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Increasing snubcraft cruise speed to 355 - Printable Version

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+--- Thread: Increasing snubcraft cruise speed to 355 (/showthread.php?tid=114555)

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RE: Increasing snubcraft cruise speed to 355 - SnakThree - 04-18-2014

Not to count that this change wouldn't really affect the survival rate of the transports, it will only allow more interactions to happen and discourage retardness.


RE: Increasing snubcraft cruise speed to 355 - Veygaar - 04-18-2014

I like it. Also can we fix GB thrust speed to match Transport? Thanks.


RE: Increasing snubcraft cruise speed to 355 - Pancakes - 04-18-2014

(04-18-2014, 06:08 AM)Zayne Carrick Wrote:
Quote: if the trader gets away, he gets away. Sucks to be you, since you must be bad at pirating...or wasn't that how it goes?
And this's after full thread of calculations, showing that trader who's not flying without regens/armor will escape 8 times from 10, depending on distance to nearest base.
And trader, who's flying with cau8 will certainly escape from any single enemy.

CAU 8 gives a survivability against a sole heavy bomber of ~40k, in the example I gave

You don't really need a CAU 8, a HAU 4 would give you a survivability of ~31k, which is more than plenty 95% of the time.

Also, for those who say that piracy must be a team interaction - please explain to me why trading shouldn't be so, then? What makes trading such a special snowflake that it doesn't have to be a team effort, contrary to piracy?

I'll never get it. More so that a team piracy is well less profitable, than for example two such transports that fly together. Oh, and just an FYI, 2 transports survivability of 47k against a lone heavy bomber (by sharing regens) in the example I've given out, and they lose nothing (no need to share the wealth, like 2 pirates that go after just 1 transport)


RE: Increasing snubcraft cruise speed to 355 - Govedo13 - 04-18-2014

(04-17-2014, 11:45 AM)aerelm Wrote: [align=justify]FTFY.
There's most certainly something horribly wrong with us .
Indeed you refuse to take fair well considered and backed-up with pure mathematical facts outside option before adding the idiotic transport thrust speed buff:
Then one year later you kinda see the "fruits" of your bad judgement. Even if you make all snubs cruise 600 this wont change anything simply because well mathematics...

(07-21-2013, 12:35 PM)Govedo13 Wrote:
(07-20-2013, 08:42 PM)Kazinsal Wrote: Govedo, I'm under the impression that you think people pirate in nothing but gunboats and cruisers.
I am quite bad nub that likes to spill hate around just for the lulz- np. Now lets do some maths:
(04-01-2010, 12:05 AM)hribek Wrote: Speaking of the calculator, here it is. It's a bit basic and made mainly for gunboats, because those have the highest effective damage output. Bombers are almost equal, but slightly below, fighters do really less damage, compared. Most efficient gunboat weapons are primary guns, sometimes, like for light gunboats with 6 slots, your best choice are basic turrets, since they're most efficient but still drain your powerplant. For heavy gunboats there's some room for guns with higher dps, but if the efficiency gets lowered significantly, you will see the trader running time and distance grow.

Distance between trade lane ring pairs usually ranges between 6000 and 8000m.
For shorter lanes like the one in Magellan, from California gate to Freeport 4, there's only 5 ring pairs, so 4 segments. if you get stopped in the middle, you've got about 15-16K to the nearest docking point (FP4 quickdock or California gate, there's a border station on the other side)

So depending on your running distance, you may be unpiratable by a lone (gunboat) pirate in some areas.
Distance Calculator:
http://discoverygc.com/forums/attachment.php?aid=129
The dev that balanced the 4.85 hull ratings nuff said.
(04-01-2010, 10:43 AM)mjolnir Wrote: Using the simple calculator Hribek made which makes some rather funny assumptions
- pirate hitting with every shot
- trader never firing back

Then a transport with 120k armor, normal armor upgrade can run 18k before getting killed by a GB (max dps over time ship). That is more than enough to escape the pirate in most areas.
The other former head balance dev statement according to the calculator.

If you apply the proposed 4.87 data( increased transp speed, decreased GB guns DPS) in his calc you would see how terribly wrong are you together with the current devs.

In order to have normal piracy if the devs apply this they would need to reduce the transps hulls and this is not good thing, the whole thrust increase approach is wrong and half-thought and creates chain of unsolvable additional problems, while a bunch of other solutions that have no side effects are around.

