Or we can simply do away with Carriers as a shipclass which is unfit for Disco for MULTIPLE reasons and turn the existing ones into either light or heavy battleships depending on what the faction already has.
With our oorp mindset there is NO way to have a Carrier shipclass ingame. It interacts with snubs too much and snub elitists cry about it. Less interaction between those two worlds, the more fun I can have on my caps.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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So there you have it, problem doesn't lie with the ships, how they are used by the guy behind the screen is the problem. I'm quietly surprised that it only took 4 pages to boil down to that.
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(03-28-2015, 10:21 PM)sindroms Wrote: Or we can simply do away with Carriers as a shipclass which is unfit for Disco for MULTIPLE reasons and turn the existing ones into either light or heavy battleships depending on what the faction already has.
With our oorp mindset there is NO way to have a Carrier shipclass ingame. It interacts with snubs too much and snub elitists cry about it. Less interaction between those two worlds, the more fun I can have on my caps.
Implying that I can't just put docking mods on my LABC and call it a pocket carrier.
We've either got to say that we're taking this from a roleplay perspective - i.e., fighters being supplied by a carrier makes sense - or from a gameplay perspective - i.e., fighters should only have their own repairs.
We could also just remove bots like suggested before, and just buff the hull numbers up.
Or, alternatively alternatively, we can just sit here and complain about it all day. I wouldn't be surprised if that last option won out in the end.
With missiles as bad as they are at the moment, this makes them useless completely. If we get missiles that work and actually do something, the "no-trade" is good.
About botsharing... hm. Removing it completely is bad. It's too much a "Freelancer" thing, imo.
It is not harmful per se.
It gets harmful when...
... caps feed snubs.
... repairships are used.
Let's try it.
I still think only cap ships should not have bots (but hull buff like... a lot!), and the rest can share.
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After a long Omicron brawl, I think it actually kinda improved it. No more stupid concepts of longer "fun" fights of snubs being supplied by gunboats/anything bigger during a raid. I kinda like that.
Botsharing and ammo sharing acts as filler in fights, always favouring the side with the most numbers and most of the time making it incredibly tedious.
The fact that you can't be back to full HP as many times as you want because you got 10 buddies with you, the fact that you can't just spam mines/missiles/whatever and the fact that you are actually in danger even when having numbers on your favour adds thrill to the game.
Thrill, at least in my opinion, is good. It hooks people into the game. It also makes you want to get better, improve, try harder. In order to achieve this you need to play more, which is good for both the server and the rest of the players.
I think fights (from which today I've had 3 with +10 people on it) are now not only quicker but less tedious and more rewarding, since people can't just negate the blue to that one last spartan who goes 1v15 because you're a douche and feed from other people.
Having bots still be ejected after death also adds a new advantage to using high power 1 shot guns, since instakilling is the only way to get a refill, other than docking. Compared to high refire/speed guns, low refire with slow speed falls behind in groupfights, so it's good to have this side effect and new utility for them.
All in all this is a great improvement over the old environment that allowed easymode players to go easymode.
I also don't believe that something like "It's too much of a freelancer thing" is an actual argument. Battleships weren't a thing from vanilla, neither was zoom, solaris, or IMG having 5kers.
(06-19-2016, 12:06 PM)Mao Wrote: inb4 Sirius gets renamed to XTF.
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Threads like this one are an interesting read. Many players have claimed snub combat's primarily flaw is the duration of (group)fights involving them. Guess what? This change happens to (potentially) drastically reduce the lengths of those fights as people will actually begin dying eight or so minutes into a fight, depending on various factors of course, rather than dying after an hour and a half once all the nanobots on one side have been used. And that's ignoring the fact that cap-to-snub feeding (which I don't think anyone can honestly claim is/was a 'good feature') has been 'solved' by this change as well.
Still, people are quick to write this change off as the most horrible thing that's happened since the introduction of Gallia.
As Yber pointed out, nanobot/bat sharing has always favoured the more numerous side. I'm probably not the only one who's advised his/her group not to share nanobots out of "fear" that the other - numerically favoured - side would do the same thing yet last far, far longer with their larger total pool of bots. Of course, the other side would do it anyways and the fight would quickly become one-sided as numbers proved to be more important than tactics or personal skill.
@Jack: this change was, in part, made because it actually allows the dev team to balance missiles and their ammo caps correctly. Before this change, it was impossible to do so as in many cases ammo counts were closer to infinity than they were to their set cap. You should expect ammo-based stuff like missiles to be changed accordingly.
Another thing to point out is that the dev team is well aware of the fact that cap (group) combat lasts for a ridiculously short amount of time without nanobot sharing. It's on the to-do list to solve that issue somehow, but it'll likely take some time.
well yes its obviously going to cut down the time it takes to end a fight if nobody can help you out once you get focused. duh.
the dumb thing is changes like this will just allow those that already dominate to do so to an unprecedented level because their target will have no other option than to just die.
changing the game from casual space shooty game, to deadly serious maximum realism u gon die son arena game.
(03-29-2015, 01:23 AM)Haste Wrote: cap (group) combat lasts for a ridiculously short amount of time without nanobot sharing. It's on the to-do list to solve that issue somehow, but it'll likely take some time.
remove their bots and bats, add all HP of the bots to the base hull, then quintuple their hitpoints based on that number. THEN remove cerberus turrets, viola! problem solved.