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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Mercinary ID, tech mixing system fail

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Mercinary ID, tech mixing system fail
NixOlympica
12-31-2011, 07:06 PM,
#11
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' Wrote:If he's fixing it so that Coalition can use Sirian standard tech, then razors will be okay. I just went by the techchart and lore in the initial config - which states clearly that Coalition and Sirian tech were incompatible.

Yeah, I never understood why the civi tech is red, but that's point for another thread. Thing is there are no Coalition GB turrets thus no way to skip the nerf.
Offline Veygaar
12-31-2011, 08:45 PM,
#12
Member
Posts: 4,211
Threads: 157
Joined: Jan 2011

Here's my stance on it.

Instead of multi nerfing a ship for multiple mixed tech. Give it like a 65-75% energy nerf tops.

I have an Asco that has full council turrets, and it is at a 35% inefficiency level. Because I have a generic ID every piece of "non-green" tech puts more nerf of my ship, even if all the turrets are the same and match their respective ship. I'd rather see a limit on how bad of a nerf it could be.

That's my opinion, I can see the good/bad to how it is now, either way I'll still play, but would like a limit on how bad a ship gets nerfed.

Veygaar for Admin Moderator 2013!!!
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Offline Friday
12-31-2011, 10:16 PM,
#13
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Posts: 1,897
Threads: 76
Joined: Aug 2007

' Wrote:Here's my stance on it.

Instead of multi nerfing a ship for multiple mixed tech. Give it like a 65-75% energy nerf tops.

I have an Asco that has full council turrets, and it is at a 35% inefficiency level. Because I have a generic ID every piece of "non-green" tech puts more nerf of my ship, even if all the turrets are the same and match their respective ship. I'd rather see a limit on how bad of a nerf it could be.

That's my opinion, I can see the good/bad to how it is now, either way I'll still play, but would like a limit on how bad a ship gets nerfed.

You have raised an important issue, in that every piece of tech grants an additional nerf.

Then questions from that are:

1) Do we allow smaller nerfs per individual equipment.
2) Will that let people to use smaller number of ooRP tech, say one or two guns.
3) Is that okay?

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Offline Death.RunningVerminator
12-31-2011, 10:26 PM,
#14
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Posts: 4,308
Threads: 143
Joined: Nov 2008

' Wrote:The plan is to allow generic IDd players to show affiliation through the IFF - if you flash a Hessian IFF while on a Mercenary ID, then it will allow the use of Hessian equipment as if you were a Hessian. Behaviour in accordance with Hessian roleplay is expected in that case, because that means you're RPing a Hessian merc.

This is not implemented yet. There wasn't enough time to do so and right now we're more worried about fixing crashbugs.
This will be implemented within a week or two correct?
Offline Veygaar
12-31-2011, 10:27 PM,
#15
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Posts: 4,211
Threads: 157
Joined: Jan 2011

I say just limit how bad the nerf can get, perhaps 60-80%, maybe down to 50%. But I think 35% is just over kill. Especially like say my trident with OC guns and a Merc ID. Even though the Tridente and Guns are matching tech, they all count against and nerf the trident to below 30% efficiency. Although full Basic Trident is just 75% so I'm ok with it, just saying it doesn't make sense to nerf it THAT bad.

A limit would be nice.

Veygaar for Admin Moderator 2013!!!
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Offline Marburg
12-31-2011, 10:36 PM,
#16
Member
Posts: 3,446
Threads: 122
Joined: Jun 2007

http://discoverygc.com/forums/index.php?sh...=115156&hl=

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