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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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equipment on ships, especially capital ships

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equipment on ships, especially capital ships
Offline Jinx
10-04-2007, 11:11 AM,
#1
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This is just another plea for a more roleplay like equipment on AT LEAST capital ships. I know that weapons and equipment on fighters is one thing. With codenames, and "required" equipment like Novas there is sometimes just no choice but to equip enemy equipment. But when its about Capital ships, and i mean anything that is a Gunboat or heavier, it would be nice if the players would really really pay a bit more attention to what they buy and equip.

Most of the Capital ship equipment is available throughout all sirius with a few little exceptions.

Mortars ( light/heavy ) are order developements and delivered to their allies. I know they are awesome weapons when you need a quick punch, but i don t think those weapons are ever going to outcasts or nomads. ( again, i ask those Nomad battleship captains to unequip their heavy mortars, please. nomad weapons need customization to work in human ships, and it should be the same the other way round, only that nomads will hardly work on adepting human technology )

infernos should be exclusive to outcasts but not to enemies of them. i think they are part of the stone scissor paper principle. outcasts have massive shield busters, corsairs get the hull blasters. ( maybe i don t have all the information there, but i haven t read all the spreadsheets and infosheets - only those that jinx visited. )

Armor I - VIII ... on fighters - leave it free for all, allright. on capital ships, i d like to see it limited to the factions listed.

There might be many capital ships out, but it wouldn t be a problem if not all of them were equipped for a maximum of efficiency in terms of killing another player - but rather equipped in terms of what the faction can provide. I know that house capital ships would be left out with rather weak equipment. but then, a house faciton is able to deploy like 100 times as many capital ships. ( maybe not 100 times as many, but a lot more )

So i would really like equipment limited to faction and allied equipment, not really as a server rule, but players should ask themselves if it makes sense to have a certain equipment part. Most players do, some players don t though. and i don t think the argument "i only equipped what dropped is really valid" - i have yet to see any weapon drop from an enemy battleship. after countless nomad battleship kills, i haven t seen a single nomad turret drop.

And i think that there is more than enough choice of equipment when allies and the own faction provides stuff. and if a corsair just wants to get an inferno weapon - i d say, ask one of the major outcast factions if they allow to sell an inferno ( or an outcast asking one of the major corsair factions or order to sell them their exclusive equipment ) - if they consent to sell it - fine.

ok, the reason i write that is, cause i m a bit pissed off by those nomad battleships equipping 5 or so heavy mortars - thats no roleplay, thats just an attempt to be invincible, cause the nomad BS is able to actually shoot all those turrets at a target ( 5 heavy mortars = 750.000 damage ) - piloting a battleship requires more responsibility than piloting a fighter, piloting a nomad ship requires a LOT more responsibility towards the server community than piloting any other battleship.

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GlyphStorm
10-04-2007, 11:35 AM,
#2
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I thought about that one too... Despite the fact that I'd love an armor buster, on my single battleship which is Bushido tagged you can find only Inferno Cannons, and regular Kusari Turrets (the battleship is Kusari too, read story on my sig). I find it ridiculous to see a Corsair ever selling me a mortar... usually enemies don't trade weapons you know...:)They keep them to kill the enemy faster:D

Glyph
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Offline Skorp
10-04-2007, 03:08 PM,
#3
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Posts: 78
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Well ATM my bretonian destroyer is only equipped with the Standard Destroyer Tertiary Turrets, two Cerberus Turrets and a Missile Turret..

I mean, it still annoys me when a single Taiidan Bomber with Light Mortars, Antimatter Cannons and the biggest torpedoes available on the market rips me apart before I even manage to take out his shields, but hey, such is life...

At least I always manage my 30 crew members to evacuate the ship before it blows up;)

originally by sjmuup in #trevanian (irc)
<sjmuup> I really need to learn russian
<sjmuup> I want to be able to go like destroyska destroyska kabumschk!

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Offline frozen
10-04-2007, 03:44 PM,
#4
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as far as i remember you cant mount light mortars to bombers...

they take way too much power tbh..

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Offline DarkOddity
10-04-2007, 03:59 PM,
#5
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Yeah, I've never heard of a light mortar on a bomber - Do you mean Nova Antimatter cannon? (OR as I like to call it, the NAM!)

I personally would love to see more fighters loaded out from a Role Play perspective. Granted I will admit that on my BHG Character I am currently using two Salamanca MkII's in my class 9 slots on my Manta VHF - but in that case they are guns I looted from killing my enemies. The rest of my loadout though, is not populated by any BHG weaponry, which is something I intend to change.

As far as loadouts go, there are some incredible loadouts for all the factions. I've been taking a look at all of the class 7-9 weapons and surprisingly there is some NASTY damage to be had by those, from all factions. The only thing we are lacking weapon wise is shield busters that are civilian and have a range of projectile speeds. We have 750ms, we need 700 and 600ms as well.

As far as capital ships go, I agree, mount the weaponry available to your faction. Igiss balanced the capital ship weapons very well and there are only minor differences between the stats of the weapons. It's usually a difference of 5-10 damage per shot.. Big whoop right? Don't be a super PVP whore and get a gun just because of a few points of extra damage, get the one that's for your faction..

For example, my BHG characters gunboat is a Liberty Gunboat. I have it loaded out with all liberty turrets. Why? Because they are designed for the liberty GB. The aesthetics, the namesake, and the power drain. If you stick with a weapon set that is made for your factions fighters, odds are you will have little to no power issues. Just something I've noticed.

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Offline Lohingren
10-04-2007, 05:42 PM,
#6
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i personally think fighter's and they're setup's are more of a problem than cap ships just my opinion but really there isn't a big selection of weps for cap ships and pretty much all the weapons you can get for em are sold on the completely wrong base such as the kusari primary bs turret is sold on malta... not exactly the best place to sell em imho.

but fighters on the other hand have no excuse for having the wrong equipment due to there being plenty of weapons for each and every faction

just my short and basic 2 penny's

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Offline Jwnantze
10-04-2007, 08:07 PM,
#7
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It is kind of tough to Rp a capship load out, my outcast destroyer has a pair of infernos and a pair of mortars amd 8 outcast dest turrets. Our faction rules allow capship weps except corsair turrets, order turrets (not including mortars) and nomad turrets.

There is nothing worth living for, unless it is worth dying for. -Elizabeth Elliott

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Offline Jinx
10-04-2007, 08:27 PM,
#8
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but why are mortars excluded from the exception?

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Offline Raekur
10-04-2007, 09:30 PM, (This post was last modified: 05-01-2008, 12:25 AM by Raekur.)
#9
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.
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Offline Jinx
10-04-2007, 09:39 PM,
#10
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in theory they compensate that by deploying a lot more units. i would expect that for every gunboat the pirates can deploy, a faction like liberty can build at least 10. and for every battleship a house faction should be able to build up at least three times more aswell - but thats not reflected by the players much.

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