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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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The pace of combat

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Poll: Which of the following options would you prefer?
You do not have permission to vote in this poll.
The current system of combat, with long fights and a four hour rule regarding re-engagement.
27.54%
19 27.54%
A revised system of combat, with much shorter fights, and a removed or shortened re-engagement rule.
72.46%
50 72.46%
Total 69 vote(s) 100%
* You voted for this item. [Show Results]

Pages (5): « Previous 1 2 3 4 5
The pace of combat
Offline jammi
02-26-2012, 11:51 PM,
#41
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Speaking about mass, did you know there's a plugin by Adoxa that adds mass to equipment, and another that adds linear drag based on external equipment?

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Offline AshHill07
02-27-2012, 12:07 AM,
#42
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To be honest the length of fighter battles is whats really putting me off them. I have witnessed fighter on fighter battles last over an hour and it has put me off.

Cap battles are far more explosive, and the fights never last too long. Which is my main reason for prefering them over fighters.

I do think that nurfing the armours a bit, and possibly even removeing/nurfing bots and batts could all work positively. I think the issues from that will probably be the fact it'll reduce thier balance against gunboats. But you have to think of other adverse effects as well. For eg. my gunboat uses fighter armours. So obviously that'll be nurfed too. Bombers use fighter armours, so they will also be nurfed as a direct result.

Of the 2 I think the gunboats will be the only thing that really needs rebalanceing to this. Which I spose could be done by forceing them to use the fighter armours instead of cap ones. The other caps won't really effect it hugely because fighters arn't ment to be greatly effective against caps anyway. And bombers that are shields down vs caps arn't really going to be able to take a huge amount less shots from cap guns anyway. And if your that close your not really doing it right are you.

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Offline Omicron Supply Industries
02-27-2012, 12:13 AM,
#43
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' Wrote:That would turn everything to conn-PvP. In that kind of a PvP, skill will loose in importance, since a lucky MR/nuke would have a far bigger impact.

Isn't that typically what happens in real life? Skill wouldn't lose importance, it would still reign supreme. Just means luck has a larger roll.

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Offline Gamerofthegame
02-27-2012, 12:22 AM,
#44
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I've seen fights take a long time. Fighters can go at each other and do little slivers of damage - They don't hit very much and when they do it doesn't do to much. Gunboats can fight each over and do even less damage to each other with have consecutive hits. I haven't seen Capitals duke it out, but I'll assume they're quicker affairs based on what people have been saying.

This seems like it should be reversed! Snubs should be fairly quick and decisive, especially if you want anything with more than one on one or two or something low to drag on for a long time. Longer, at least.

Thing is, though, is the pace of combat right now is... A little warped. Sometimes it's really quick, as things such as razors or lucky nuke mines will pretty much finish off a battle rather immediately. Yet the main guns grind and chip away. It seems very much so that instead of "*Expletive deleted*!" it's "Eh." when you're being shot at, though wuth a sudden look of surprise when you are OHK'd by a "lucky" torp/missile?/mine.

I would recommend turning up the primary weapon damage and maybe removing the armors, or make the armors slow you down if that is a thing. Getting a bead on someone and exploiting it for the duration of the pass should be more of a "Ow ow ow ow ow ow" then a "Oh hey taking a bit of damage."

A side effect of this would be allowing escorts to actually escort, as well as Capital ships being able to give bombers a hard time. But... This would also mean that ganking would be pretty easy to do, which while server-illegal still is a thing. Might be wise to give transport craft a similar health as they have now to give them a little insurance, but ye combat craft are the quick ones - Quick to kill someone, be killed and just in general speed.
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Offline Omicron
02-27-2012, 12:57 AM,
#45
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While I am ok with current battles, I agree that regular guns should get buff in either damage or projectile speed while LOLWTFPWN insta-win doom's day minirazor should be nerfed. I would want to see Sunslayer to be balanced...

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Offline Ursus
02-27-2012, 01:33 AM,
#46
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Okay now we are into this subject. There shouldn't be fighter torps. Fighters should use guns and missiles only--point the front of the ship at the target and fire. Light bomber should use guns, turrets, and torps. Heavy bombers should use turrets and torps only.

I agree fighter guns should hit more often. Base speed of 900 instead of 600 would probably be enough.

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Offline AshHill07
02-27-2012, 01:48 AM, (This post was last modified: 02-27-2012, 01:49 AM by AshHill07.)
#47
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' Wrote:I haven't seen Capitals duke it out, but I'll assume they're quicker affairs based on what people have been saying.

The longest cap fight I've ever been in was also the biggest. It was a rather large fight between RM and LN which consisted of atleast 14 capital class ships per side. The battle itself lasted about 30 minutes before the LN had won the fight. So about 24 capital class vessles dropped in the course of about 30 minutes. I've seen fighter battles go over an hour with 0 casualties.

I spose its partly down to skill and partly down to haveing too much hull. I mean the reason cap ship fights seem to end quicker is because most of the main anti-cap guns do more damage to a caps hull than main fighter guns to fighters. Plus that and the fact that mines arn't really a factor in cap battles since they don't have them. And, to my knowledge atleast, there are no cap guns that can 2 hit kill an unarmoured cap. But I'm sure theres some fighter weapons that can 2 hit an unarmoured fighter.

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Offline Chase
02-27-2012, 01:56 AM,
#48
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Looking at the past couple of post reminded me of an interesting balance issue as well. I bet the reason why cap battles are as short (and balanced) as they are may have to do with the focus on trying to reduce the capspam...

If you die in the first couple of minutes of a fight in a cap you might think to yourself maybe I should hop in a fighter and make things look a bit more like an engagement should ship-wise.

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Offline AshHill07
02-27-2012, 02:04 AM, (This post was last modified: 02-27-2012, 02:05 AM by AshHill07.)
#49
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' Wrote:Looking at the past couple of post reminded me of an interesting balance issue as well. I bet the reason why cap battles are as short (and balanced) as they are may have to do with the focus on trying to reduce the capspam...

If you die in the first couple of minutes of a fight in a cap you might think to yourself maybe I should hop in a fighter and make things look a bit more like an engagement should ship-wise.

Well that hasen't worked ... clearly.

I still don't get why everybody is -so- against caps. I still feel that caps should be buffed up to a realistic level and then just restricted by factions rather than just "nerf them until they're useless and nobody will use them."

Besides I spose with me its made me want to use them more.

I do not play freelancer as a second job, I play for fun, as I daresay most people do.

If I get into a fight 10 minuites from when I have to pack up and go somewhere else I like to know that the interaction I am having will be over before then. Not have to get sanctioned for having to F1 out because the idiot I got into an interaction with doesn't want me to call it off, and theres no way in hell I'm going to be late for work just because the rules say I cannot just leave it there.

I spose that is the only really major downside to this server, interactions do go on. And you have to be prepaired to quit the game an hour or so before you need to go, just because if you get into an interaction 5 mins before you have to quit your going to get screwed over one way or anouther.

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