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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery Feature Survey - No. 1

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Discovery Feature Survey - No. 1
Offline Igiss
01-23-2008, 05:59 PM, (This post was last modified: 01-23-2008, 06:00 PM by Igiss.)
#1
Discovery Creator
Posts: 3,180
Threads: 578
Joined: Jun 2005

Discovery Feature Survey - No. 1

This is a brief survey for every player of our server (or our mod in general). Please answer as many questions as you can, and as briefly as possible, although post extensive comments for your answers if you do have useful comments to post. Put a number before each answer (for convenience). If you have no opinion on any of the questions asked, just skip it and proceed to the next one.

1) What can you say about current asteroid collision and object velocity (missile speed) physics?
2) What can you say about the current balance between various capital ship classes (Gunboats, Cruisers, Battleships)? How can the balance be improved?
3) What about the bomber balance? How can it be improved? What bombers are too weak, and which ones you consider too strong?
4) Are there any unbalanced trade routes in the mod? Which trade routes, in your opinion, require enhancements (PM if you don't want to post spoilers)?
5) What ships would you like to see changed (old models replaced with new, custom-Discovery ones)?
6) What NPCs need to become stronger than they are now?
7) Power of which NPCs needs to be reduced?
8) Were the balance changes introduced in 4.84 any useful compared to 4.83? Did you notice any changes in how faction relations change? What needs to be improved about this aspect of the game?
9) Which of the empty new systems are most frequently visited (and most need enhancements)?
10) What way to reduce the longevity of fighter PvP combat would you prefer? (my own preference is reducing battery/nanobot number, but other suggestions are welcome as well).

Those surveys will be posted on a regular basis to provide info for future mod development. Stay tuned.

Flood, irrelevant discussions, and any posts not related to the survey will be deleted.
Offline bluntpencil2001
01-23-2008, 06:09 PM, (This post was last modified: 02-11-2008, 01:45 PM by bluntpencil2001.)
#2
Member
Posts: 5,088
Threads: 66
Joined: May 2007

1) What can you say about current asteroid collision and object velocity (missile speed) physics? Seem okay to me, but it ould be nice to see larger ships being able to plow through them thanks to their mass.

2) What can you say about the current balance between various capital ship classes (Gunboats, Cruisers, Battleships)? Can't say here, not my speciality. Battlecruisers appear to be whored, though. I guess this is worth looking into.

3) What about the bomber balance? How can it be improved? The Catamaran bombers are too hard to hit, as is the BHG bomber. A problem I have is that even now, bombers do reasonably well against fighters as well as capital ships. I would like to see bombers being great against capital ships, but not having a chance against fighters. Removing armour would be one option, but then they'd be sitting ducks for cappies. THe idea to reduce firing radius seems really good.

4) Are there any unbalanced trade routes in the mod? Need more trade through the heart of Bretonia. Also, Marijuana trade runs.

5) What ships would you like to see changed (old models replaced with new, custom-Discovery ones)? The MkII ships with Disco's own would be nice, I guess, instead of vanilla restats. Also, NPCs flying their new faction ships, such as Corsair Cruiser and Dread patrols and Hessian fighters.

6) What NPCs need to become stronger than they are now? Pirates by bases.

7) Power of which NPCs needs to be reduced? Freelancers. So annoying for anyone that hates bounty hunters.

8) Were the balance changes introduced in 4.84 any useful compared to 4.83? Did you notice any changes in how faction relations change? What needs to be improved about this aspect of the game? It seems to be better in general. Some of the politics need tweaking... I think the huge Outcast alliance may have been an error.

9) Which of the empty new systems are most frequently visited (and most need enhancements)? The guard systems don't seem to get much interest, since they are separate from the game's economy and the like. They seem unnecessary.

10) What way to reduce the longevity of fighter PvP combat would you prefer? (my own preference is reducing battery/nanobot number, but other suggestions are welcome as well). Possibly removing regens altogether would be nice. This would have the knock-on effect of weakening bombers, as if they kill a fighter with an insta-kill, they tractor regens.

