(08-07-2013, 04:56 PM)Duvelske Wrote: Its not the armors which is such a problem, but the ships people mount it on. Isn't it possible to make some armor slot? Like for instance a equipment slot? This way you can maybe even define that ship X can use some max armor. or armor types. i think it would at least solve the almost immortal cau transports these days.
this. it says right in the infocard for the HAUs, they were designed for transports whereas the CAUs were designed for capital ships. hence the name.
limit transports to HAU 4 maximum. transports dont need CAUs.
Problems with CAU8 transports can easily be solved with cruiser piracy. Just forget, that it's something bad.
But idea about armor slots sounds good. I don't think that battletransport or liner should be limited with HAU, but there definitely shouldn't be CAU8 on freighters.
P.S. I really like, how armor situation goes on Werewolf. You can install HAU4 there with class 9 weapons or HAU3 with CODENAME ones. If choices like that will be more frequent-mod will only win.
Well, transports if they want to mount CAU8 they can, it will lower their cargo capacity substantially. It's a decent trade off IMO, as CAU8 doesn't really do them that much justice against heavy weapons (because it's a multiplier), except on maybe the heaviest of transports (so Shire, liners, etc.). As to any kind of combat ship, they already have limits on what armours they can mount based on their cargo holds, for example the smallest gunboats can go up to CAU4, larger ones CAU6, cruisers and up CAU8 and so on.
Remember that the idea is to streamline armours, considering that only 3 types of them are regularly used (UAU8, CAU4, CAU8 [and to small degree 6 and 7]). So another idea is to simply be rid of all the other armours, and have those 3 remain.
As to everything in Govedo's post, this isn't really the thread for that (it doesn't have much to do with AUs, but rather money sinks) so maybe you could repost it into its own thread about the economics of gameplay? I'll just answer really quickly though that more grind is not necessarily a good thing, because ideally you want a cycle of "work => reward" style mechanics. Ideally a ship shouldn't cost too much, but the upgrade options should, and I do kind of agree with percentage death tax but that will require hook work so it's not something we can do straight away.
(08-07-2013, 09:42 PM)Blodo Wrote: Well, transports if they want to mount CAU8 they can, it will lower their cargo capacity substantially. It's a decent trade off IMO
I doubt that. Here we go with maths:
Cau8 Uruz dies in 21k vs full basics gb in 4.86 if we use Hribek Calculator.
Cau8 Uruz dies in 23k vs full basics gb in 4.87 if we use Hribek Calculator.
Cau8 Stork dies in 20k vs full basics gb in 4.86 if we use Hribek Calculator.
Cau8 Stork dies in 21,8k vs full basics gb in 4.87 if we use Hribek Calculator.
Note also that dodging stork is harder to kill because you can hit often its containers, the ship itself have about the same hittable surface as small 2k transp. This makes the Strok a way OP ship compared with battetransps. Battletransps are failing quite bad in this thing- I would love to see them with 750 bots and 160k hull but with 3900 cargo.
Also the Luxury liner is OP cargo/hull wise too.
For less then 2k difference one get 800 more cargo. Not a fair deal for me. All transps need a lot less bots if you are sure that you want to increase their speed.
Also smaller transps would be almost unkillable with cau8 with their higher thrust speed- actually GB have 80 secs max to do DPS, everything from mammoth and up from small transports with cau8 is practically unkillable by GB.
So only heavy bomber and cruisers are only possible pirating ships in 4.87 not good thing.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
You are totally wrong, of course you can satisfy everyone:
Trader ships are really easy to balance actually there are only 2 factors-
1 survivability over distance
2 profit per second(read cargo space)
So it is quite easy to give the traders choice to pick one or other or combination of both:
For example of traders there is option to use the FL Hook in the way that is used for JDs so all cap armours take triple space- doable without any effort since the code is already written.
Also there is always the option to add mk2 updated Transport guns and shields that take huge amount of cargo space. Stuff take space now as well- doable without any additional effort.
There is also the option to put all capital guns in one group and add 30-40% reflection of transport shields toward those guns. MK2 transp shield can have bigger reflection.
A lot of easy to implement stuff that requires no codding and a bit leggwork is possible. Devs just need to change the way that Dev team works,nothing more or less.
Think out of the box.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
If you cannot break a transport with CAU armor, you do it wrong.
Likely you try to do it... ... ... alone.
This is a multiplayer game. You might have realized.
Solo activity is not meant to be 100 % successful.
You complain about this?
A player that chose to fly not a 5ker (max profit+great dodging) but a heavily armed Btrans, who spent about 1 billion on safety equipment and who accepted a loss of a lot of cargo... to take part in a space shooter game and have a chance... this player can thrust ~20k under fire and thus perhaps (!) make it to safety, with guns snacced off, equipment down and barely flyable? Do you really complain about THAT?
What I call this is: a tense challenge.
One that is open-ended.
A good pirate gets me 1on1, even in my CAU8 Shire.
An moderate-inexperienced one doesn't often get me if I do not mess things up.
A bad pirate even might die to a battletransport.
So... I am a very experienced transporter. I sometimes win.
Ofc we need to nerf transports and armor, so that even the sucky little bomber can beat me, bc he is a bomber and I am a transport? Guess you found the irony.
Want to know the trick of how to push the scales into your favour?
Easiest way: Bring 2 bombers. A CAU8 Shire dies in less than 10 k. I was surprised myself.
Easy, but cheap too: Cruiser piracy. But you will die afterwards, likely. Most players don't like that.
Bit more refined: You might also think about your ship, loadouts and skill, how to use it and who you want to target. Transport =/= transport. But experienced pirate players ofc know and I won't tell here.
Now stop QQing and get a friend and fly together.
I get my traders together and fly as a team, too.
Why?
It's more fun and it increases the chance of success in a multi-player game.