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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Adding two sets of same class turrets for different sizes of the same shipclass

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Adding two sets of same class turrets for different sizes of the same shipclass
Offline sindroms
09-03-2013, 10:24 AM, (This post was last modified: 09-03-2013, 10:26 AM by sindroms.)
#1
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Exactly. What I am fearing the most right now, when it comes to the next mod, is that we will still have the inherit problem that the balance revolves around the most used and most ''OP'' ships, adjusting the equipment without too much thought about what happens to other ships.

I see how the nerfage in gunboat gun speed can help them become less OP when it comes to snub hunting (In theory, wanyway. I've shot things with cerbs, and we all know how slow they are compared to basics), but I still wonder how will that help larger gunboats shoot smaller gunships.

Or how about transport and battleship guns, the efficiency of which differ from ship to ship. Type 4s on a Mamooth are utter rape as compared to Type 4s on a Bison, which mainly is because of the size of the ship and how FL calculates targeting.

Or primaries/solarises on a Lib dread and a Lib carrier.


Could we perhaps look into the possibility for turrets being split further to match the size of the ship they are used on, regardless if they are used on the same type of ship. Too late for 87, but perhaps for 88....lol.

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Offline Sabru
09-03-2013, 11:01 AM,
#2
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Posts: 2,274
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Joined: Jan 2012

(09-03-2013, 10:24 AM)sindroms Wrote: Exactly. What I am fearing the most right now, when it comes to the next mod, is that we will still have the inherit problem that the balance revolves around the most used and most ''OP'' ships, adjusting the equipment without too much thought about what happens to other ships.

I see how the nerfage in gunboat gun speed can help them become less OP when it comes to snub hunting (In theory, wanyway. I've shot things with cerbs, and we all know how slow they are compared to basics), but I still wonder how will that help larger gunboats shoot smaller gunships.

Or how about transport and battleship guns, the efficiency of which differ from ship to ship. Type 4s on a Mamooth are utter rape as compared to Type 4s on a Bison, which mainly is because of the size of the ship and how FL calculates targeting.

Or primaries/solarises on a Lib dread and a Lib carrier.


Could we perhaps look into the possibility for turrets being split further to match the size of the ship they are used on, regardless if they are used on the same type of ship. Too late for 87, but perhaps for 88....lol.

i could agree to this.

Quote:being split further to match the size of the ship they are used on

something like:
heavier version turrets for large trans (4k+ cargo size)
light version turrets for small trans (<2k cargo size)
current turrets for med trans (2k-3500 cargo size)

each with different stats according to the ship size they are used on.

[Image: 9KgNaeX.png]
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Offline Hone
09-03-2013, 11:44 AM,
#3
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Good point, but more balance takes more work/time.

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Offline sindroms
09-03-2013, 12:01 PM,
#4
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So is designing the mod in general. If that was the best reply, I doubt anyone would care about it.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline EisenSeele
09-03-2013, 05:30 PM,
#5
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I can see where you're coming from - for combat ships, at least, but in the case of transports, there's a large tradeoff in combat capability and survivability for cargo space. Sure, light transports like the Pelican and the IMG "Light transport" series are ridiculously overpowered, but they're the poor-man's gunboa- oh. Yeah, it's pretty bad.

Rather than upsizing guns certain guns for use by larger ship subclasses, perhaps it would be easier to decrease the size disparity between the relative ship subclasses and split guns by powercore instead of gun class? As I understand it, we've only got so many weapons classes to work with. While this might work for transports, it won't work for gunboats or battleships - which would require actual weapon class splittings.

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Offline Govedo13
09-04-2013, 08:22 AM,
#6
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Well this could be solved in away more easy and elegant way via different cargo space taken by different turrets. 3 tiers transport turrets can do it. Tier 3 show LD be cruiser level but it should take a lot of space and should dissapear on death and should be base produced. Same thing could be implemented for cruisers and battleships you die and you loose your good turrets peashoters like current Solaris are useless anyway.

.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline Hone
09-04-2013, 08:49 AM,
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Thats not at all easy.

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Offline Govedo13
09-04-2013, 03:03 PM,
#8
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Posts: 4,663
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Nope it is not. It requires the huge effort of changing the values of Damage,Energy and cargo space value together with renaming of the item and attaching it to the base- this is the effort in the transport case.

For Cruisers and Battleships additional balancing is needed but it is still doable.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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