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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Suggestion: 'Reverse Armor'

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Suggestion: 'Reverse Armor'
Offline Promotheus
04-15-2019, 06:02 AM,
#1
Storm Chaser
Posts: 831
Threads: 108
Joined: Apr 2018

Please consider the name a bit of a place holder, I've used it as it fairly accurately describes the mechanics of what I would like to suggest.

Basically it would be several different tiers of the same item, much like CAU's, but instead of buffing a ships hull at the cost of cargo space it would lower the hull and
increase cargo space.

I expect this would heavily influence a lot of different parts of the game as a whole and will try to identify the ones I forsee below:
  • Cargo ships in particular would likely use this to up their profit, this would lead to more credits being in circulation as well as larger/squishier targets for pirates to target. Increasing both the risk and reward of flying said ships.
  • Escort vessels might start charging more (and actually get used more) as well as they now have a more fragile target to protect and might start scouting ahead, meaning the cargo ships would stay in a system longer if they expect a pirate ahead which in turn gives the pirate time to catch up if needed.
  • Trade balancing; I mostly expect this will influence freighter routes rather then transport routes as they tend to have the more valuable/exotic shorter routes and percentagewise I think their cargo would increase the most.
  • Trade events: I have no idea how it is decided what amount of cargo is needed for an event, perhaps a PoB buy limit? At any rate with such an item people would be faster in reaching set goals, meaning the goals might have to be put higher.

Now every idea has concerns or potential issues that need to be addressed to prevent problems as much as you can. I've only been able to think of two so far which are:
  • CAU vs UAC (see what I did there?) concerns. I think the easiest way to avoid any issues with this is making them use the same slot so it is impossible to equip a CAU in combination with this item.
  • 5kers snowballing into the realm of the absurd. I think the solution here would be to give the item a fixed amount of cargo to boost instead of using a multiplier. Perhaps the highest/most expensive version of the item could add somewhere between 700-1000 (ballpark number, I am not a trade dev nor do I pretend to have extensive trade route knowledge), making it very interesting for freighters that want to trade but still remain valuable for transports without going completely overboard.

Now I do think this item, if it does get implemented, should be nowhere near as expensive as the CAU's. People would already be making themselves far more suseptable to pirates after all. I could even see the Houses outlawing its use above a certain tier on liners to ensure the safety of the people on board (which could lead to more interesting roleplay if different houses have different standards on what they consider acceptable safety).

On a final note: I came up with the idea so it is of course entirely possible I'm overlooking any glaring issues that i haven't addressed in this post, if this is the case please feel free to point them out below and I will try to update the post accordingly.
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Offline Stolt.
04-15-2019, 06:15 AM,
#2
Member
Posts: 781
Threads: 144
Joined: May 2013

I skimmed through your idea and I disagree with it but I like the thinking behind it.

Instead of increasing cargo space for armor reduce, maybe armor could be reduced for more weapon slots on battleships (but as far as I know, that's what battlecruisers are for).

So that idea might not work, but what about reducing armor for more docking modules or special equipment slots?

I think that idea would be rather interesting.

[Image: 2-jun-2020-sig-FINAL.png]
- Dossier on Adrienne Perry
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Offline MasterL410
04-15-2019, 06:23 AM,
#3
Chariot of Light
Posts: 888
Threads: 92
Joined: Jan 2016

Good. Then I can finally instakill barge-sized transports with my light fighter and powertrade at 4 am.

But for real, this feels a bit weird. Seeing as most unarmored traders just shoot pirates and die horribly, this will most likely not help many people except effecient powertraders.
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Offline Durandal
04-15-2019, 06:48 AM,
#4
Member
Posts: 5,106
Threads: 264
Joined: Apr 2009

I have to disagree with this due to the reasons MasterL pointed out above. I'm not sure it's even possible (without hook) given how wonky FL tends to get when you feed it negative numbers.

As for @Stolt.'s idea, adding hardpoints on the fly would be a very tricky thing and require some hook work that I'm frankly not sure is possible at all.
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Offline Promotheus
04-15-2019, 07:43 AM,
#5
Storm Chaser
Posts: 831
Threads: 108
Joined: Apr 2018

(04-15-2019, 06:15 AM)Stolt. Wrote: So that idea might not work, but what about reducing armor for more docking modules or special equipment slots?

I considered this but I doubt most capships would forgo the protection of CAU armor, let alone lower their own hull, to gain additional cargo space to mount them.

(04-15-2019, 06:48 AM)Durandal Wrote: I have to disagree with this due to the reasons MasterL pointed out above. I'm not sure it's even possible (without hook) given how wonky FL tends to get when you feed it negative numbers.

I have no clue how the mechanics for the servers many unique features work, but would decimals be an option? multiplying by 0.8 would have a similar affect as subtracting by x amount after all. If possible, the mechanic alone seems interesting enough (to me) to merit some risk and reward, though if increased cargo isn't an option I'm not entirely sure what a good reward would be for such a risk. Increased turn speed? (joke) though it would be amusing to see light fighters go even faster
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Offline TLI-Inferno
04-19-2019, 03:01 PM,
#6
Member
Posts: 601
Threads: 75
Joined: Jun 2012

I don't think this is a good idea. This will just further reduce player interaction, as players use this to powertrade while avoiding players entirely. They won't fight pirates, because they'll have no chance. They won't hire escorts, because you can't protect someone who dies fast. They'll just log on at times when nobody is on, or check systems to avoid running into people. It's an interesting idea, but it would end up subtracting from the quality of gameplay, rather than enhancing it.
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