[Image: sig-9566.jpg]
 
Offline Jinx
01-23-2008, 06:15 PM, (This post was last modified: 01-23-2008, 06:18 PM by Jinx.)
#3
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

1) What can you say about current asteroid collision and object velocity (missile speed) physics?
physics have greatly improved since x.83 - but are still far from perfect. missiles are awefully useless, unless you go head on head with an opponent.. they are also too much affected by serverlag aswell as client freezes, lag. - object velocity ( debris ) is good and believable.

2) What can you say about the current balance between various capital ship classes (Gunboats, Cruisers, Battleships)? How can the balance be improved?
gunboats are overpowered against bigger capital ships, too much firepower along with relativly hard to hit for a battleship. cruisers "feel" to be weak. their powersupply is too small for the weapons they have, they are nither here nor there - its hard to put them into a good role, gunboats do better against capitals and fighters. battleships are way too weak. they are big, and its hard to dodge in some of the bigger ones, their weapons need more variety - there is no effective fighter defense and only few unique main weapons ( mortars, razors ) - more variety and much more hull would be nice. if possible - introduce weapontypes to capship weapons. at the moment, a capital ship fight is very predictable by stats.... . ( at least i think so )

3) What about the bomber balance? How can it be improved? What bombers are too weak, and which ones you consider too strong?
bombers are good. in a good team, they can move vs. most capital ships - maybe they could have a low transport shield - but less agility though - so they are easier fighter victims ( don t know if that one would actually work - but they feel mostly OK )

4) Are there any unbalanced trade routes in the mod? Which trade routes, in your opinion, require enhancements (PM if you don't want to post spoilers)?
traderoutes are OK. but it would be nice if there was both, an equally good smuggling route aswell as a legal route for every house system. all those comparable routes should be of a similar distance. - as far as i know, there is no rediculous route in x.84. not really trade routes - but it would be nice to see equipment on faction bases. ( no more corsair cap ship turrets on a BHG base for example )

5) What ships would you like to see changed (old models replaced with new, custom-Discovery ones)?
basicly ALL starwars / startrek ships. the homeworld ships are OK ( did i really say that? ) - but if possible, i d get rid of the starwars ships - mostly for the reason that their size does not compare to the freelancer ships ( no matter if scales are messed up anyway )

6) What NPCs need to become stronger than they are now?
All mobile Battleship NPCs must become stronger imo. they should do a lot more damage ( maybe at the cost of some of their armor though ) but i like those NPC groups - much better than x.83.

7) Power of which NPCs needs to be reduced?
most of the low level NPCs must be reduced - when a high level player fights NPCs he has a lot more choice of weapons and ships/tactics. but a lowbie player is stuck on whatever he has atm. those NPCs should be easier, so the frustration isn t as big.

8) Were the balance changes introduced in 4.84 any useful compared to 4.83? Did you notice any changes in how faction relations change? What needs to be improved about this aspect of the game?
balance is good - what i would like to see is more feeling for "developement" - like... playershaped universe after "major'" events. ( there is - but it could be more, maybe ) so that players feel more involved in actually changing the face of the universe - but other than that, its all ok.

9) Which of the empty new systems are most frequently visited (and most need enhancements)?
no idea here - some certainly do... but some are placeholders for possible guard systems, i guess. i don t think thats a primary issue.

10) What way to reduce the longevity of fighter PvP combat would you prefer? (my own preference is reducing battery/nanobot number, but other suggestions are welcome as well).
reduce bats / bots ( half them ) i wouldn t scratch the damage of weapons etc. ( maybe a fighter should regen only 1 full and 1/4 )

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
Offline McNeo
01-23-2008, 06:24 PM, (This post was last modified: 01-24-2008, 08:10 PM by McNeo.)
#4
Member
Posts: 3,424
Threads: 52
Joined: Aug 2006

1) Asteroid collision physics: A-Ok in my opinion. Fast missiles (firestalker, sunstalker, sidewinder etc) need to track better to improve their hit ratio to make them a viable alternative to cannonballs.

2) Gunboats and Battleships are fine, but cruisers need a defined role (Either GB counter or BS counter), because right now they are quite useless, as both Gunboats and Battleships can kill them.