Modify the calc, do the math, then show example how exactly one can pirate with the given values and prove me wrong.
If you are mathematically unable or if you does not believe the simple facts presented ask Carst to help you to test different pirate locations with different setups with his cap8 Uruz. You would notice that there are like 5-6 lines in the WHOLE SIRIUS where the pirate have chance to kill his transp- and this is now without any additional bounuses for the transp.

All issues are fixable with the two solutions that I proposed, they require no codding just a bit of grinding work that everyone normal PC user can do.

I see no point to arguing with the wall here and your tin heads- your attitude and lack of rational thinking is ridiculous and this would ultimately kill this fine mod.



RE: Increasing snubcraft cruise speed to 355 - SnakThree - 04-18-2014

CAU5+ transpors are meant to be shot down hard. Stop using it as an example.


RE: Increasing snubcraft cruise speed to 355 - Govedo13 - 04-18-2014

Open the quoted page and read the next pages.
You would find the said this interesting quotes:

(07-23-2013, 03:58 PM)aerelm Wrote: Marvelous perception of the upcoming changes, Govedo. Glad to see at least in theory we've managed to achieve what we were aiming for, let's hope it turns out as good in practice as well.

(07-23-2013, 04:03 PM)Govedo13 Wrote: If your goal is to kill the trader-piracy-military loop and ultimately empty and close the server for sure this is the right way.
The good thing about the forum is that the written stays. The topic that I quoted in my previous posts explains perfectly what should be done and what should not be done and it 3 years old:
http://discoverygc.com/forums/showthread.php?tid=37399&pid=630691#pid630691

If you are not so lazy and do some grinding you can use the situation to make the pirate/trader encounter uncertain.
It requires 2 things:
Shield based balance based on shield DPS reflection.
Mk2 transport equipment that preform on GB level but take a lot of cargo space and costs a lot.

Both are doable and simple to do, also they allow precise balance between different ship classes because the shield based balance is the only way to balance each ship class vs each ship class without affecting other ship classes. But changing one value and increasing/decreasing speed is a way too fast and a way too easy solution that solves nothing right?

It is idiotic to post the same thing over and over again because devs cannot do simple math. Note that he almost achieved his goal.

Again the Snub Cruise speed is irrelevant, relevant are all the inputs in the Hribek´s calculator that is linked in my previous quote.

Put the 4.87 values there and see why successful line piracy is mathematically not possible at 80% of the lines if the transport pilot is not braindead.

Running to the system wall cases are lets say 1% of the piracy/trader interactions and you get 11 pages topic about it while none cares about the other 95% that happen on lines? It represents how illogical and shallow next generation of gamers is devs and players altogether...


RE: Increasing snubcraft cruise speed to 355 - Zayne Carrick - 04-18-2014

Suddenly, maybe it will be nice to give trader opportuntity to win against a pirate? In same time nerf transport hulls, so only the heavist of them will have 100k armor. So running to nearest base won't be only and best option. Transports are already performing good against gunboats. Some kind of "transport razor" will give them chance to deal with snubs.


RE: Increasing snubcraft cruise speed to 355 - SnakThree - 04-18-2014

You are forgetting, that unarmored transports are more common that AU8 ones. And AU8 are more common that HAU/CAU. This balance it all out, because unarmored transport are easy prey even for VHF.

Govedo, you sound like a baby without his candy. As in, you cannot always come on top of transport-pirate encounter. Sometimes they survive, sometimes not. You can't blame the armor choice they make.

The problem I am raising here is that sometimes that encounter can't even happen when people start CRUISING into the void. Perhaps when people stop being dicks and actually interact with pirates, more of the pirates will log on.

Leave thrust speeds out of this thread. It has nothing to do with cruise speeds.


RE: Increasing snubcraft cruise speed to 355 - Zayne Carrick - 04-18-2014

Quote:You are forgetting, that unarmored transports are more common that AU8 ones. And AU8 are more common that HAU/CAU. This balance it all out, because unarmored transport are easy prey even for VHF.
Nope. AU8>>No armor>CAU, something like that. And pirate/trader encounters should be balanced counting trader have AU8.


RE: Increasing snubcraft cruise speed to 355 - SnakThree - 04-18-2014

(04-18-2014, 11:54 AM)Zayne Carrick Wrote:
Quote:You are forgetting, that unarmored transports are more common that AU8 ones. And AU8 are more common that HAU/CAU. This balance it all out, because unarmored transport are easy prey even for VHF.
Nope. AU8>>No armor>CAU, something like that. And pirate/trader encounters should be balanced counting trader have AU8.
Nope. I spend my days in Liberty, where most of the traders pass. For the second part, I agree.