Balance: Unkillable Battleships - 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: Balance: Unkillable Battleships (/showthread.php?tid=116143) |
RE: Balance: Unkillable Battleships - lIceColon - 06-04-2014 (06-04-2014, 02:48 PM).Gypsy. Wrote: Oh look, another restrictionlancer thread. Anyway sounds like a legit tactic to me (and no I don't own a jump drive) If they sundive back, report them. this. RE: Balance: Unkillable Battleships - Nerva - 06-04-2014 (06-04-2014, 07:23 PM)Scourgeclaw Wrote:Good to see you have provided some nice and valid arguments.(06-04-2014, 10:53 AM)Corundum Wrote: Jumping out of combat, repairing and flying/jumping back into combat is perfectly valid tactic.Get out. /s You are just mad. You also failed to read anything after the first sentence. RE: Balance: Unkillable Battleships - Jack_Henderson - 06-04-2014 Go buy more jumpdrives. RE: Balance: Unkillable Battleships - Nerva - 06-04-2014 I'm actually considering doing just that. The more they are overused in this suicidal manner, the higher the probability of restricting their abuse. RE: Balance: Unkillable Battleships - Sciamach - 06-04-2014 (06-04-2014, 07:36 PM)lIceColon Wrote: In disco context however we have nanobots that already repair a ship that was close to death back to full health in an instant. In the context of docking with a station for a quick repair, all it has to do is to feed a bunch of nanobots to the bs that instantly regens its health to 100%. Regens are temporary fixes, nanobots provide a small wall of nanobots in hull breaches to prevent catostrophic decompression, but its a temp fix. Actual time in drydock is still required. RE: Balance: Unkillable Battleships - lIceColon - 06-04-2014 Maybe for it to be fully repaired, it has to take months, but merely to get back into combat condition nanobots would do for now. RE: Balance: Unkillable Battleships - Yber - 06-05-2014 It's not about roleplay. A feature is broken when it has no counterpart or drawbacks. This one is just that. A charge time of 2 minutes or a "screwed upon ram" counter would sufice imo. Specially the last one. RE: Balance: Unkillable Battleships - Highland Laddie - 06-05-2014 Quote:"screwed upon ram" Given the tendency of NPCs doing this...this would make Jumping a much more problematic feature, and would just be a new source of annoyance. I'd rather say, make a new kind of CD that can disrupt Jumping/Cloaking. RE: Balance: Unkillable Battleships - Highland Laddie - 06-05-2014 Quote:Regens are temporary fixes, nanobots provide a small wall of nanobots in hull breaches to prevent catostrophic decompression, but its a temp fix. Actual time in drydock is still required. Idea regarding Botts: Why not make it so that a ship never carriers more than enough botts to repair just 30-50% of the total hull of the ship? That would seem more proper inRP in making botts a temporary field repair rather than a "magical" 100% repair solution. (might help prevent more bott feeding, too) If that change worries folks about making fights too fast, I'd say compensate by increasing the number of Shield Batt regens, since shields are way easier to take down and they regenerate anyways. RE: Balance: Unkillable Battleships - lIceColon - 06-05-2014 (06-05-2014, 05:03 PM)Highland Laddie Wrote: Idea regarding Botts: Makes sense for a ship not to carry 3x its hull's worth of nanobots. inrp that is a horribly inefficient use of storage. |