3) Bombers which are weak... hum... thats hard...
Bombers which are strong... Catamaran, only because it uses an LF (!!!) hitbox and half the wings aren't included in it.
Bomber weapons are fine, and it takes a reasonable amount of tactics to trick your opponent into ramming into your nova/supernova

4) Trade... perhaps Corsair artifacts can sell for more in houses other than Liberty, such as on the Junker bases (trafalgar, yanagi, kreuzburg etc). I know that Cardamine sells really well, compared to artifacts, in Rheinland (points at Munich). Perhaps, to encourage traders to pay up, price gaps between commodities could say the same but all commodities have an increase in price by, say, 500?
For instance, Consumer goods from 100$ to 600$ and the selling price from 350$ to 850$? For minable substances such as copper, silver, gold and artifacts, that would increase their likelihood of miners as well as make the loss for traders greater when they die, carrying any commodity

5) Wrath, Guardian (NOT Avenger), Liberator, Templar, Hussar, Wyrm, Chimaera, Decurion, Scimatar, Phantom... erm... that it I think? Not large changes, just a little reworking so they aren't copies of their original designs of the house fighters.

6) Low level NPC's in houses Kusari, Bretonia and Liberty, need to be replaced with fewer high level ones, which will reduce lag and NPC count, while making one-man-invasions harder. In exchange, pirate patrols need to be stepped up, rogues NPC's flying one Werewolf or Hyena (as wing leader) with normal rogue low levels as wingmen. Same for hackers (Scimatar wingleader, Dagger wingmen), Corsairs (Decurion wingleader, Legionnaire wingmen), Outcasts (Scimatar wingleader, Dagger wingmen) etc etc.

7) Freelancers should have their regens taken away or reduced as, with their armour multiplier, one nanobot repairs around 6k damage (estimate) which is ridiculous.

8) Alliances of conveniance need to be either stopped and made neutral or need to be fully implemented. As was said somewhere else, Dragons have no reason to be allied to Outcasts as they hate Cardamine. Their only connection is through the GC. Whereas, the IMG are in much the same position as the Dragons, but aren't allied to the Corsairs. These discrepancies either need to be removed completely, or instituted completely.

9) Omega 50 may need some stuff in it, and I think the new nomad systems could do with a few nebulae, as the whole of the Omicrons on the nav map are in a massive green cloud. Purple and Green clouds should be included in the new nomad systems.

10) Take away 25% of the bots from VHFs and 30% bots from SHF's, but don't touch the LFs. This will make LFs more used, as the VHF is still what everyone uses (or most people).

EDIT: OR we could take away all armour upgrades for everything...
 
Offline me_b_kevin
01-23-2008, 06:43 PM,
#5
Member
Posts: 1,525
Threads: 132
Joined: May 2007

1) What can you say about current asteroid collision and object velocity (missile speed) physics? if there was a way to make asteroids just slow down big ships instead of bouncing off that would be nice. missles sadden me to be honest. they should be primary weapons instead of secondary. i think that missle speed should be increased, somewhere close to cruise speed.
2) What can you say about the current balance between various capital ship classes (Gunboats, Cruisers, Battleships)? How can the balance be improved? i like the pyramid description of the ship balance: 2 next size down ships are equal to the 1.... meaning 2 cruisers are equal to 1 battleship, 2 gunboats are equal to 1 cruiser, so on and so on...which would mean it should take 4 gunboats to take down a battleship or 8 bombers or 16 light fighters. stack the ships like this vertically they form a pyramid with the battleship on top.
6) What NPCs need to become stronger than they are now? Liberty, which goes along with removing NY as the beginning system.
10) What way to reduce the longevity of fighter PvP combat would you prefer? (my own preference is reducing battery/nanobot number, but other suggestions are welcome as well). i think increasing the effectiveness of missles as a primary weapon would greatly reduce the length of fighter PVP. making variants of the missles such as slower missles that will actually track a target and long range fast missles that dont turn well....and anything in between. the length of fights now depends on who is a better shot and while i do think this is important i also don't like feeling as if i'm in WWII and the only weapon i have is my guns

Mon'Star the Red- Rated "R" : http://discoverygc.com/forums/showthread.php?tid=3224
Aboard the Necrosis- Rated "E": http://discoverygc.com/forums/showthread.php?tid=3313
Offline Flo
01-23-2008, 06:46 PM,
#6
Member
Posts: 134
Threads: 2
Joined: Sep 2007

3) BD and KU Bomber are too agile. They can outfly some VHF and mount two "instant-killers" at the same time.


