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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Merge transports' nanobots into hull

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Pages (20): « Previous 1 2 3 4 5 6 … 20 Next »
Merge transports' nanobots into hull
Offline Karlotta
04-07-2018, 01:05 AM,
#31
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If you can merge the nanobots into hull without creating confusing 300 nanobots that cant be bought and you'll be sanctioned if you're caught using nanos.

If you cant do that, don't. Especially since nanos cant be passed from ship to ship anyway. If inst-death from snac is a problem for anyone, reduce damage and increase refire rate.

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Offline Kazinsal
04-07-2018, 01:16 AM,
#32
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It would not be hard to write a plugin that cleanses ships of nanobots if they can't have nanobots.

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Offline Stefan
04-07-2018, 01:19 AM,
#33
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It would certainly further differentiate ship types, but from a game designer perspective you would be removing a characteristic that can be used to differentiate ship models. At this point I would ask myself "what does this change gives us".

IE: Consider two ships on the present state:

Ship A: Has more Hull Points and less Nanobots.
Ship B: Has less Hull Points but way more Nanos.

From a RP perspective one could say Ship B is easier to repair than A. And yet, if you removed nanobots, both would have the same ammount of HP and... thats it. At the same time, by pushing the change, you would give Freighters a levy over transports (which is always ok by my book).

Granted, my knowledge here is fairly limited so I don't have the math to prove that this would be the case right now, but it seems to me it would make the game shallower on some areas while deepening it in others, so it almost seems arbitrary.

I'll refrain from siding on this, since I just came back to disco, but I was lurking and wanted to add this much.

Toodles.
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Offline Karlotta
04-07-2018, 01:19 AM, (This post was last modified: 04-07-2018, 01:20 AM by Karlotta.)
#34
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Its still confusing and counter-intuitive to have 300 nano capacity that you're not allowed to use, even if some flhook gimmik makes it impossible to use them. Insta-kill snak has been an issue for much longer than this, and a simple fix was and is is to reduce snac damage and increase refire rate. I'm pretty sure it would have been done if peeps-in-charge wouldnt enjoy insta-killing unsuspecting noobs so much.

(or replace nova torp with snac, problem is the same)

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Offline Kazinsal
04-07-2018, 02:02 AM,
#35
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Bots and bat limits are actual stats on ships. The problem comes in not when the bot capacity is removed from a ship, but when the bot capacity is removed and nothing is done on the server to remove the bots themselves from ships that are now over the limit. In this case, the problem is solved not with a "gimmick", but with something that should legitimately just be part of the server-side portion of DSACE.

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Offline Sand-Viper
04-07-2018, 04:13 AM,
#36
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(04-07-2018, 12:50 AM)KandySingular Wrote: Have not read the three pages of post....but...just gonna say from my end. .....NO.

Shields as so easy to take down, shield bots only do so much. After that you are down to armor. This kinda of change would mean that all transports will need a 900mil credit armor just to have a chance to keep a character alive, while the attacking parties will still playerlist hunt and shadowlog and play for blues and trolling instead of role playing out a character or ship. If you want more ooRP trading and more...."Just shoot me its cheaper" kinda Grinder RP, then yea this change is a good one.

Again, a merge means: Nanobots would be reduced/removed, and the base hull value of the transport would be increased by a value equal to the repair amount of each removed nanobot. 1 nanobot = 600 health. Merging nanos into hulls would mean that suddenly transports could survive even battleship forward guns. But, as Auzari pointed out, pirate transports would suffer a bit from a full merge. Maybe a 50% merge is in order?

When battleships and battlecruisers lost their nanobots, their base hull amounts were massively boosted so that the lost nanos are not noticed.

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Offline SnakThree
04-07-2018, 05:38 AM,
#37
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(04-06-2018, 09:46 PM)R.I.P. Wrote:
(04-06-2018, 06:34 PM)Sand_Spider Wrote: I'd be all for this on transports! Too often have I caught myself accidentally one-shot-SNAC'ing a transport without realizing "Wait, they didn't have armor? Well dang it, I wanted to scare them, not KILL them!"

There are very few transports in the game that can survive a single SNAC hit to the hull without armor. This would benefit both new players who don't know about Armor Upgrades, as well as those who willingly eschew armor in favor of maximum cargo space. Indirectly, Repair Ships would also benefit from this, as they would have more "maximum health" to work with.

+1 from this Burrito Cat!

Things like this make me wonder about some people, why would you even use a SNAC on a transport unless you intended to kill them? If you are using a SNAC to scare a trader into paying, well that is just sad. And for many years the thing about adding armor is it uses cargo space, well it should. Basically you will be making tougher 5kers that do not have to sacrafice space.

Because full EMP loadout and SNAC (most common loadout) has no physical way of coercing unarmored transports. If they are under 132k hull, you cannot SNAC them without killing them. And when traders refuse to stop for 20k of thrust while all you can do is talk mean to them, that's where the problem arises. With this change, some transports would indeed go over 132k hull and would be able to take direct hit from SNAC without getting blown to bits. Maybe after such hit, some newbies would reconsider paying few millions to pirate, instead of getting blown up with all cargo?

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Offline Tomas.
04-07-2018, 05:49 AM,
#38
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Sounds like there’s a larger problem with bombers in general if there are only two (EMPx4 + SNAC or double nova) loadouts that aren’t just spazzy memeing on a drone using scorchers.

+1 for merging nanobots on larger vessels. Leaving them the way they are kills immersion (lol) and makes fights about counting regens and praying to RNGesus that the server doesn’t decide to lag when you press the button, and since it’s been done easily and successfully on battleships there’s no reason it can’t be done with transports as well.
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Offline sasapinjic
04-07-2018, 08:13 AM,
#39
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I am also more for partialy merge, lets say to leave only 10% of current bits on transports and use rest for hull Buff, this is benefits of that:
-Hull is still increased,
-Pirate transports can still pirate and partialy repair them selfs,
-newbies more protected,
- full 5000 cargo traders will be in same boat ask before, no change there, except that now they're dont have to buy bits,
-little Cheaper repairs (you dont have to buy 200k worth bits after death anymore),
-With minimum bits reserve transport cant instantly Fully repair, buy only made imergency repair, which is more realistic,
-And one more thing, looks like docking modules can be functional in near future, if we Completly remove bits from transports, snubs cant suplay from them anymore at al, this way they can, once.

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Offline Mr.Mike.
04-07-2018, 08:18 AM, (This post was last modified: 04-07-2018, 08:19 AM by Mr.Mike..)
#40
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Already in the near future:
"In view of the fact that the mod should match vanilla, we must remove the shields from all the capital and transport ships and remove all nanobots from them."

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