Some balance ideas... maybe? - 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) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Some balance ideas... maybe? (/showthread.php?tid=25731) |
Some balance ideas... maybe? - Dashiell - 08-31-2009 ' Wrote:/signed I think you missed the whole point of this topic... anyway, it`s true that bombers will be in trouble if they are nerfed. but aren`t they a bit too omni potent now? and aren`t caps quite useless all around. that`s the point here. Some balance ideas... maybe? - darthbeck - 08-31-2009 i think, that all cap ships should have their armor increased by 2-5 times(the same modifier for all ships)with anti cap weapons getting a coresponding boost. this would make it so cap battles took longer, and bombers took longer to take down caps. Some balance ideas... maybe? - Altaris - 08-31-2009 OMG you just dont get it doyou Dashiel? This is already 3rd thread of capwhore whinners. I will say what i said 5 times already. Capital ships are meant to be weak against fighters/bombers. Get Escort if you want to survive. Only Fighters and bombers needs balance fix. But not caps. Some balance ideas... maybe? - Dashiell - 08-31-2009 ' Wrote:OMG you just dont get it doyou Dashiel? it`s not just me mate... a lot of players feel this way. and throwing the term capwhore around when it is uncalled for shows some bitterness that must be under your skin. calm down. caps are supposed to be weak vs bombers, very true. but making them last a little longer (so cap fights also take longer, which is fun, I`d say) evens it out a bit. also, when did this become a bomber topic again? we have 5 of those. enough frustrated "bomberwhores" have yelled here. I`d like to hear what people think about the weapon ideas too, y`know. Some balance ideas... maybe? - Lunaphase - 08-31-2009 OK, for those of you who missed the main point of this thread, here it is. Caps currently have an all around suck factor. give them guns that at least lay down alot of hurt on other caps. If you can look me in the eye and say that its perfectly reasonable that a anti fighter loadout on a battleship should struggle to take down two bombers, so be it. But at least give us capital Rp'ers some time to actually RP. Give us an armor boost, and remove solaris. OR make solaris not suck. we arent asking to become big "I WIN" buttons, we are asking to have firepower at SOMTHING back. Currently it takes longer for a fighter to down a bomber than it does for two battleships to kill one another. Stop whining that we dont have skill and look at it from the other side of the playing field, before insulting the intelect of all those who actually DO roleplay and fight in capitals. Some balance ideas... maybe? - guitarguy - 08-31-2009 ' Wrote:Bombers are there to take down the ships, and if you're afraid of your ship going pooof, get a good fighter escort. Fighter escorts aren't that effective, that's what this thread is about. Caps always go down first in fleet battles. Some balance ideas... maybe? - Agran Harper - 08-31-2009 Since there are so many threads regarding Bombers and the defensive capabilities of capital ships against smaller vessels, I want to give it a try and add something completely different in terms of capital ships. Just to be ontopic, since the author asked to be more capital ship related. From what I can tell from the current state of affairs, I cannot really see any point to fly any capital class vessel. Of course, there is always the need to grow "bigger and better" in many of us and of course, there is a RP reason behind it, when flying one giant piece of wargear with all the respectful pride, honor and burden that comes shipped alongside with it. BUT apart from that; there is no reason to mount a capship whatsoever! What can you do with capital ships? Other than shooting ENEMY capital ships...? Yes, yes, I know; you RP. You intimidate. You threaten. You execute the law of the Faction you are in. Please don't get me wrong but; what... do... you... DO?! with a capital ship. I do not want to derail the whole thread, and I'm already too tired to create a new one today, so I will let this statement stand; what are you really doing in capital ships in this Freelancer Realm, other than the things I already stated? Stay tuned until I strike next:D Now, for the weaponry; I DO like to see plenty of diversity on a battleship. I KNOW there will be plenty of people saying, that I cannot compare our reality to a computer game. But I will try it nonetheless, keeping it more on the "logic" factor. Okay so I have a battleship. I have over two dozen hardpoints, but a rather limited selection of weaponry. Relating to our warships; they have a manifold of different weaponry. Their MAIN focus is large guns, yes, but they DO have at least a limited ability to fend off smaller stuff. Logically, if I was a spaceship designer, I would do the same, because its stupid to leave me completely vulnerable to a whole section of wargear. My point is; There SHOULD be a possibility to fight smaller craft, but this possibility MUST NOT suffice as being a substitute to escort of any sort. It should rather help the fighters being able to fend off smaller incoming stuff a bit better. So lets say, we have these 14 shiny class 10 turrets. What about having 3 or 4 of these turrets be something similar to mere level 5 turrets? Perhaps even MAKING them level 5 hardpoints? That is way not strong enough to trim down a bomber or other fighter on their own. Regardless how you want to balance it but the main idea behind it is; give a battleship the opportunity to at least spit back to the fleas, helping out your fighter escort. For that has a) more reason than anything else and b) still does not allow to solo a fighter/bomber in a battleship. I'd also like to have a more diverse limit on the class 10 turrets as well. I mean, okay, its a battleship. But should it be then mounted to the teeth with just that? Even regular fighter craft do not have maxlevel guns anywhere. Granted, level 10 Turrets for battleship, but not ALL of them. Make slots for level 9 turrets, perhaps level 8 turrets, I have not the foggiest; just bring a real REASON to be a battleship instead of "I can haz big gunz to shootah guy with se big otha gunz". So again, to the author's behalft; you are right. More different kinds of weaponry, which help to distinguish the different types of ships even more so. About the upcoming derailment; as I said, I will post a suggestion for a new purpose of capital ships in a new thread. Good nite until then! Some balance ideas... maybe? - Tovig - 09-01-2009 How many times we must repeat that a cap with a fighter escort will be destroyed by the bomber before the fighter kill the bomber ? Just stop saying like a robot "Get an escort if you want to survive". It don't work and this is why there is a problem with the bombers. Some balance ideas... maybe? - reavengitair - 09-01-2009 Quote:How many times we must repeat that a cap with a fighter escort will be destroyed by the bomber before the fighter kill the bomber ? Just stop saying like a robot "Get an escort if you want to survive". It don't work and this is why there is a problem with the bombers. I fail to see how this is a bad thing. If 1 fighter fails, get 2. If 2 fails, get 3. I HIGHLY DOUBT that ONE BOMBER could defeat a capital ship fleet how they are meant to be structured. Eg - Kusari Destroyer, 2 kusari gunboats and 2 chimeras. Some balance ideas... maybe? - SevereTrinity - 09-01-2009 ' Wrote:OK, for those of you who missed the main point of this thread, here it is. Conflicting viewpoints here. 'But at least give us capital Rp'ers some time to actually RP.' 'Currently it takes longer for a fighter to down a bomber than it does for two battleships to kill one another.' On this note, a bomber has about half the firepower of a battleship (Do check the maths before replying, FLStat only please, Datastorm tends to give out wrong/crap numbers). So your point(s) are both moot and non-existent. You have about twenty minutes before two bombers can take down your shiny cap VIII battleship. think about what you type. And if two players take twenty minutes to down one player, I think that you have enough time to shoot them down. I flew a BS (Cap VIII Lib. Dreadnought) , and me with two fighter escorts killed a gunship, a cruiser, and two bombers all who started firing on at the same time. I think the fact three triumphed over four means a lot. Oh yeah, and before you say 'We'll lose even if we have escorts', try actually gettig them first. If you moan 'I can't get escorts', then that's -your- problem. Mon'Star's ship is almost always flying alone people, and he doesn't get twenty million hull and thirty turret slots. My tip is, don't sit still. |