10) I know you won't like that idea but i think the capacity of thrusters needs to be reduced to about 1/5 of its current capabilities. I've just seen it yesterday during that large battle in Sigma-13. As soon as my targeted ship lost its shield it went to "fly circles wit thruster (and drop mines;))"-mode.

During that state there was no chance to hit the enemy ship. As soon as the shield went back the pilot resumed to fight without massive usage of his thruster and I was able to hit him again...until his shields went down...

That may not be the problem in 1on1 fights - so we could use a cutback of bots/bats, too.

[Image: mmdhapiruna2.png]
 
Offline pipsqueak
01-23-2008, 06:55 PM, (This post was last modified: 01-23-2008, 07:28 PM by pipsqueak.)
#7
Member
Posts: 970
Threads: 37
Joined: Apr 2007

Discovery Feature Survey - No. 1

This is a brief survey for every player of our server (or our mod in general). Please answer as many questions as you can, and as briefly as possible, although post extensive comments for your answers if you do have useful comments to post. Put a number before each answer (for convenience). If you have no opinion on any of the questions asked, just skip it and proceed to the next one.

1) What can you say about current asteroid collision and object velocity (missile speed) physics?
Better, not perfect yet. Battle ships need to stay out of asteroids so no "plow through". MIssles plain suck if trying to shoot some ones tail. no tracking there.
2) What can you say about the current balance between various capital ship classes (Gunboats, Cruisers, Battleships)? How can the balance be improved?
Battlships are weaker, need more variety in guns. Need more energy to fire them guns. I do suggest a gun like purple goddess for battleships (mainly spray guns) that do shield damage against fighters and bombers at long distances. 5.5 k range may be and 120/240 damage/1600 speeds. Why 1600 ? so they dont match up with up close guns and need to be shut off to use up close guns. I do wnat to see thrusters on BS's so they can do some more engine kill maneuvering.
3) What about the bomber balance? How can it be improved? What bombers are too weak, and which ones you consider too strong?
Bombers are good. They are perfect for the niche they are in. 1 vs 1, a bomber doest not stand a chance against even a lvl 7 Heavy fighter. Any one who says other wise try testing it out. As fighters can really fly circles around them. if you reduce agility on bombers, they will become worthless against caps. We have a hard enough time doing runs against BS's two straight shots from any cruiser or higher means shield and hull damage. Fix the faster ones and their hit boxes (aka BD and BH)
4) Are there any unbalanced trade routes in the mod? Which trade routes, in your opinion, require enhancements (PM if you don't want to post spoilers)?
Trade routes are a lot better. Smugglars need more incentive to get to main planets of all houses.
I am willing to help if you guys need. There need to be semi profitable in house runs to have more traffice go thru them. Bretonia and Kusari are currently dead. Runs from Honshu to Kyushu/ or from Cambridge to Leeds.
from Manchester to cambridge etc etc.
5) What ships would you like to see changed (old models replaced with new, custom-Discovery ones)?
I know some one already said we are aot deleting some crappers, but really I would like to seee more FL like ships. I hate Revans Talon/Claw/Slipstream etc etc who look too different from the mod. lets try reskinning them or change the whole model. Also MK2 need new models.
6) What NPCs need to become stronger than they are now?
I agree more powerful enemies around all main bases. Agree that BS's need more firepower and less hull.
7) Power of which NPCs needs to be reduced?
Freelancers no doubt. Those suckas are uber strong.
8) Were the balance changes introduced in 4.84 any useful compared to 4.83? Did you notice any changes in how faction relations change? What needs to be improved about this aspect of the game?
If you are referring to a bomber, yes. For any one complaining about being instakilled. The only way it can happen now is if some one shoots at you head on with a inferno and a supernova). If you fly slightly care fully, it can "NOT" happen if you dont want it to happen. It will happen if you either 1) make the drastick mistake of trying to attack a bomber with shields down, or 2) decide to kissl the nose of a bomber. Corsairs need a few new allies, May be Dragons (anti cardi) and GMG (anti OC).
9) Which of the empty new systems are most frequently visited (and most need enhancements)?
Oita is used relatively frequently. I am thinking the JH in london that leeds to O5 is good too.
Suggestions....., the corsair guard systems (thru 91) need to eventually meet either 41 or 5 (that dead end is annoying) may be a new system ADDED adjecent to 5 that connects to Dublin, some thiNg like a neutral with another FP.
10) What way to reduce the longevity of fighter PvP combat would you prefer? (my own preference is reducing battery/nanobot number, but other suggestions are welcome as well).
Reduce Batts and Botts. But that should translate to weaker ships against Caps. its really a huge domino where changing one thing will mess others.
Your solution is more powerful shield busters at fighter levels. Once the shields are down, fighters can slowly eat thru the hull. fights will be shorter.
I do want to see a zoner version of the inferno. Half damage/half energy/green blast/0.33 refire/ 560 m/s speed. May be do differnect colors for different houses.
The reason, then fighters every will become semi useful against caps. Even some bigger light fighters could fire them at the expense of their full power.
Need more matching guns.
LvL 5 turrets that fire at 750/shield busters.
Oh, think about tweaking the TiTAN. It was pretty nice in vanilla, but now, with the advent of inferno and armor, it is very much like a bomber with no bomber artillary. Yeah yeah, titan can use armor too, but if it is being out turned on every pass, not due to the incompetency of the pilot but the inability of the ship, some thing is not right. You could probably do any of the following
A) Please speed it up. War not necessity is mother of invention. Corsairs need to upgrade their flight dynamics if they want to survive against OC Sabers.
B) May be think about improving the firing arc of its rear turret a few more degrees and add another turret on them. right below the pilot seat. PEACE

