Lane bug, perhaps time to fix it? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Lane bug, perhaps time to fix it? (/showthread.php?tid=139972) |
RE: Lane bug, perhaps time to fix it? - Pavel - 06-02-2016 Battleships outside NL are acceptable. Battleship patrols outside BAF battleship in Cambridge are not. NPC gunboats spawning right at O3 gate in Cambridge are absolutely cancerous. RE: Lane bug, perhaps time to fix it? - Durandal - 06-02-2016 As I said, the easiest solution is removing the guns. Reducing the range entails adding a new gun and changing the loadout. Increasing lane HP won't work as lanes have shield type HP, meaning you'd never be able to down them without having a bunch of cruiser pulses mounted. Moving the gates away creates economy issues and is a ton of work per system, etc etc. RE: Lane bug, perhaps time to fix it? - Pavel - 06-02-2016 Yes, but even with NPCs adjusted to what they should be, lanes still are bugged, and are too close to the gates. Sooner or later, moving them away from the gates should be done. RE: Lane bug, perhaps time to fix it? - Jack_Henderson - 06-02-2016 Removing the pulses should fix part of it. If cap-piracy and cap-instakilling gets a big boost (which I don't expect), ways could be found to deal with that. Pulses on gates were meant to deter caps from sitting directly there, and I think that even worked, but pulses shooting out lanes and instaing the shields on snubs when you jump in is rather annoying. RE: Lane bug, perhaps time to fix it? - Karst - 06-02-2016 (06-02-2016, 11:26 AM)Durandal Wrote: Another ridiculous Aeternus Doleo decision, just like making base/solar guns indestructible, adding NPC gunboat patrols everywhere, and a myriad of other changes to make the game more PvE centric. Pretty much this. Gates having battleship pulses is absurd. The irony is that while they're supposed to deter caps, it's snubs that suffer. A cruiser has time to fly into the gate, out of the arcs, but a snub that jumps in will lose bots before even getting control of their ship. Ridiculous. RE: Lane bug, perhaps time to fix it? - nOmnomnOm - 06-02-2016 I dont see how moving a gate backwards by 1k or 2k would mean rebalancing economy. Who cares! It is just a little difference. RE: Lane bug, perhaps time to fix it? - Mephistoles - 06-02-2016 (06-02-2016, 01:00 PM)nOmnomnOm Wrote: I dont see how moving a gate backwards by 1k or 2k would mean rebalancing economy. An increase travel time, lower cr/s, and must be compensated for with a complete rebalance. A lot of work. RE: Lane bug, perhaps time to fix it? - sindroms - 06-02-2016 Why should it be balanced over again? 1k of travel time will not make your dongle fall off. RE: Lane bug, perhaps time to fix it? - nOmnomnOm - 06-02-2016 Do you really care if the precious travel time goes down by a tiny bit? Because I dont. literally it will be a small difference that you wont even notice. RE: Lane bug, perhaps time to fix it? - Mephistoles - 06-02-2016 Trade routes are carefully balanced for specific numbers. Whether you care or not, to maintain these numbers, they would have to be rebalanced. |