Discovery Gaming Community
Ship ID issue!!! - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3)
+--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23)
+--- Thread: Ship ID issue!!! (/showthread.php?tid=135051)

Pages: 1 2


Ship ID issue!!! - Magnathyr - 01-16-2016

Ok... I have a Sunburst "Civilian Freighter" and putting on a simple Junker ID states incompatible tech or some crap and reduces the already small power core of the ship!!!..... I thought that Civilian Ships could take ANY ID???... Not being able to use Junker ID or any ID for that matter on a Sunburst of all ships seems rather rediculous from RP or any other viewpoint don't you think???

Can this be fixed please???

Thanks


RE: Ship ID issue!!! - The Savage - 01-16-2016

Now that's sort of issue. Isn't sunburt Non-House Civilian techcell?


RE: Ship ID issue!!! - Magnathyr - 01-16-2016

It's a beginner level civilian freighter... Purchase price is like $36K credits on starting planet


RE: Ship ID issue!!! - Findarato Veneanar - 01-16-2016

It "should" be fine
[Image: mHb2k9A.png]

What guns did you have on it?
Junkers get a power nerf on lib civ, LH, and LR guns, along with a big power nerf to lib lawful guns.


RE: Ship ID issue!!! - Magnathyr - 01-16-2016

the guns are fine... it goes back to normal when I remove the Junker ID and put the Freelancer ID back on

but just to let you know, garrrands, flashpoints, purple goddess


RE: Ship ID issue!!! - Ichiru - 01-16-2016

(01-16-2016, 10:25 AM)Magnathyr Wrote: the guns are fine... it goes back to normal when I remove the Junker ID and put the Freelancer ID back on

but just to let you know, garrrands, flashpoints, purple goddess

Garand guns are Liberty Civilian, which as said before, gets a nerf on Junker ID.


RE: Ship ID issue!!! - Magnathyr - 01-16-2016

so it has nothing to do with the ship..... so according to the link I got in PM a Junker flying a Sunburst can only use 4 guns and only 4 of the many available without having the ships already meager power recharge nerf'd beyond reason..... does that seem like an appropriate balance to everyone here???

Just curious what everyone thinks about that

Thanks


RE: Ship ID issue!!! - Epo - 01-16-2016

(01-16-2016, 11:01 AM)Magnathyr Wrote: so it has nothing to do with the ship..... so according to the link I got in PM a Junker flying a Sunburst can only use 4 guns and only 4 of the many available without having the ships already meager power recharge nerf'd beyond reason..... does that seem like an appropriate balance to everyone here???

Just curious what everyone thinks about that

Thanks

Frankly, each faction has a range of choice, while looking for a ship. Why don't you use this ship instead of sunburst:
http://discoverygc.com/wiki/CSF
It's more suitable for Junkers than Sunburst. And you can get the sunburst for free if you type /restart beginner.

By the way, if you put your first steps here, take a look into mining Helium in cloud behind the Erie using the restart ship and sell it on Erie. By mining I mean shooting those small moving rocks in the nebula. It's quite profitable for each new guy here.


RE: Ship ID issue!!! - Magnathyr - 01-16-2016

So as I understand it, I not only have to worry about whether I can fly a certain ship with a certain ID, I also have to worry about whether or not I can use certain weapons with certain ID's as well?????..... This is supposed to be for "RP balance"

so let me pose a scenario here and see if it makes sense or if it seems rediculous.....

An LSF officer, an Ageira tech employee, a Bounty Hunter, and a Junker all buy the same exact ship. These ships have the same exact weapons, shields, scanners, engines, thrusters, and powerplants. The Junkers ship fires its weapons and runs out of energy faster that the other three and it takes his ship longer to recharge its energy as well... they decide to trade ships among themselves and again the same thing, even though the ships have not been modified. They trade ships again, yet still the Junker runs out of energy first and still takes longer to recharge power.... no matter that a moment earlier there was no issue with any of the ships. Is this some magical phenomenon???..... Lets change the scenario to where it was the LSF officer instead of the Junker, but same circumstances and same occurances..... again, is this some magical phenominon???

I could understand if certain ships couldn't operate certain weapons at full energy efficiency.
I could understand a certain faction member not being familiar enough with a ship to pilot it as well causing reduced handling.
but a ships energy drain from weapons changing simply because of who's pulling the trigger???

If your going to regulate whether a ship can use certain weapons at full efficiency, then by all means..... oh wait, we do! thats why certain ships can only mount certain classes of weapons.

So if you want to regulate which ships a certain faction member can fly at full efficiency, then by all means..... oh wait, we do that too with the ID's.

To do this in variable combinations like now seems off even from an RP perspective..... If that were the case, then why stop at weapons, when there are different shield types as well, maybe Outcasts can't operate Graviton shields as well? Maybe those of Rheinland government factions aren't good at racing and should take a speed nerf?

Does anyone else understand what I mean???


RE: Ship ID issue!!! - Laura C. - 01-16-2016

It´s simple game mechanic for balance reason. And actually to promote variety. If there would be one best ship-weapon combo for everyone, majority of people from all factions would be flying it no matter how much or less sense it would make for them (I mean for example Liberty Navy ships flown by Junkers, Gauls using Bretonian guns and such).

Sometimes RP or "logic" must step aside for ooRP reasons, be it balance or gameplay issues. You can find this in many games.