[Image: pixresizeuo0.jpg]
Offline cmfalconer
01-23-2008, 07:03 PM,
#8
Member
Posts: 1,140
Threads: 52
Joined: Jun 2007

Quote:1) What can you say about current asteroid collision and object velocity (missile speed) physics?
Size of the rock and size of the ship make no difference. Flying through Gamma in my Adv train from Kappa, I get nudged by the bigger ones, but then there's a tiny asteroid that sends me flying. Also, the "hittable meteorites" if you can call them that should NOT move the ship off course.

Quote:2) What can you say about the current balance between various capital ship classes (Gunboats, Cruisers, Battleships)? How can the balance be improved?
Gunboats and Gunships shouldn't have the maneuverability they have now. There should be a definite line between the small Bomber types and the hulking GB's.

Quote:3) What about the bomber balance? How can it be improved? What bombers are too weak, and which ones you consider too strong?
I've flown the Civ, the Prat, the Waren, the Cat, the BHG, the Rheinland, the Taiidan, and the Havoc. There SHOULD be a more uniform maneuverability rating on these instead of the Cat running circles around even the Havoc. Also, a closer range of armor would be nice too, roughly 500-1000 range between ALL types. I'd like to see the Supernova be reduced in both damage and energy. Give the Bomber the ability to fire 2 at once, but only do like 100000/50000 hull/shield damage and take the WHOLE energy bar. The thing only fires once every 8 seconds anyway (unless my math is wrong).

Quote:4) Are there any unbalanced trade routes in the mod? Which trade routes, in your opinion, require enhancements (PM if you don't want to post spoilers)?
Make trading a JOB, not a quick buck to get your cruiser. My route's inefficient, but fun, goes through Liberty, Rheinland, and Bretonia (and kusari if i wanted), but makes me work for my money. Take the Sigma13 JH out of Rheinland, put it in...Frankfurt or something, just away from the cash-cow that it is. Make them move another system. There are several good cash-cows (sorry Eppy), but you should have to work for them.

