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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Power Adaptators: A Possible new Module

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Power Adaptators: A Possible new Module
Offline Huhuh
01-15-2012, 06:35 AM,
#11
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Posts: 2,458
Threads: 148
Joined: Apr 2010

I'd rather survive a nuke than be able to fire my guns longer. In fact, a doubled regen wouldn't mean much for my fighters, as I rarely drain my core anyway.

A bomber with double regen would be way too overpowered.

[Image: 6fZYcda.gif]

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Camtheman
01-15-2012, 07:12 AM,
#12
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Quote:A bomber with double regen would be way too overpowered.

There would have to be snub ones, and cap ones, just like there are for armor now.

Otherwise, yeah...

Funny, even if you could cap 8 a VHF it'd still die to 1 snac.

Good idea though, I really want more upgrades for ships to make that feeling of customization more than just flashing lights.

Literally.

There's a mod called Frontierspace which has something like that.

Powergenerator upgrades (except theirs upgrade both regen and cap), Shield CAPACITY upgrades, Shield REGEN upgrades, armor upgrades and another type I forgot :L

Heh, after the devs get done with cloaks and jump drives, maybe this should be their next project.

It would need balancing but splitting it by snub/cap would work great.

Doing it the same way as armor would be enough, taking up too much cargo for fighters/bombers to be able to mount the cap ones.
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Offline Hone
01-15-2012, 10:42 AM, (This post was last modified: 01-15-2012, 10:43 AM by Hone.)
#13
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Im all in favour of an alternative to armour, as I hate the way it slows down fights, and everyone has mk8.
But Im not sure how balanced the OPs proposal is.

For other ideas, how about something that increases maouverability, or speed, or core size. some for all these things. ect.

But of course, more work for balancers.

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Rapur
01-15-2012, 11:08 AM,
#14
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Having the option to mount something else, than the armor ugrapde is a good idea. We could take a step forward and also add shield upgrades, mass reduction kits and so on.

Now, the main problem is, the armor upgrade is a too much of a must.

Let's take an eagle for example. Base armor is 9900 (Finally!). If I buy one, I have to decide: Do I want to have a bit more energy or 2,5x armor. I think nobody would go for the energy advantage (maybe 1 or 2 masochistic players). Nukes and razors would instakill VHFs (no matter how much of an ace one is, everybody gets a razor in the face time to time). 2 shots of a guardian with full 2.00 would also instakill most of the fighters.

Say, if the ships would start off with 2x more hull, than now (in this case the eagle would have 18800 hitpoints by default), and the armor upgrade would only give you +25% armor or so, then things like powercore upgrades, shield upgrades, mass reduction kits etc. would actually become useful.
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Offline dodike
01-15-2012, 11:37 AM, (This post was last modified: 01-15-2012, 11:39 AM by dodike.)
#15
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' Wrote:Yes, it would also mean that people who already have 100% efficiency can potentially have 200% efficiency, but that is severely punished by the lack of armor for most of them (Most bombers wouldn't survive a single Nuclear Mine if they mount a Power Adaptator IV, as an example, but they could fire Snacs and other weapons much more often and reliably).

Thoughts?
Capping efficiency at 100% makes more sense but on the other hand raping transports with SNAC in half the time looks appealing (but I also fly transports so no).
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Offline ... kur nubėgo?
01-15-2012, 12:46 PM,
#16
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Posts: 3,019
Threads: 114
Joined: Jul 2008

' Wrote:Let's take an eagle for example. Base armor is 9900 (Finally!).

It's still 9200. Infocard is a lie.

All those kits, imo,are too hard to balance.

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History of OPG | Antonio "Vilkas" Devivar
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