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Wacky Idea (warning: opinions contained within) - Printable Version

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RE: Wacky Idea (warning: opinions contained within) - JD.Bane - 12-02-2013

I have to say, I'm intrigued. Generally, if I lose a ship I tend to set it aside for the rest of the session anyway, so (assuming reasonable downtime) I can live with this.

It gives death an in-game consequence. You're going to be a little more careful around high radiation areas and solar coronas. And, traders will be a little more willing to pay pirates, and the pirates, perhaps, will be a little more careful about their choice of targets. Yes, there will be accidental deaths (why *did* you jump into that trade lane right ahead me so we both die in the fireball,) but I think players would adapt fairly quickly. (i.e., be a *whole* lot more careful.)

Yes, I think it ups the realism without resorting to monetary penalties that clobber the noobs and are nothing more than pocket change to the power traders.

Yes, there's possibilities for abuse, but I think it would improve the experience. It would certainly make cooperation a lot more likely. Escorts would be charging more if playing meat shield for a freighter means their fighter is down for a couple of hours.

It still requires some thought, but, yeah, show me a reasonable implementation and I'm in.


RE: Wacky Idea (warning: opinions contained within) - DartStriker - 12-02-2013

I've always liked the idea, ship down times make it a whole lot scarier to die.


RE: Wacky Idea (warning: opinions contained within) - Lonely_Ghost - 12-02-2013

Im afraid, such idea will cause even greater pull up for "afraid to lost" especialy for caps. People will join in gankfleets, rather than escorts and convoys.

Also, small question- only dead ship being banned for XX hours, rest remains playable?


RE: Wacky Idea (warning: opinions contained within) - Delithor - 12-03-2013

Sometimes, Some things brought from eve is not a good thing.. and this isnt one I would support. I see why, and I see the rp, the benefits, but, I cannot for the life of me agree with the possibility of it being misused. and it would potentially be bad for traders. and I'm a trader, and I cannot support this.


RE: Wacky Idea (warning: opinions contained within) - Highland Laddie - 12-03-2013

12 hour wait to reuse a transport? You better buff their shields or hull to make them less easy to pop if the penalty is gonna be that steep.


RE: Wacky Idea (warning: opinions contained within) - SnakThree - 12-03-2013

(12-03-2013, 12:34 AM)Highland Laddie Wrote: 12 hour wait to reuse a transport? You better buff their shields or hull to make them less easy to pop if the penalty is gonna be that steep.

Fly Battle Transport with Dulzians and Armor Upgrade Mark 8? Learn to use shield batteries to counter Nova/Snacs.


RE: Wacky Idea (warning: opinions contained within) - lIceColon - 12-03-2013

(12-02-2013, 11:41 PM)Trogdor Wrote: 3) Are you now going to rebalance caps (specifically BS) so that they're actually as powerful as they should be?

This totally. Make caps actually caps so the mentioned gank squads will actually have a hard time trollin.


RE: Wacky Idea (warning: opinions contained within) - Mephistoles - 12-03-2013

This being a roleplay server, voicing ideas that may help with immersion is always a good thing. I'm sure if something like this were to go through, it would indeed improve immersion.

But would it be fun?

I personally don't think so. In the end, this is still a game we all play to enjoy. If I grind for the credits to buy a ship, I want to be able to use it (almost) as I please. Not being able to re-engage for two hours is absolutely reasonable. Being prevented from logging onto the ship completely and heading to Conn, for example, is not.

You have to balance the RP aspect of the game with the actual game aspect of the game. I believe this tips the scales a little too far in one direction. That said, I admittedly don't have any thoughts on how to refine it to attain such a balance. I guess the idea is reasonable, but in its current form, it's just too draconian.


RE: Wacky Idea (warning: opinions contained within) - Echo 7-7 - 12-03-2013

There's not a lot of sense from a gameplay perspective to having a lockout timer longer than the PvP-death 2 hours.


RE: Wacky Idea (warning: opinions contained within) - Govedo13 - 12-03-2013

No because caps are too weak in order to be punished that way. This idea works perfectly if you introduce Command/Flag ships for official factions- simple Battleships but with more core and more armour and more other bonuses- only one or two per cap capable official faction.

If you go for any real in-game consequences then better make the players to produce their caps at shipyards and POBs.
Divide cap guns and equipment at 3 levels
Level 1 no punishment for death- cheap to buy equipment that is similar to the current peashooters- solaris secondaries and other useless capital ship idiocy guns like the new 4.87 creations. mk1 shields
Level 2 stuff- buyable but damn expensive to repair with big enough turrets to be sub-targeted- cerbs, prims, pulse,missiles,mortars mk2 shields

Level 3 stuff- POB only producible- high chance to loose on death, really expensive and time consuming to produce but really powerful- proper razors and solaris Mk2, proper battleship missiles, anti-gb and anti snub battleship missiles,better flaks.

Repeat the same on the transports.

So you can have all- people that love to RP only does not need proper BS guns, people that love to overpower the others in Caps would be able to do so on high price. So every type of gameplay and every type of discovery player would be satisfied.