Quote:5) What ships would you like to see changed (old models replaced with new, custom-Discovery ones)?
All of the MkII light fighters. Restats are cheap. With the ridiculous talent of the ship designers in Disco (I'm looking at you AoM and Xing especially), it's high time we replaced the MkII LF's with something a little more stylish. There have been a few examples on the Dev forum already.

Quote:6) What NPCs need to become stronger than they are now?
I agree with blunt, the NPC's around the pirate bases in the OUTER systems should have a bit more bite. Couple of Lvl19s out there would be nice. But with the discussion going on about upping server capacity, aren't NPC's a moot point now? If not, I'd also like to see the NPC's with their own line of ships using them. Hessians with the Loki,Odin,Thor series, etc. Get 'em flyin' those things.

Quote:7) Power of which NPCs needs to be reduced?
hmm...this is a bit tougher. I'd like to see the NPC capital ships with a little (read: lot) less hitpoints. I don't fly an offensive weapon bigger than a gunship (soon), and maybe it's just my lack-luster flying skills, but I get my butt handed to me by anything cruiser or up. it's insane.

Quote:8) Were the balance changes introduced in 4.84 any useful compared to 4.83? Did you notice any changes in how faction relations change? What needs to be improved about this aspect of the game?
Part A: The only balance change I saw was addressed above. It's a tad more time-consuming to farm battleships for those in their own caps.
Part B: I noticed no change in how faction relations changed. Which leads me to ...
Part C: The faction relations seem to be WAY too convoluted. Faction X is friendly to Faction Y only because they're friendly with Faction Z, but Z is friendly to A, who's hostile to X, so ... You see where I'm going with this? Simplification. This might help the OORP docking and stuff. So I'm a Corsair, I have to get myself hostile to Outcasts, no problem, done. Hessians, OK. Then every other little faction as well, on top of making sure I don't <beep> up my rep with factions that are friendly to Corsairs.
Another problem I see is that I can make myself friendly to BOTH Outcasts and Corsairs with a little work (not bribing either), which seems utterly foolish to me.

Quote:9) Which of the empty new systems are most frequently visited (and most need enhancements)?
Haven't explored everything yet, but what's the point of an empty system anyway? ooo, look at the ... um ... where was that jumphole back? Take out the unnecessary systems (might improve trade routes through POPULATED systems, and if a faction wants to "buy a system" THEN you can put it in and throw a couple routes through it.
I would definately like to see some progress made in the outlying systems. Sig17 needs at least the start of tradelanes to Kurile, Taus to Harris, I don't care about a war, people still work in wars, life goes on. Also, maybe it's just me, but the Outcasts and Malta seem very secluded, compared to their Corsair brethren. Maybe add a JH from Alpha to...I don't know...Kyushu maybe? would give that system a little more action too. and the KNF something to shoot at!

Quote:10) What way to reduce the longevity of fighter PvP combat would you prefer? (my own preference is reducing battery/nanobot number, but other suggestions are welcome as well).
One option, not discussed, and I don't know if it's feasible, is the shield regen. Once your shield is gone, it's gone until you use a bat. no auto-regen. just an idea.
Another is get rid of armor upgrades. Toss 'em all. Everyone's got a MkVIII anyway, what's the point? just consider everyone at least 2.5x stronger than what they're "supposed" to be. Get rid of this and bam, fewer long, drawn-out fights.
A third option is to FIX THE HITBOXES on the non-vanilla fighters. 'nuff said.

.
 
Offline Mr_3ppozz
01-23-2008, 07:17 PM, (This post was last modified: 01-23-2008, 07:23 PM by Mr_3ppozz.)
#9
Member
Posts: 451
Threads: 15
Joined: Jun 2007

1) What can you say about current asteroid collision and object velocity (missile speed) physics?
The damage is good for high level ships, but for the lower ships its a death-trap.

2) What can you say about the current balance between various capital ship classes (Gunboats, Cruisers, Battleships)? How can the balance be improved?
I have no clue about this.

