and gien a complete over-haul. It's something I might work on over the next while, I have some ideas and I might share them with you in a different topic (and I think I've shared some before in a similar topic already), but I'll do some more tinkering with the idea before I give anything up on it.

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Initial Biography ; Running Story
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Offline Tic
05-31-2008, 11:26 PM,
#24
Member
Posts: 1,211
Threads: 109
Joined: Nov 2007

' Wrote:we need a decent anti-bomber weapon that gives us a chance

Well i made something good about this. BS turret wichs projectile tracks... Well... Long...

It is a BB turret with 3000 dmg, 1 refire rate and speed of 300m/s. Drains 50k power per shot.

And for the antibomber part... Well... Lets just say its a very persistant little bugger. It will follow a bomber anywhere, for 5 minutes... 4 of these babys should be a nice anti bomber guns. So it would leave other slots for anti capship weaps.
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