Repair costs for a BS with capVIII and a cloak would be sick. You would infact decrease cap use, and at same time decrease player count as there are some players who fly only caps for RP, and 1 lolwut can ruin his day forcing rage quits.(I got 30 snubs so just saying).
decreasing cap count is actually a good idea ryoken.
and ''some players'' actually wanna fly caps because they think they got a bigger e peen like that.
quality over quantity.
Sadly, a fighter gun "across the board" speed increase would make such weapons like 2.00 1k+ damage guns incredibly OP (never mind the codenames). "Reduce the damage then" you might say? Means rebalancing a ton of guns, and then also at the same time (lets say we decided to up the speed by some 200ms) a 950ms flashpoint barrage would murder fighters in less than 5 minutes unless the pilot was really bad at aiming, or the enemy was really laggy and yet somehow wasn't kicked by the server. So that would need to be rebalanced, retested, readjusted, etc. as well. Being honest, it means we'd need to review every fighter gun in the mod...
Truth be told, the current fighter weapon speeds are quite all right, as are fighter guns in general. Tweaks here and there are fine, but messing with them as a whole is a bad idea, as - with current fighter agility in general - 700ms speed is the "goldilocks zone" where you can hit enemy fighters generally quite reliably (barring insane lag/OPness of enemy fighter/sometimes skill)... so we have an oscillation of +/-100ms in other guns on that to offset higher damage/refire.
Another issue with total rebalances is that sweeping changes tend to break a lot of things and are generally terrible to manage, so I'd rather have small but significant changes. Like perhaps removing bot/bat trading... somehow. That change alone guarantees a significant reduction in fighter group fight times, since it will no longer be required to go through the whole group's bots to take out one guy. It's also easy to reverse and applies to everything equally without number bias or other errors...
(10-30-2012, 04:47 AM)Blodo Wrote: Sadly, a fighter gun "across the board" speed increase would make such weapons like 2.00 1k+ damage guns incredibly OP (never mind the codenames). "Reduce the damage then" you might say? Means rebalancing a ton of guns, and then also at the same time (lets say we decided to up the speed by some 200ms) a 950ms flashpoint barrage would murder fighters in less than 5 minutes unless the pilot was really bad at aiming, or the enemy was really laggy and yet somehow wasn't kicked by the server. So that would need to be rebalanced, retested, readjusted, etc. as well. Being honest, it means we'd need to review every fighter gun in the mod...
Truth be told, the current fighter weapon speeds are quite all right, as are fighter guns in general. Tweaks here and there are fine, but messing with them as a whole is a bad idea, as - with current fighter agility in general - 700ms speed is the "goldilocks zone" where you can hit enemy fighters generally quite reliably (barring insane lag/OPness of enemy fighter/sometimes skill)... so we have an oscillation of +/-100ms in other guns on that to offset higher damage/refire.
Another issue with total rebalances is that sweeping changes tend to break a lot of things and are generally terrible to manage, so I'd rather have small but significant changes. Like perhaps removing bot/bat trading... somehow. That change alone guarantees a significant reduction in fighter group fight times, since it will no longer be required to go through the whole group's bots to take out one guy. It's also easy to reverse and applies to everything equally without number bias or other errors...
"murder fighters in less than 5 minutes"
it's still much more fun to have fast battles instead of 30min pew pew then see: %playername% has requested to dock -> (dull)
"Like perhaps removing bot/bat trading... somehow"
you can still drop them to allow it's pick up.
also, FL fight balance cant be solved in a smooth way, many aspects of the game should be entierly changed at once.
I like the idea of cap ships being less powerful. The fights last barely any time when they should in reality take much longer.
As for fighters, I don't think changing the projectile speed will do that much, plus I doubt the disco developers would like to edit all of them...
But maybe some more guns? I would like to see more civi guns. Currently the only guns that everyone can use are CODES.
Penalty for death? Yes. There are too many people who have fighters, and never trade. I think it will make fights more intense if they know what they are getting in to has more impact.
Not a fan of the 2hour fight rule, a lot of people tend to come back now after 3 hours (since no one is holding a timer) so maybe if their was a way to code it so they cannot use the char for the some time or be kicked. Then the two hour time limit would be good.
I was playing a bame in paralel with freelancer for a while just to not get to fored of one at a time.The name of the game is X ( BTF,X2,X3 - some of them as i remember now ) and personaly the game is much more balanced than freelancer will ever be.It is single player only but that is quite a good thing...there you need probably a very good frigate (cruiser) to destroy frigate cruiser and simply you cannot even dream taking on a ship that outclasses you.There are small exeptions : a interceptor (a heavy fighter) can posibly destroy a trader but that takes time and calm because one hit and your shield is gome and in x3 if the damage is 10000 and your shield is 5000 your hull will take the rest of 5000 - so this is an ideea : make shields more balanced and not allow 1% of the shield of a light fighter to block and entire heavy mortar.
Another important thing is that every ship in the game mounts a numer of shield modules (eg: a transport - the dolphin- ship can mount 3 x 50k shield module) but that depends on what ship your flying and to witch race it belongs to .... it may carry more shields or less.
The speed is individual...you cannot posibly find 2 ships with the same speed and turn rate...
Battleships,carriers and destroyers(dreads) have a turn rate so slow that flying a barge will like playing with lego.Battleships cannot be taken down by 2 bombers....you need an armada of them to take down a single destroyer.
Sorry i derivated so far from the whole threat but my main idea is that some things needs to be balanced and some does not:
-different speeds for every ship ingame (eg : more amor=less speed)
-somehow buff battleships so that 1 cannot be soloed by a cruiser
-somehow buff traders (less advanced weapons and bigger size should mean more protection)
-different shield capacity from ship to ship (probably the posibility that some ships could mount more shield modules)
I know this is a lot of work and thinking....but this would be my general idea...so its just an ideea
(10-29-2012, 10:47 PM)ryoken Wrote: Repair costs for a BS with capVIII and a cloak would be sick. You would infact decrease cap use, and at same time decrease player count as there are some players who fly only caps for RP, and 1 lolwut can ruin his day forcing rage quits.(I got 30 snubs so just saying).
*facepalms*
As mentioned quite few times already, armors and other equipment with such cost, as well as costs of the ship itself are out of the equation. Othewise, you create EVE-like environment, and also will need to rebalance almost everything.
I think I'm going to add this into the OP.
will answer on the rest bit later. especially on fighters.
You cannot proper balance the capital ships if you allow their spam like now.
VHFs are ok I guess small 50 ms increase on each gun speed wont kill anyone, combine it with 10% DPE nerf to compensate.
Bombers are extremely broken, LFs, HFs and Caps are also not ok. Ship prices need to go 50% up as well. Small dead penalty for all ships 1 to 10% random generated of its NPC dealer value would be nice. But again before fining one battleship user 30-50m you better make sure the said cap ship have proper guns not like the jokes now.
(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.)