3) What about the bomber balance? How can it be improved? What bombers are too weak, and which ones you consider too strong?
Again, no clue, dont even fly a bomber anymore

4) Are there any unbalanced trade routes in the mod? Which trade routes, in your opinion, require enhancements (PM if you don't want to post spoilers)?
Trade routes are fine, only a few routes are worth there payment though. Enhance the profit/min for longer routes, or decrease the profit/min for shorter routes would be my guess. I trade a lot, about 90% of my online time is in a trader and i only do 2 routes. Maybe im so blind that i cant find any others but anything else i try pays less them 50 mil an hour. Except for my current 2 (both are lawfull)

5) What ships would you like to see changed (old models replaced with new, custom-Discovery ones)?
Personally i would like to see the IMG Albatross and the Battlestar Adv to be replaced with new versions, but its very very biased.

6) What NPCs need to become stronger than they are now?
Only ones i can think of are the GC npc's in the Aso Dust cloud covering the Tau-23 JH.

7) Power of which NPCs needs to be reduced?
None, finally a challange:)

8) Were the balance changes introduced in 4.84 any useful compared to 4.83? Did you notice any changes in how faction relations change? What needs to be improved about this aspect of the game?
Nothing that needs to be changed in the mod i think, more in the way players play there characters and the game...

9) Which of the empty new systems are most frequently visited (and most need enhancements)?
Uh... only fly what i know, im very easily satisfied with common ground:)

10) What way to reduce the longevity of fighter PvP combat would you prefer? (my own preference is reducing battery/nanobot number, but other suggestions are welcome as well).
No problem with the lenght..

EDIT: Misread last question, overlooked the whole PVP part ...

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Offline Denelo
01-23-2008, 07:23 PM, (This post was last modified: 01-23-2008, 07:26 PM by Denelo.)
#10
Member
Posts: 1,816
Threads: 77
Joined: Feb 2007

' Wrote:1) What can you say about current asteroid collision and object velocity (missile speed) physics?
Asteroids are good. Missiles... No where near good. The homing missiles don't home well enough.
Quote:2) What can you say about the current balance between various capital ship classes (Gunboats, Cruisers, Battleships)? How can the balance be improved?
The balance is pretty good. Cruisers are a little bit underpowered, however, but I think this could be fixed by just slightly increasing the cruiser shields.
Quote:3) What about the bomber balance? How can it be improved? What bombers are too weak, and which ones you consider too strong?
The Barghest seems a bit slow... I'd suggest giving it either a bit more armor or a bit more agility. Not much, just a little.

Otherwise, look good.
Quote:4) Are there any unbalanced trade routes in the mod? Which trade routes, in your opinion, require enhancements (PM if you don't want to post spoilers)?
No comment. I don't trade if I can help it.
Quote:5) What ships would you like to see changed (old models replaced with new, custom-Discovery ones)?
Lane Hacker Gunship, please. No offense to the maker, but it looks like a Star Wars ship. Also, I think that the Outcast Dreadnought, the Hacker Spyglass, the Liberty Carrier, the Liberty Battlecruiser, and the Zoner Jugg. need new models, as none of these five look anything like a Freelancer ship.
Quote:
6) What NPCs need to become stronger than they are now?
NPC patrols near pirate bases and other non-capital ship patrols near bases.
Quote:7) Power of which NPCs needs to be reduced?
None.
Quote:8) Were the balance changes introduced in 4.84 any useful compared to 4.83? Did you notice any changes in how faction relations change? What needs to be improved about this aspect of the game?
They were helpful. I do think that Rheinland should have a small amount of negative empathy with Liberty. Eg., if you take a ton of Liberty missions, Rheinland should become unfriendly. This is due to the tension between Rheinland and Liberty.
Quote:9) Which of the empty new systems are most frequently visited (and most need enhancements)?
Coronado and Humboldt.
Quote:10) What way to reduce the longevity of fighter PvP combat would you prefer? (my own preference is reducing battery/nanobot number, but other suggestions are welcome as well).
None. I don't think the length of the fighter combats is really an issue. Fighters are supposed to be evenly-matched and thus, in my opinion, fighter combat should take time.
 
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